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 Reverse Damage? 
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Joined: Sun Apr 29, 2007 6:11 pm
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Post Reverse Damage?
Back in build 13 there was a robot who took reverse damage from any damage not involving blunt force. Is it possible to create such a robot in this build?


Tue Jul 08, 2008 2:32 am
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Post Re: Reverse Damage?
It might have used The Last Banana's healing code, which used emitter. So it might work, but it could be a little glitchy.


Tue Jul 08, 2008 2:50 am
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Post Re: Reverse Damage?
Well if you only want it to effect the one actor, just give him a special entry/exit wound that has emissiondamage = something negative. Takes like 5 seconds.


Tue Jul 08, 2008 3:07 am
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Joined: Wed Jan 24, 2007 11:53 pm
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Post Re: Reverse Damage?
You just reminded me! I fully converted the "Warbot' for build 20 a while ago. I will release it soon, I just need to make images. In the mean time, here it is for testing. You can check out the code, too. (I must say that I didn't make this, the original creator is responsible for its content. All I did was change the code for B20, and make some small tweaks including gold cost.)


Tue Jul 08, 2008 5:51 am
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Post Re: Reverse Damage?
I did that for my sand coalition(probably never going to post).

Here is the emission code i used.

Code:
   EmissionEnabled = 1
   EmissionCountLimit = 5
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 100
   BurstSize = 17
   BurstScale = 1
   BurstDamage = 5
   BurstTriggered = 1
   EmissionDamage = -1

It does 5 damage on hit, then it heals 1 damage each emission for 5 emissions.


Tue Jul 08, 2008 9:50 am
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Joined: Wed Jun 25, 2008 7:48 am
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Post Re: Reverse Damage?
so by that same principle, you could make a Sprayer that heals people?

that could be handy


Tue Jul 08, 2008 1:48 pm
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Post Re: Reverse Damage?
Mikromancer wrote:
so by that same principle, you could make a Sprayer that heals people?

that could be handy


NO. NO YOU CAN'T.
:)


Tue Jul 08, 2008 1:54 pm
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Post Re: Reverse Damage?
you could when data gives us control of wounds...so to you i say....

MAYBE SOME DAY. JUST NOT NOW.


Tue Jul 08, 2008 2:19 pm
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Post Re: Reverse Damage?
But.. Data does give us control of wounds. The reason this can't be used to make a gun that heals people is because bullets hurt people. No matter what. The individual actors have their own specific individual wounds, which say how much damage they take from the bullets. Bullets don't get any say in how much damage they do.


Tue Jul 08, 2008 5:14 pm
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Post Re: Reverse Damage?
Well, yes, he gives us control of actor wound, but i'v heard some talk about having custom wounds that each gun inflicts. Hold on i'll find one...

Found it:
numgun wrote:
NeoSeeker wrote:
AHH someone implement the knife :/


I left that out on purpose until I get control over wounds.
I want it to stun the enemy when stabbed with.


I'm pretty sure that what he was talking about


Tue Jul 08, 2008 5:59 pm
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Reverse Damage?
That is from NUMGUN. See his name there?

Not DATA, y'know, the one who makes the game?


Tue Jul 08, 2008 7:37 pm
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Post Re: Reverse Damage?
tosty wrote:
I did that for my sand coalition(probably never going to post). It does 5 damage on hit, then it heals 1 damage each emission for 5 emissions.


I still have that pack you whipped up, definitely a very nifty way you coded them. Too bad a healing sprayer couldn't be made, though. A small repair-bay would have to be modded up if it were possible.


Tue Jul 08, 2008 10:16 pm
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Post Re: Reverse Damage?
But see, if he did it that way, it would require totally changing the way the game does any kind of damage.


Wed Jul 09, 2008 1:16 am
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Post Re: Reverse Damage?
I remember Data saying that Lua actually lets the guns themselves cause unique wounds.


Wed Jul 09, 2008 2:21 am
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