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Author Topic: Automatic health regeneration. (29 messages, Page 1 of 1)
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The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Jul 8, 2014 11:04 AM    Msg. 1 of 29       
I need automatic health regeneration wich happens when I have full shields.

Can someone please give me a a script that works in mp? Because I'm faling to write the script myself.

Thanks in advance.

Edited by Maiku3 on Jul 8, 2014 at 12:34 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 8, 2014 11:32 AM    Msg. 2 of 29       
Quote: --- Original message by: Maiku3
I need automatic health regeneration for my map.

Can someone please give me a a script that works in mp? Because I'm faling to write the script myself.

Thanks in advance.


You don't require a script for that just change the damage settings.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Jul 8, 2014 11:44 AM    Msg. 3 of 29       
...what?


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Jul 8, 2014 12:32 PM    Msg. 4 of 29       
Quote: --- Original message by: ASCENDANTJUSTICE
Quote: --- Original message by: Maiku3
I need automatic health regeneration for my map.

Can someone please give me a a script that works in mp? Because I'm faling to write the script myself.

Thanks in advance.


You don't require a script for that just change the damage settings.


Well if you know so much about this then why don't you explain to me HOW TO DO IT, instead of posting something too vague to even get a close idea of what you mean.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 8, 2014 01:12 PM    Msg. 5 of 29       
Quote: --- Original message by: Maiku3
Quote: --- Original message by: ASCENDANTJUSTICE
Quote: --- Original message by: Maiku3
I need automatic health regeneration for my map.

Can someone please give me a a script that works in mp? Because I'm faling to write the script myself.

Thanks in advance.


You don't require a script for that just change the damage settings.


Well if you know so much about this then why don't you explain to me HOW TO DO IT, instead of posting something too vague to even get a close idea of what you mean.


Well, if everyone handed everything to you on a silver platter you would probably evolve sideways. Take a look at the projectile .damage effect tags.
Edited by ASCENDANTJUSTICE on Jul 8, 2014 at 01:14 PM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Jul 8, 2014 01:27 PM    Msg. 6 of 29       
How can damage effect give player health? I'm confused.


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Jul 8, 2014 06:11 PM    Msg. 7 of 29       
Quote: --- Original message by: ASCENDANTJUSTICE

Quote: --- Original message by: Maiku3
Quote: --- Original message by: ASCENDANTJUSTICE
Quote: --- Original message by: Maiku3
I need automatic health regeneration for my map.

Can someone please give me a a script that works in mp? Because I'm faling to write the script myself.

Thanks in advance.


You don't require a script for that just change the damage settings.


Well if you know so much about this then why don't you explain to me HOW TO DO IT, instead of posting something too vague to even get a close idea of what you mean.


Well, if everyone handed everything to you on a silver platter you would probably evolve sideways. Take a look at the projectile .damage effect tags.
Edited by ASCENDANTJUSTICE on Jul 8, 2014 at 01:14 PM


WTF, I don't want my health to regenerate when I get shot...
I have a good enough knowledge on this engine, I just don't know how to script right.

IF YOU DON'T KNOW WHAT YOU'RE TALKIGN ABOUT THEN DON'T POST IN THIS FLIPPING TREAD!


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Jul 8, 2014 06:30 PM    Msg. 8 of 29       
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=38227
Edit the settings which are bold with your own settings.
Edited by ally on Jul 8, 2014 at 06:30 PM


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Jul 8, 2014 10:07 PM    Msg. 9 of 29       
Since the things people posted were either stupid, or were badly written scripts.
I decided to try it myself again, it took me 3 hours but it's working now.

This again proves that I shouldn't ask things to HaloMaps
Edited by Maiku3 on Jul 8, 2014 at 10:07 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 8, 2014 10:39 PM    Msg. 10 of 29       
Well it seemed that you were perfectly capable of doing things yourself, Mr. good enough knowledge on this engine.

