Health Regen

Everything about HD, MD, and their mods.

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2310
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Health Regen

Post by 2310 » Mon Jan 04, 2010 10:12 am

Does anyone know a way of making health regenerate automatically, like shields, but separately from shields? (Like Halo 3) (I've tried the search, & the stickies ...)

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Moxus
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Re: Health Regen

Post by Moxus » Mon Jan 04, 2010 11:29 am

While there's no immediately apparent way that I can think of, it's not something I've looked into; there might be a way to manipulate the health into acting like the shield, but I wouldn't be able to tell you how.

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Re: Health Regen

Post by Mike7766 » Mon Jan 04, 2010 11:30 am

I tried that myself a few months ago. You could probably use some sort of damage effect with the flashlight, and make the damage amount a negative intager. But the flashlight is so rapid its firing rate is practicly instant, infinite, and consecutive. and so you would want to make the flashlight battery very short lived, and long recharge, so it will be fair. But alas, another dead end my friend. A few of us on the HD part of MGM were looking for the battery life in the map, and we never found it. So if you ever find a tag that controles the battery life:
1) TELL US!
2) Good for you! you have yourself an instant med pack! (aka slow regen helth replenisher)

HAVE FUN! =P

EDIT: I would not know how to make it act like a sheild, but flashlight is close enough for practical pourposes, right?
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2310
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Re: Health Regen

Post by 2310 » Mon Jan 04, 2010 12:12 pm

I would, if it was another mod; but the flashlight is already being used. (Clue 1: Expand A.T. field)

I haven't found the tag to modify flashlight time either ... maybe it's a plugin issue, like contrail times.

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Re: Health Regen

Post by Smythe » Mon Jan 04, 2010 11:22 pm

Make shield recharging effect in COLL an explosion, make explosion do -1 damage multiplier in JPT!.
Your done.
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Re: Health Regen

Post by kiddten » Mon Jan 04, 2010 11:31 pm

olly12345 wrote:Make shield recharging effect in COLL an explosion, make explosion do -1 damage multiplier in JPT!.
Your done.
you would have to make it skip shields, or it will just heal shield faster.
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2310
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Re: Health Regen

Post by 2310 » Tue Jan 05, 2010 12:49 am

Ninja, with Ice. wrote:
olly12345 wrote:Make shield recharging effect in COLL an explosion, make explosion do -1 damage multiplier in JPT!.
Your done.
you would have to make it skip shields, or it will just heal shield faster.
Excellent suggestion! ... if it worked.

I swapped for needler explosion, nulled everything in needler explosion effect (weapons\needler\effects\explosion) other than the jpt!.
In needler jpt!, switched on skips shields, changed wobble function period to 0, set min range to 0 and max range to 1, and set all min, max(min), and max(max) to -1.

Still not working ... I don't see it change anything else either, in-game.

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Re: Health Regen

Post by Smythe » Tue Jan 05, 2010 1:03 am

make the min and max damage values 10 and make the Cyborg damage multiplier -1.
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Re: Health Regen

Post by 2310 » Tue Jan 05, 2010 10:55 am

Thanks! I just needed to increase the amount regenerated. However, this only works once every time the shield recharges. It also appears to take a few seconds after the shield starts recharging to work. Are there tags/values to adjust this?

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Re: Health Regen

Post by Sparky » Sat Jan 16, 2010 2:37 pm

Yeah, there should be some sort of delay time in the jpt! tag. It's more of knowing which value to modify, because with jpt!, it's like effe, where there's this runthrough list of values. Sorry that this sounds confusing, but for example, in CE with the particle effects, you have duration values. Try experimenting with the metadata values surrounding the duration values in the meta of the jpt! tag.
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