Stronger monsters (more health) possible Created 7 years ago2016-11-20 09:15:46 UTC by Darkman]I[ Darkman]I[

Created 7 years ago2016-11-20 09:15:46 UTC by Darkman]I[ Darkman]I[

Posted 7 years ago2016-11-20 09:15:46 UTC Post #332351
Hi there,

I have a simple question. Is it possible to create stronger monsters with more health?

Thank's for your replys!
Posted 7 years ago2016-11-20 09:27:48 UTC Post #332352
I think it's possible, even in Hammer.
If you set a rotating door's damage to -10 (or any negative value) then instead of killing it, the doors "heal" the monster. And then you can simply teleport the monster.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-11-20 09:31:41 UTC Post #332353
Oh wow, thought it would be as easy as set a key and value like "health 500" or something in smart edit mode. :/

How to do this with the rotating door and the monster? Do I have to set the monster in the rotating door?
Posted 7 years ago2016-11-20 09:43:44 UTC Post #332354
Ah ok, it seems to work.

How it works: The monster has to be blocked by the door and every second the monster seems to be charged with the value of the damage. The door_rotating has to be activated to charge the monster!

Thank you!
Posted 7 years ago2016-11-20 14:41:51 UTC Post #332356
Oh wow, thought it would be as easy as set a key and value like "health 500" or something in smart edit mode. :/
This would have worked if you were using Spirit of Half-Life, but I guess you are mapping for vanilla HL or another mod.
Posted 7 years ago2016-11-20 22:34:36 UTC Post #332368
Edit skill.cfg, in your mod´s folder, there you can change health, power of weapons, etc. Easy as pie.

As an example:
// Houndeye
sk_houndeye_health1 "20"
sk_houndeye_health2 "20"
sk_houndeye_health3 "30"

sk_houndeye_dmg_blast1 "10"
sk_houndeye_dmg_blast2 "15"
sk_houndeye_dmg_blast3 "15"
Posted 7 years ago2016-11-20 23:17:54 UTC Post #332369
@abbadon : This would be correct if he make a mod, I think he's creating a map for vanilla HL.
Posted 7 years ago2016-11-21 08:44:33 UTC Post #332374
Sorry, I thought Vanilla worked the same as HL and its mods :(
Posted 7 years ago2016-11-21 13:50:23 UTC Post #332377
I don't think people would like it if their skill.cfg for the default Half-Life install were modified for just one map.
Posted 7 years ago2016-11-21 13:59:28 UTC Post #332378
Well, for the mapping part, I said it.

But if you're making a mod, then you can also create an entirely new NPC, like "monster_zombie_stronk" whose health is 1337. You just copy the entire .cpp file and change the class' name, adjust some stuff and there you go.

And yes, "stronk" and "1337" were on purpose, just for the lols :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-11-21 16:30:09 UTC Post #332379
Admer has the key. Nothing easier than that. ;) BTW and forgive my ignorance since everyone seems to knot what is it, what is Vanilla Half-Life?
Posted 7 years ago2016-11-21 16:33:32 UTC Post #332380
@Admer456: don't promote bad programming practices. If you need a modified zombie, inherit from its class and change things there, or refactor it into a shared base class.
Posted 7 years ago2016-11-21 17:53:01 UTC Post #332384
Like sentry guns and turrets, right?. But for beginners it's not that bad approach IMHO. ;) , anyway doing what Solokiller said is not so difficult, I did this for the monster_crane (yes, a monster crane) in my MOD, it tooks me only an hour to do so. :)
Posted 7 years ago2016-11-21 19:56:36 UTC Post #332385
It is easier and cleaner to do it like Solokiller said.
Posted 7 years ago2016-11-21 21:29:20 UTC Post #332387
@Solokiller
Well, unfortunately, that's all I know. My first NPC was somewhat fine until "aUG" crashed as soon as the NPC saw the player.

aUG - An Unknown Game (cancelled Half-Life mod)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-11-21 21:49:09 UTC Post #332388
just make a mod folder and have a custom skill.cfg? liblist.gam is the only thing needed
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