Talk:Enemies: Difference between revisions

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Cheers,<br />
Cheers,<br />
[[User:Hendricks 266|Hendricks266]]
[[User:Hendricks 266|Hendricks266]]
:Hrm.  That can be accomplished using only one global gamevar, which would save ~128KB of memory. [[User:TX|TX]] 17:38, 4 November 2006 (PST)

Revision as of 18:38, 4 November 2006

Please, before rememder that Assault Captain strength is 60, not 50.


Probably you found that line in USER.CON:

define CAPTAINSTRENGTH          50

But looking at GAME.CON you can see that this is unusued and Assault Captain strength is activated by TROOPSTRENGTH:

state checktrooppalette
  ifai 0
  {
    ifspritepal 0
        nullop
    else
        ifspritepal 21
          addstrength TROOPSTRENGTH // Double the hitpoint vals
  }
ends

You can test this by yourself, changing TROOPSTRENGTH and seeing that this affect boot Assault Trooper and Assault Captain, but CAPTAINSTRENGTH has no effect.

Recon

The Recon's health is actually 130. This was discovered through use of the hitscan command to return back the health of the RECON actor when it is targetted by the hitscan. If you don't believe me, DeeperThought's DNWMD Modification has this very system, and so does my own mod[although it's not public].

Re: Recon

You are right, there is no effect changing RECONSTRENGTH.

But I still you remain the name "Small missiles" (or whatever you think is better, but not just RPGs) in Commander, beucase its rockets cause less damage.

Simple Recon Code

Actually, all you have to do is add some EVENT_EGS code.

gamevar EGS_FLAG 0 2
gamevar HEALTH 0 2

onevent EVENT_EGS
  getactor[THISACTOR].picnum EGS_FLAG
  switch EGS_FLAG
  
   case RECON:
    getactor[THISACTOR].extra HEALTH
    addlogvar HEALTH
   break
  
  endswitch
endevent

Cheers,
Hendricks266

Hrm. That can be accomplished using only one global gamevar, which would save ~128KB of memory. TX 17:38, 4 November 2006 (PST)