This is the script I use (courtesy of The Cereal Killer):
(script static unit player
(unit (list_get (players) 0))
)

(global real health_increment 0)

(script static real shield
(unit_get_shield (player))
)

(script static real health
(unit_get_health (player))
)

(script static real unchanged_shield
(* (shield) [your biped's shield strength])
)

(script static real health_number
(* (health) [your biped's health])
)

(script static real health_lost
(- [your biped's health] (health_number))
)

(script static void increase
(unit_set_current_vitality (player) (+ (health_number) health_increment) (unchanged_shield))
)

(script static real health_increment_set
(set health_increment (/ (health_lost) 20))
)

(script continuous health_recharge
(sleep_until (and (< (health) 1) (= (shield) 1)))
(health_increment_set)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
)


You'll also see my post in the thread that Ally linked to. As he said, replace the ones in bold and square brackets with the values you have in your collision model.
This again proves why you should NOT be a dickhead when people are trying to help you.


gruntfromhalo
Joined: Nov 21, 2007

actual loli


Posted: Jul 9, 2014 07:29 AM    Msg. 11 of 29       
Bad vibes in this thread. Let's get some love in here

Thanks for the script, that's pretty cool <3


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Jul 9, 2014 07:36 AM    Msg. 12 of 29       
The reason I don't use that script is because it is on a timer (In the wrong way).
When you get your shields back it will start regenerating health, and when your health is full you can trow a granade at your feet and the health will regenerate while your shields are down.
Also the script only works on the first player, not multiple players.

I learned a few things from the script though.


The script I did:

(global real health_plus 5)
(global real wait 18)


(script static unit player1
(unit (list_get (players) 0)))

(script static unit player2
(unit (list_get (players) 1)))

(script static unit player3
(unit (list_get (players) 2)))

(script static unit player4
(unit (list_get (players) 3)))

(script static unit player5
(unit (list_get (players) 4)))

(script static unit player6
(unit (list_get (players) 5)))

(script static unit player7
(unit (list_get (players) 6)))

(script static unit player8
(unit (list_get (players) 7)))

(script static unit player9
(unit (list_get (players) 8)))

(script static unit player10
(unit (list_get (players) 9)))

(script static unit player11
(unit (list_get (players) 10)))

(script static unit player12
(unit (list_get (players) 11)))

(script static unit player13
(unit (list_get (players) 12)))

(script static unit player14
(unit (list_get (players) 13)))

(script static unit player15
(unit (list_get (players) 14)))

(script static unit player16
(unit (list_get (players) 15)))



(script static real shield1
(unit_get_shield (player1)))

(script static real shield2
(unit_get_shield (player2)))

(script static real shield3
(unit_get_shield (player3)))

(script static real shield4
(unit_get_shield (player4)))

(script static real shield5
(unit_get_shield (player5)))

(script static real shield6
(unit_get_shield (player6)))

(script static real shield7
(unit_get_shield (player7)))

(script static real shield8
(unit_get_shield (player8)))

(script static real shield9
(unit_get_shield (player9)))

(script static real shield10
(unit_get_shield (player10)))

(script static real shield11
(unit_get_shield (player11)))

(script static real shield12
(unit_get_shield (player12)))

(script static real shield13
(unit_get_shield (player13)))

(script static real shield14
(unit_get_shield (player14)))

(script static real shield15
(unit_get_shield (player15)))

(script static real shield16
(unit_get_shield (player16)))




(script static real health1
(unit_get_health (player1)))

(script static real health2
(unit_get_health (player2)))

(script static real health3
(unit_get_health (player3)))

(script static real health4
(unit_get_health (player4)))

(script static real health5
(unit_get_health (player5)))

(script static real health6
(unit_get_health (player6)))

(script static real health7
(unit_get_health (player7)))

(script static real health8
(unit_get_health (player8)))

(script static real health9
(unit_get_health (player9)))

(script static real health10
(unit_get_health (player10)))

(script static real health11
(unit_get_health (player11)))

(script static real health12
(unit_get_health (player12)))

(script static real health13
(unit_get_health (player13)))

(script static real health14
(unit_get_health (player14)))

(script static real health15
(unit_get_health (player15)))

(script static real health16
(unit_get_health (player16)))



(script continuous health_regen1
(begin
(sleep_until (and (< (health1) 1) (>= (shield1) 1)))
(sleep wait)
(unit_set_current_vitality (player1) (+ (* (health1) 100) health_plus) (* (shield1) 100))))

