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				Re: Spawnable healthpacks in CoD2
				Posted: August 5th, 2010, 8:05 pm
				by Hoogie
				My knowledge of mapping/scripting is like 0 but why don't you make it so that the player keeps getting the extra health.
For example, you pick up your extra health and it expires after 0.5 second then you make it that he gets another health pack at that moment and keep repeating it for the time you want it to last.
Hope that's a bit clear 

 
			
					
				Re: Spawnable healthpacks in CoD2
				Posted: August 5th, 2010, 8:06 pm
				by Rezil
				My knowledge of mapping/scripting is like 0
Stopped reading there.
 
			
					
				Re: Spawnable healthpacks in CoD2
				Posted: August 5th, 2010, 11:09 pm
				by waywaaaard
				hm there must be a way to achieve this - they've done it in quake 3 too 

 Maybe with too much time on my hands I have a look at some quake scripts
 
			
					
				Re: Spawnable healthpacks in CoD2
				Posted: August 5th, 2010, 11:50 pm
				by <LT>YosemiteSam[NL]
				I tried something with the _healthoverlay.gsc
Code: Select all
playerHealthRegen()
{
	self endon("end_healthregen");
////////////////////////////////////////////
	maxhealth = 200;
////////////////////////////////////////////
                oldhealth = maxhealth;
	player = self;
	health_add = 0;
	
	regenRate = 0.1; // 0.017;
	veryHurt = false;
	
	thread playerBreathingSound(maxhealth * 0.35);
	lastSoundTime_Recover = 0;
	hurtTime = 0;
	newHealth = 0;
	
	for (;;)
	{
		wait (0.05);
		if (player.health == maxhealth)
		{
			veryHurt = false;
			continue;
		}
					
		if (player.health <= 0)
			return;
		wasVeryHurt = veryHurt;
		ratio = player.health / maxHealth;
		if (ratio <= level.healthOverlayCutoff)
		{
			veryHurt = true;
			if (!wasVeryHurt)
			{
				hurtTime = gettime();
			}
		}
			
		if (player.health >= oldhealth)
		{
			if (gettime() - hurttime < level.playerHealth_RegularRegenDelay)
				continue;
			if (gettime() - lastSoundTime_Recover > level.playerHealth_RegularRegenDelay)
			{
				lastSoundTime_Recover = gettime();
				self playLocalSound("breathing_better");
			}
	
			if (veryHurt)
			{
				newHealth = ratio;
				if (gettime() > hurtTime + 3000)
					newHealth += regenRate;
			}
			else
				newHealth = 1;
							
			if (newHealth > 1.0)
				newHealth = 1.0;
				
			if (newHealth <= 0)
			{
				// Player is dead
				return;
			}
			
			player setnormalhealth (newHealth);
			oldhealth = player.health;
			continue;
		}
		oldhealth = player.health;
			
		health_add = 0;
		hurtTime = gettime();
	}	
}
When I change the lines there you continously get the breathingsound have no clue what it realy does ?
 
			
					
				Re: Spawnable healthpacks in CoD2
				Posted: August 6th, 2010, 1:53 am
				by Hoogie
				Rezil wrote:My knowledge of mapping/scripting is like 0
Stopped reading there.
 
Oh i'm sorry for trying to help 

 
			
					
				Re: Spawnable healthpacks in CoD2
				Posted: August 6th, 2010, 8:01 am
				by <LT>YosemiteSam[NL]
				Hoogie wrote:Rezil wrote:My knowledge of mapping/scripting is like 0
Stopped reading there.
 
Oh i'm sorry for trying to help 

 
He just kidding m8, all help is usefull  
