Has anyone come across a way to change/set a creature's maxmimum health in a relatively simple and straightforward way? While I've tried experimenting with rank and package, I'm not getting the results I want (creature is still far too difficult to fight during its intended scenario). I've tried SetMaxHealth, which does absolutely nothing, as well as some other scripting commands, but the only time I've got semi-successful results has been in cases where I modified the creature's current health, rather than total. Is there a way to go about this with scripting, or do I have to set up a new creature type in an M2DA? If so, how would I go about that?
Thanks for any help!
Setting a creature's max hit points?
Débuté par
sea-
, mai 09 2011 11:26
#1
Posté 09 mai 2011 - 11:26
#2
Posté 10 mai 2011 - 04:31
Wow, is it just me or is this forum dead lately? :/
#3
Posté 11 mai 2011 - 07:17
You could try something like this to reduce maximum health by (say) 50 points after the creature spawn event:
Bioware uses this function (not SetMaxHealth) in the spawn event (sys_autoscale_h). It seems to work elsewhere, too, but I haven't tested it exhaustively.
PS I'm also wondering why the forum's been so quiet for the last few days!
PPS The Temple district video in your blog rocks.
Chargen_ModifyCreaturePropertyBase(oCreature,PROPERTY_DEPLETABLE_HEALTH, -50.0);
Bioware uses this function (not SetMaxHealth) in the spawn event (sys_autoscale_h). It seems to work elsewhere, too, but I haven't tested it exhaustively.
PS I'm also wondering why the forum's been so quiet for the last few days!
PPS The Temple district video in your blog rocks.
#4
Posté 11 mai 2011 - 02:07
Proleric's method will work. I use something similiar to add HP's to some enemies whose rank I don't want to mess with (for various reasons).
As for the forums being dead, hasn't it been like that for months, if not more? You should have been here right after the game was released. Good times!
As for the forums being dead, hasn't it been like that for months, if not more? You should have been here right after the game was released. Good times!
#5
Posté 12 mai 2011 - 04:09
I'll definitely check that out. I've been lazy what with The Witcher coming out on GOG.com (start playing -> realise 8 hours are gone) and my recent run-through of Arcanum, but I'll post here about it first thing tomorrow. I managed to tweak things by making custom items for the creature so I got the appearance I wanted without setting its stats too high, but it'll definitely help in fine-tuning encounters.Proleric1 wrote...
You could try something like this to reduce maximum health by (say) 50 points after the creature spawn event:Chargen_ModifyCreaturePropertyBase(oCreature,PROPERTY_DEPLETABLE_HEALTH, -50.0);
Bioware uses this function (not SetMaxHealth) in the spawn event (sys_autoscale_h). It seems to work elsewhere, too, but I haven't tested it exhaustively.
PS I'm also wondering why the forum's been so quiet for the last few days!
PPS The Temple district video in your blog rocks.
Quick question, know if this is compatible with scripts that check the creature's current health? As in, if I reduce HP from 150 to 100, and then check for 50% health, will my scripts check it up against 100, or 150?
PPS - thanks for the comment, appreciate it. All stuff you see is ongoing and a little out of date by now, but glad to know I'm on the right track with my level design work.
Modifié par sea-, 12 mai 2011 - 04:12 .
#6
Posté 12 mai 2011 - 05:20
In my test, the game behaved as though the new maximum was definitive for all purposes, even reducing current health automatically to that value.





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