Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsCog Forum → Damage Effects
Damage Effects
2001-12-28, 1:49 PM #1
Alright, could somone tell me how to make a cog where, say I had a boss that had a lot of health. How could I make it so that when I injured the boss about half way a key file played so that he grabbed his arm and limped when he walked. So I'm asking how to do real time damage effects, so when I injure my bosses enough, they limp and stuff. Thanks.
2001-12-29, 1:27 AM #2
That's easy to do, use ParseArg("something); and GetThingHealth();


------------------
I have tried escaping two times,
Both times i got caught and returned to my cage...
Last edited by mb; today at 10:55 AM.
2001-12-29, 7:22 AM #3
What Cavy was trying to say was, set up 2 or more puppets for this boss. Then, use the 'Parsearg()' command to change between PUPs upon crossing damage thresholds. Something like:

Code:
Damaged:
If(Getthinghealth(Boss) < Act_health) {
Parsearg(Boss, "Puppet=New_puppet.pup"); }


------------------
Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2001-12-29, 11:09 AM #4
Thanks that's a big help.

------------------
A Hardcore Christian.
2001-12-31, 3:11 PM #5
I don't think currently there are any limp keys so you probably are going to have to make them.

------------------
To die you must first live, and to win you must first lose....
Do not judge a person by what they do...but rather, what they have done.

↑ Up to the top!