(script continuous health_regen2
(begin
(sleep_until (and (< (health2) 1) (>= (shield2) 1)))
(sleep wait)
(unit_set_current_vitality (player2) (+ (* (health2) 100) health_plus) (* (shield2) 100))))

(script continuous health_regen3
(begin
(sleep_until (and (< (health3) 1) (>= (shield3) 1)))
(sleep wait)
(unit_set_current_vitality (player3) (+ (* (health3) 100) health_plus) (* (shield3) 100))))

(script continuous health_regen4
(begin
(sleep_until (and (< (health4) 1) (>= (shield4) 1)))
(sleep wait)
(unit_set_current_vitality (player4) (+ (* (health4) 100) health_plus) (* (shield4) 100))))

(script continuous health_regen5
(begin
(sleep_until (and (< (health5) 1) (>= (shield5) 1)))
(sleep wait)
(unit_set_current_vitality (player5) (+ (* (health5) 100) health_plus) (* (shield5) 100))))

(script continuous health_regen6
(begin
(sleep_until (and (< (health6) 1) (>= (shield6) 1)))
(sleep wait)
(unit_set_current_vitality (player6) (+ (* (health6) 100) health_plus) (* (shield6) 100))))

(script continuous health_regen7
(begin
(sleep_until (and (< (health7) 1) (>= (shield7) 1)))
(sleep wait)
(unit_set_current_vitality (player7) (+ (* (health7) 100) health_plus) (* (shield7) 100))))

(script continuous health_regen8
(begin
(sleep_until (and (< (health8) 1) (>= (shield8) 1)))
(sleep wait)
(unit_set_current_vitality (player8) (+ (* (health8) 100) health_plus) (* (shield8) 100))))

(script continuous health_regen9
(begin
(sleep_until (and (< (health9) 1) (>= (shield9) 1)))
(sleep wait)
(unit_set_current_vitality (player9) (+ (* (health9) 100) health_plus) (* (shield9) 100))))

(script continuous health_regen10
(begin
(sleep_until (and (< (health10) 1) (>= (shield10) 1)))
(sleep wait)
(unit_set_current_vitality (player10) (+ (* (health10) 100) health_plus) (* (shield10) 100))))

(script continuous health_regen11
(begin
(sleep_until (and (< (health11) 1) (>= (shield11) 1)))
(sleep wait)
(unit_set_current_vitality (player11) (+ (* (health11) 100) health_plus) (* (shield11) 100))))

(script continuous health_regen12
(begin
(sleep_until (and (< (health12) 1) (>= (shield12) 1)))
(sleep wait)
(unit_set_current_vitality (player12) (+ (* (health12) 100) health_plus) (* (shield12) 100))))

(script continuous health_regen13
(begin
(sleep_until (and (< (health13) 1) (>= (shield13) 1)))
(sleep wait)
(unit_set_current_vitality (player13) (+ (* (health13) 100) health_plus) (* (shield13) 100))))

(script continuous health_regen14
(begin
(sleep_until (and (< (health14) 1) (>= (shield14) 1)))
(sleep wait)
(unit_set_current_vitality (player14) (+ (* (health14) 100) health_plus) (* (shield14) 100))))

(script continuous health_regen15
(begin
(sleep_until (and (< (health15) 1) (>= (shield15) 1)))
(sleep wait)
(unit_set_current_vitality (player15) (+ (* (health15) 100) health_plus) (* (shield15) 100))))

(script continuous health_regen16
(begin
(sleep_until (and (< (health16) 1) (>= (shield16) 1)))
(sleep wait)
(unit_set_current_vitality (player16) (+ (* (health16) 100) health_plus) (* (shield16) 100))))



This one has none of those problems.

I'm currently thinking about ways to optimize it a bit.

Sorry, for being a dickhead, I was pretty frustrated with the problem at the time.




Edited by Maiku3 on Jul 9, 2014 at 07:39 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 12, 2014 12:07 PM    Msg. 13 of 29       
Looking at damage effect.tags will give the dude an idea on how damage values work, against materials, objects, bipeds e.t.c

From there he should be able to make a brain wave and figure out his own problem.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Jul 12, 2014 01:19 PM    Msg. 14 of 29       
I don't think you know what word "regeneration" means.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 12, 2014 01:25 PM    Msg. 15 of 29       
Quote: --- Original message by: altis94
I don't think you know what word "regeneration" means.


