(12-05-2013, 07:32 PM)DnALANGE Wrote: [ -> ]Model editor, look for your door.
Settings \ user defined variables->
Try making the door health 200? 300?
Save in your CS.
Try that.
Yeah, that's what would've done when everything else fails. I just thought there is an easier way of doing that.
Thanks anyway!
(12-05-2013, 07:32 PM)DnALANGE Wrote: [ -> ]Model editor, look for your door.
Settings \ user defined variables->
Try making the door health 200? 300?
Save in your CS.
Try that.
Yeah, that's what would've done when everything else fails. I just thought there is an easier way of doing that.
Thanks anyway!
Just remember if you're doing the editing using the Model Editor, it will apply to ALL doors with that particular use So it would be best to make a copy of the door :3
(12-12-2013, 12:47 AM)Romulator Wrote: [ -> ]Just remember if you're doing the editing using the Model Editor, it will apply to ALL doors with that particular use So it would be best to make a copy of the door :3
I got a question myself though, wouldn't it be easier if he just used a script to do it? I didn't really explain allot in my first reply but all you would need to do is this I believe:
Code:
SetPropHealth(string& asName, float afHealth);
asName - Entity name. (Your door)
afHealth - Amount of health the entity has. (200 - 300 maybe?)
Or, I believe you could even do this:
Code:
AddPropHealth(string& asName, float afHealth);
asName - Entity name. (Your door)
afHealth - Amount of health to add. (100 - 200 maybe?)
Like you said though. Doing it through the model editor would affect all other doors of the same type unless you made a copy. But I believe the simpler and more realistic way of doing it would be doing this.
Oh, and some side notes. The default door health (at least for the default castle doors) is "100". So, if we take that and divide it by the amount of hits a grunt has to do to break it. Then we get "25". (4 hits) And, for a brute its "50". (2 hits) So, just multiply those numbers by the amount of hits you want it to take them to get through the door and you have the health you want it to be at!
I got a question myself though, wouldn't it be easier if he just used a script to do it? I didn't really explain allot in my first reply but all you would need to do is this I believe:
Code:
SetPropHealth(string& asName, float afHealth);
asName - Entity name. (Your door)
afHealth - Amount of health the entity has. (200 - 300 maybe?)
Or, I believe you could even do this:
Code:
AddPropHealth(string& asName, float afHealth);
asName - Entity name. (Your door)
afHealth - Amount of health to add. (100 - 200 maybe?)
Like you said though. Doing it through the model editor would affect all other doors of the same type unless you made a copy. But I believe the simpler and more realistic way of doing it would be doing this.
Oh, and some side notes. The default door health (at least for the default castle doors) is "100". So, if we take that and divide it by the amount of hits a grunt has to do to break it. Then we get "25". (4 hits) And, for a brute its "50". (2 hits) So, just multiply those numbers by the amount of hits you want it to take them to get through the door and you have the health you want it to be at!
Quote in spoiler for room
Yes, but it's a suggestion as an addon to what DnALANGE said, as editing the doors health will change all of those doors, even in the main game xD Your above suggestion works as well, but this is just in case you change the model :3