Re: Turret health
Posted by satchmo on
Sun Jan 16th 2005 at 9:02pm
satchmo
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I have several turrets in my single-player map, and I want to set the health so they are difficult to destroy.
However, I don't have any idea what number to set their health to. Is the number a percentage? Or is it like the original Half-Life, as some arbitrary unit (200 is "relatively strong"). I would like to have some knowledge of the health unit (best compared to the health of a NPC entity).
For example, how many health unit does a regular combine soldier have? 100? What about an antlion guard? 400? It would be very helpful to have this information when designing single-player maps.
There might be a reference somewhere on the net already for this inquiry, but I couldn't find it. If it exists, a simple URL link to the information would suffice. Thank you.
Re: Turret health
Posted by Crono on
Wed Oct 26th 2005 at 7:33am
Crono
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Well. What you can do is get creative :smile:
Such as ... placing strategic, small, physic entities (which are all the same entity) around the turret (this would be the hard part) parenting it, so it'd move with the object and such. Texture them with clip (or no draw, something) then, A) They will move with the turret and B) Can have an output that deactivates the turret. Since, I'm sure the turrets have that mode. Since, phys entities can take damage. If you want the turret to literally be destroyed you can spawn gibs on "break" for the phys entity trigger an explosion (which is also in the phys properties) and then kill the turret, so it is completely gone from the map. You could change the mode of the turret ... or whatever you want, really. Something else you can do is make a filter entity and tell it what type of weapons can harm the phys entities ... so, for instance, you can make it so RPG and Grenades harm it, but gun fire doesn't. The gun fire would go through and hit the turret, making it possible to knock it over, and the turret could actually be destroyed by using actual explosives.
I'm not sure why more things like this aren't being done, honestly. I think everyone's ingenuity from HL1 went out the window when they started working on HL2. You still need that type of insight, the engine and, more specifically, the entities are still very limited. :smile:
Anyway, give it a try ... it is just an idea though, I've never personally done this, but it should work ... somehow.
Just get more creative.
Blame it on Microsoft, God does.
Re: Turret health
Posted by Crono on
Thu Oct 27th 2005 at 3:20am
Crono
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I didn't notice. I don't think I even saw this thread until when I posted.
You should mark some sort of answer so the thread doesn't show up on the "unanswered topics" search :smile: (Post what you did and mark it correct)
Blame it on Microsoft, God does.
Re: Turret health
Posted by satchmo on
Thu Oct 27th 2005 at 6:46pm
satchmo
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Location: Los Angeles, U.S.
Thanks Crono. It never occurred to me that I could do that.
This is what I did:
I made a separate switch in the basement that controls all the ceiling turrets (including the ones in the basement). To deactivate the turret in the conference room, the player has to go down to the basement and turn the switch off. The switch itself does have a health meter, so by lobbing a grenade at the control will turn the turrets off too.
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