Whats it mean?


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Jul 12, 2014 01:26 PM    Msg. 16 of 29       
If you had a brain you would've noticed that I fixed my problem already.
And for the record the last few days I've constantly been working with damage effect tags, I KNOW HOW THEY WORK.


Just a fact:

Damage =/= Healing


------------------------------------


Quote: --- Original message by: ASCENDANTJUSTICE
Quote: --- Original message by: altis94
I don't think you know what word "regeneration" means.


Whats it mean?


Regeneration is the opposite of damage.

Damage is that you lose health.
Regeneration is that you get more health
Edited by Maiku3 on Jul 12, 2014 at 01:28 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 13, 2014 09:44 AM    Msg. 17 of 29       
Quote: --- Original message by: Maiku3

If you had a brain you would've noticed that I fixed my problem already.
And for the record the last few days I've constantly been working with damage effect tags, I KNOW HOW THEY WORK.


Just a fact:

Damage =/= Healing


------------------------------------


Quote: --- Original message by: ASCENDANTJUSTICE
Quote: --- Original message by: altis94
I don't think you know what word "regeneration" means.


Whats it mean?


Regeneration is the opposite of damage.

Damage is that you lose health.
Regeneration is that you get more health
Edited by Maiku3 on Jul 12, 2014 at 01:28 PM


Sarcasm fool.


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Jul 13, 2014 11:17 AM    Msg. 18 of 29       
Quote: --- Original message by: ASCENDANTJUSTICE
Looking at damage effect.tags will give the dude an idea on how damage values work, against materials, objects, bipeds e.t.c

From there he should be able to make a brain wave and figure out his own problem.

Looking at your absurd replies kills brain waves faster than he makes them.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 13, 2014 12:09 PM    Msg. 19 of 29       
Quote: --- Original message by: clonecam117
Quote: --- Original message by: ASCENDANTJUSTICE
Looking at damage effect.tags will give the dude an idea on how damage values work, against materials, objects, bipeds e.t.c

From there he should be able to make a brain wave and figure out his own problem.

Looking at your absurd replies kills brain waves faster than he makes them.


http://www.youtube.com/watch?v=LowVhCfLm68


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Jul 13, 2014 06:24 PM    Msg. 20 of 29       
Please explain, in detail, how to make a .damage_effect tag automatically regenerate the player's health over time.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Jul 14, 2014 05:13 AM    Msg. 21 of 29       
Negative numbers in the damage effect multipliers.


nihao123456ftw
Joined: Mar 24, 2012


Posted: Jul 15, 2014 12:40 AM    Msg. 22 of 29       
Quote: --- Original message by: Ki11erFTW
Negative numbers in the damage effect multipliers.


are you sure that works?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jul 16, 2014 06:57 PM    Msg. 23 of 29       
Quote: --- Original message by: altis94
How can damage effect give player health? I'm confused.


negative damage multipliers. I've used it to overcharge shields before.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 18, 2014 10:02 AM    Msg. 24 of 29       
Quote: --- Original message by: sparky

Gosh.

Use functions to scale an attached effect tag that gives negative damage and only affects cyborg health not shields. No scripting required, just a little creative effect tag work.

The functions you would use means that you're setting it to something like "recent body damage" or "shield recharge" or something like that which determines the behavior you want.

---
Edited by sparky on Jul 17, 2014 at 10:50 PM


So haters It seems I was right. A hemeny hem hem.


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Jul 18, 2014 11:30 AM    Msg. 25 of 29       
Quote: --- Original message by: ASCENDANTJUSTICE
Quote: --- Original message by: sparky

Gosh.

Use functions to scale an attached effect tag that gives negative damage and only affects cyborg health not shields. No scripting required, just a little creative effect tag work.

The functions you would use means that you're setting it to something like "recent body damage" or "shield recharge" or something like that which determines the behavior you want.

---
Edited by sparky on Jul 17, 2014 at 10:50 PM


So haters It seems I was right. A hemeny hem hem.


