how to do it? thx~
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how to make the NPC infinite health?
i want to make infinite boss
#2
Posted 13 August 2005 - 12:32 PM
If you read this, you'll find the answer:
Pawn Attributes
First, set
to a high value, then set all the weapon options, such as
And set all those values which do the least harm.
If your map is for AW set the same for the AW Weapons.
I think that should do it to make him invulnerable.
Pawn Attributes
First, set
Quote
HealthMax
How much Health this guy started with. Bystanders are around 60, cops and all are around 100, Dude is around 300.
How much Health this guy started with. Bystanders are around 60, cops and all are around 100, Dude is around 300.
to a high value, then set all the weapon options, such as
Quote
TakesAnthraxDamage
Range (0.0 to 1.0)
If it's 1.0, they run away from anthrax, throw up blood and die, < 1.0, means they run away, throw up blood, and then keep fighting, taking less damage.
TakesChemDamage
Range (0.0 to 1.0)
If it's 1.0, they fall down from the chem damage and start crawling and puking. They are hurt a lot from it. Less than that, and they simply puke from it and keep attacking. 0.0 and they aren't effected at all, but are still *infected*.
TakesMachinegunDamage
Range (0.0 to 1.0)
0.0 means they ignore damage. 0.0 to 1.0 means how much of the damage they take. 1.0 is full (normal) damage.
TakesOnFireDamage
Range (0.0 to 1.0)
If 1.0, they catch on fire and die. < 1.0, means they can fight while on fire, and take that much less damage from the fire.
TakesPistolHeadShot
Range (0.0 to 1.0)
How suspectible they are to a pistol shot in the back of the head
TakesRifleHeadShot
Range (0.0 to 1.0)
How suspectible they are to a sniper rifle round in the head
TakesShockerDamage
Range (0.0 to 1.0)
If it's 1.0, they get shocked like normal, getting hurt, but then they don't fall over, they are only dazed, and then keep fighting.
TakesShotgunHeadShot
Range (0.0 to 1.0)
How suspectible they are to a direct shotgun blast to the face
TakesShovelHeadShot
Range (0.0 to 1.0)
How suspectible they are to a direct smack by a shovel to the head
Range (0.0 to 1.0)
If it's 1.0, they run away from anthrax, throw up blood and die, < 1.0, means they run away, throw up blood, and then keep fighting, taking less damage.
TakesChemDamage
Range (0.0 to 1.0)
If it's 1.0, they fall down from the chem damage and start crawling and puking. They are hurt a lot from it. Less than that, and they simply puke from it and keep attacking. 0.0 and they aren't effected at all, but are still *infected*.
TakesMachinegunDamage
Range (0.0 to 1.0)
0.0 means they ignore damage. 0.0 to 1.0 means how much of the damage they take. 1.0 is full (normal) damage.
TakesOnFireDamage
Range (0.0 to 1.0)
If 1.0, they catch on fire and die. < 1.0, means they can fight while on fire, and take that much less damage from the fire.
TakesPistolHeadShot
Range (0.0 to 1.0)
How suspectible they are to a pistol shot in the back of the head
TakesRifleHeadShot
Range (0.0 to 1.0)
How suspectible they are to a sniper rifle round in the head
TakesShockerDamage
Range (0.0 to 1.0)
If it's 1.0, they get shocked like normal, getting hurt, but then they don't fall over, they are only dazed, and then keep fighting.
TakesShotgunHeadShot
Range (0.0 to 1.0)
How suspectible they are to a direct shotgun blast to the face
TakesShovelHeadShot
Range (0.0 to 1.0)
How suspectible they are to a direct smack by a shovel to the head
And set all those values which do the least harm.
If your map is for AW set the same for the AW Weapons.
I think that should do it to make him invulnerable.
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