Started by Bluetothestars, November 18, 2020, 08:42:32 PM
Quote from: Unit 33 on November 29, 2014, 03:44:44 AM'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.
Quote from: Dark_Phantom on November 19, 2020, 04:55:54 AMIt's a hard coded limitation because you don't need AI attacking a target with no hope of destroying it. There's a threshold that I think is based on weapon damage - but I don't know this for sure. What I do know is that you can't change that behavior.Generally, if you're not getting an answer, it's because we don't know. Keep the double posting about the same topic to a minimum please.
Quote from: Bluetothestars on November 18, 2020, 08:42:32 PMCarried on from another post since no one was answering. Basically if I make say Mace Windu's health 1000, he will still block and such, however he'll die from grenades as well as turrets like on BES Platforms. If I keep his health at the 100000, no one will attack him. Why is this?
Quote from: Napseeker on November 20, 2020, 02:25:10 PMWell, if they only attack if his health is at 1000, but you want to keep him alive, then why not use AddHealth to just constantly restore his health?Example:MaxHealth = 1000.0AddHealth = 999I haven't tested this, but it might work as the addhealth happens every second.
Quote from: Dark_Phantom on November 22, 2020, 06:20:41 PMYou can't change the state of the units after they are loaded in, unlike BF2.For example:At load time, the units are called in. For the purposes of BF1, they are done. You also can't lock classes out like in BF2. Now, in BF2, with the award system/hero spawning, you could do this, but none of this dynamic code existed for the first game.
Quote from: Dark_Phantom on November 22, 2020, 06:20:41 PMMelee combat and Jedi were not a focus of BF1. That's why you see such limited support for it. Also, if AddHealth isn't working, please check for typos. AddHealth should be adding once a second if I remember correctly (like Napseeker said), even if you are in the air (I could be wrong here).
Quote from: Dark_Phantom on November 22, 2020, 09:18:56 PMor use this:http://www.swbfgamers.com/index.php?topic=12549.msg117130#msg117130It's not the same, but maybe someone else has a better solution.
Quote from: Dark_Phantom on November 23, 2020, 06:02:25 AMThe technical explanation is that the game assigns the character select for human and AI in slots 0-4 in the base game. Slot 5 (or if you start at 1, number 6) is assigned to the hero. This was never meant to be selectable, but in my testing for a way to make more than 5 units work on the spawn screen, I came across this minor discovery. It was fun and so I released it as a trainer.I don't have any practical way to stop the AI from spawning as the hero though. I ran into this issue on another map I did a long time ago. If you don't spawn in quickly enough, the AI will compensate to balance teams - think of a hero as a +1, if there's already a hero, then it shouldn't spawn as one. You could lengthen the time until the AI spawn by changing SetSpawnDelay(10.0, 0.25) to something higher, like SetSpawnDelay(20.0, 0.25), but then you'll be waiting longer for the AI to pop in. However, the AI shouldn't spawn as a hero then.For actual additional spawn screen units, see here: http://www.swbfgamers.com/index.php?topic=13140.msg119800#msg119800TL;DR - the spawn screen only natively uses 5 units and any more than that is unstable and janky, but possible.
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