Forgive me. I was wrong; I apologize.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 18, 2014 11:42 AM    Msg. 26 of 29       
Quote: --- Original message by: clonecam117
Quote: --- Original message by: ASCENDANTJUSTICE
Quote: --- Original message by: sparky

Gosh.

Use functions to scale an attached effect tag that gives negative damage and only affects cyborg health not shields. No scripting required, just a little creative effect tag work.

The functions you would use means that you're setting it to something like "recent body damage" or "shield recharge" or something like that which determines the behavior you want.

---
Edited by sparky on Jul 17, 2014 at 10:50 PM


So haters It seems I was right. A hemeny hem hem.


Forgive me. I was wrong; I apologize.


/\ Bigger balls than me.



No need to apologize. I forgive all except for the typographic inert.

Does that make sense?
Edited by ASCENDANTJUSTICE on Jul 18, 2014 at 11:42 AM


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Sep 26, 2015 10:07 AM    Msg. 27 of 29       
Quote: --- Original message by: The_Purrminator

The reason I don't use that script is because it is on a timer (In the wrong way).
When you get your shields back it will start regenerating health, and when your health is full you can trow a granade at your feet and the health will regenerate while your shields are down.
Also the script only works on the first player, not multiple players.

I learned a few things from the script though.


The script I did:

(global real health_plus 5)
(global real wait 18)


(script static unit player1
(unit (list_get (players) 0)))

(script static unit player2
(unit (list_get (players) 1)))

(script static unit player3
(unit (list_get (players) 2)))

(script static unit player4
(unit (list_get (players) 3)))

(script static unit player5
(unit (list_get (players) 4)))

(script static unit player6
(unit (list_get (players) 5)))

(script static unit player7
(unit (list_get (players) 6)))

(script static unit player8
(unit (list_get (players) 7)))

(script static unit player9
(unit (list_get (players) 8)))

(script static unit player10
(unit (list_get (players) 9)))

(script static unit player11
(unit (list_get (players) 10)))

(script static unit player12
(unit (list_get (players) 11)))

(script static unit player13
(unit (list_get (players) 12)))

(script static unit player14
(unit (list_get (players) 13)))

(script static unit player15
(unit (list_get (players) 14)))

(script static unit player16
(unit (list_get (players) 15)))



(script static real shield1
(unit_get_shield (player1)))

(script static real shield2
(unit_get_shield (player2)))

(script static real shield3
(unit_get_shield (player3)))

(script static real shield4
(unit_get_shield (player4)))

(script static real shield5
(unit_get_shield (player5)))

(script static real shield6
(unit_get_shield (player6)))

(script static real shield7
(unit_get_shield (player7)))

(script static real shield8
(unit_get_shield (player8)))

(script static real shield9
(unit_get_shield (player9)))

(script static real shield10
(unit_get_shield (player10)))

(script static real shield11
(unit_get_shield (player11)))

(script static real shield12
(unit_get_shield (player12)))

(script static real shield13
(unit_get_shield (player13)))

(script static real shield14
(unit_get_shield (player14)))

(script static real shield15
(unit_get_shield (player15)))

(script static real shield16
(unit_get_shield (player16)))




(script static real health1
(unit_get_health (player1)))

(script static real health2
(unit_get_health (player2)))

(script static real health3
(unit_get_health (player3)))

(script static real health4
(unit_get_health (player4)))

(script static real health5
(unit_get_health (player5)))

(script static real health6
(unit_get_health (player6)))

(script static real health7
(unit_get_health (player7)))

(script static real health8
(unit_get_health (player8)))

(script static real health9
(unit_get_health (player9)))

(script static real health10
(unit_get_health (player10)))

(script static real health11
(unit_get_health (player11)))

(script static real health12
(unit_get_health (player12)))

(script static real health13
(unit_get_health (player13)))

(script static real health14
(unit_get_health (player14)))

(script static real health15
(unit_get_health (player15)))

(script static real health16
(unit_get_health (player16)))



(script continuous health_regen1
(begin
(sleep_until (and (< (health1) 1) (>= (shield1) 1)))
(sleep wait)
(unit_set_current_vitality (player1) (+ (* (health1) 100) health_plus) (* (shield1) 100))))

(script continuous health_regen2
(begin
(sleep_until (and (< (health2) 1) (>= (shield2) 1)))
(sleep wait)
(unit_set_current_vitality (player2) (+ (* (health2) 100) health_plus) (* (shield2) 100))))

