VERC: Monster Health Last edited 22 years ago2002-07-28 16:15:00 UTC

You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date. Click here to see the current revision of this page.

This article was recovered from an archive and needs to be reviewed

  1. The formatting may be incorrect as it was automatically converted to WikiCode from HTML, it needs to be revised and reformatted
  2. Some information may be out of date as it was written before Half-Life was available on Steam
  3. After the article is re-formatted and updated for Steam HL, remove this notice
  4. Please do not remove the archive notice from the bottom of the article.
  5. Some archive articles are no longer useful, or they duplicate information from other tutorials and entity guides. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.

Changing health without coding

entities required:

a func_door
a func_wall
the monster you want to change health
a trigger_auto

This is something I use when I want to make a mini-boss (a monster stronger than his fellows) but it would work as well to weaken a monster so that he gets killed faster. The main trick about this is to use the damage factor of the moving brush-based entities. The func_door entity has a "damage inflicted when blocked" value -- this is normally used when you get stuck in a door, and in most cases it gibs you awfully. However, I discovered that there was nothing in the code to prevent from using negative values in order to increase health.

So, in order to get this working, we need to put our monster in a 'sandwich' between a func_door with a negative damage value (or positive if you want to hurt him) and a wall (It is better to make a func_wall next to the monster or he will be pushed by the door). The door and the wall need to have a name (targetname), the same name, for example "heal". the trigger_auto will trigger "heal" after a delay of 1 or 2 seconds (0 can be bad on large maps, you must let enough time to spawn all of the entities or it may not work).
pic1.jpgpic1.jpg
You must make sure the door is oriented in the right angle, facing the monster and the wall. After the trigger_auto triggers the door, it will move toward the monster and 'crush' it, giving it extra health. Finnally, when the door comes back to position, it must remove itself and the wall too. This is easily achieved by setting the "killtarget" value of the door to "heal". And that's it! you now have a monster ready for a duel of anthology!
This article was originally published on the Valve Editing Resource Collective (VERC).
TWHL only archives articles from defunct websites. For more information on TWHL's archiving efforts, please visit the TWHL Archiving Project page.

Comments

You must log in to post a comment. You can login or register a new account.