(script continuous health_regen3
(begin
(sleep_until (and (< (health3) 1) (>= (shield3) 1)))
(sleep wait)
(unit_set_current_vitality (player3) (+ (* (health3) 100) health_plus) (* (shield3) 100))))

(script continuous health_regen4
(begin
(sleep_until (and (< (health4) 1) (>= (shield4) 1)))
(sleep wait)
(unit_set_current_vitality (player4) (+ (* (health4) 100) health_plus) (* (shield4) 100))))

(script continuous health_regen5
(begin
(sleep_until (and (< (health5) 1) (>= (shield5) 1)))
(sleep wait)
(unit_set_current_vitality (player5) (+ (* (health5) 100) health_plus) (* (shield5) 100))))

(script continuous health_regen6
(begin
(sleep_until (and (< (health6) 1) (>= (shield6) 1)))
(sleep wait)
(unit_set_current_vitality (player6) (+ (* (health6) 100) health_plus) (* (shield6) 100))))

(script continuous health_regen7
(begin
(sleep_until (and (< (health7) 1) (>= (shield7) 1)))
(sleep wait)
(unit_set_current_vitality (player7) (+ (* (health7) 100) health_plus) (* (shield7) 100))))

(script continuous health_regen8
(begin
(sleep_until (and (< (health8) 1) (>= (shield8) 1)))
(sleep wait)
(unit_set_current_vitality (player8) (+ (* (health8) 100) health_plus) (* (shield8) 100))))

(script continuous health_regen9
(begin
(sleep_until (and (< (health9) 1) (>= (shield9) 1)))
(sleep wait)
(unit_set_current_vitality (player9) (+ (* (health9) 100) health_plus) (* (shield9) 100))))

(script continuous health_regen10
(begin
(sleep_until (and (< (health10) 1) (>= (shield10) 1)))
(sleep wait)
(unit_set_current_vitality (player10) (+ (* (health10) 100) health_plus) (* (shield10) 100))))

(script continuous health_regen11
(begin
(sleep_until (and (< (health11) 1) (>= (shield11) 1)))
(sleep wait)
(unit_set_current_vitality (player11) (+ (* (health11) 100) health_plus) (* (shield11) 100))))

(script continuous health_regen12
(begin
(sleep_until (and (< (health12) 1) (>= (shield12) 1)))
(sleep wait)
(unit_set_current_vitality (player12) (+ (* (health12) 100) health_plus) (* (shield12) 100))))

(script continuous health_regen13
(begin
(sleep_until (and (< (health13) 1) (>= (shield13) 1)))
(sleep wait)
(unit_set_current_vitality (player13) (+ (* (health13) 100) health_plus) (* (shield13) 100))))

(script continuous health_regen14
(begin
(sleep_until (and (< (health14) 1) (>= (shield14) 1)))
(sleep wait)
(unit_set_current_vitality (player14) (+ (* (health14) 100) health_plus) (* (shield14) 100))))

(script continuous health_regen15
(begin
(sleep_until (and (< (health15) 1) (>= (shield15) 1)))
(sleep wait)
(unit_set_current_vitality (player15) (+ (* (health15) 100) health_plus) (* (shield15) 100))))

(script continuous health_regen16
(begin
(sleep_until (and (< (health16) 1) (>= (shield16) 1)))
(sleep wait)
(unit_set_current_vitality (player16) (+ (* (health16) 100) health_plus) (* (shield16) 100))))



This one has none of those problems.

I'm currently thinking about ways to optimize it a bit.

Sorry, for being a dickhead, I was pretty frustrated with the problem at the time.




Edited by Maiku3 on Jul 9, 2014 at 07:39 AM

Thanks m8, i was going to start a thread about, but this works better than i expected


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 26, 2015 10:56 AM    Msg. 28 of 29       
So let's make a new rule.

If you find an old forum thread which guides you to your goal.

Just shut up about it and move on.


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Oct 4, 2015 01:27 PM    Msg. 29 of 29       
Thanks for finding this for me, saves me the trouble of figuring out the logic again.
I will probably optimize this script now I know how though.

 

 
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