Thing_Damage w/ Negative value to heal?

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Macil
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Thing_Damage w/ Negative value to heal?

Post by Macil »

title ^
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cccp_leha
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Post by cccp_leha »

Umm, RTFW?
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TheDarkArchon
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Post by TheDarkArchon »

RTFW? Oh, I get it. (Read The Fucking Wiki)
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Macil
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Post by Macil »

Do you think im that dumb??!!

(Sorry, i just had to vent that off on either this forum or my keyboard.)

The reason i asked is because Healthing heals the activator ONLY, and i want to heal 15+ monsters with a TID of 7.
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TheDarkArchon
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Post by TheDarkArchon »

YES!!!

j/k

:P
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Macil
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Post by Macil »

Yes to my original question?
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Cutmanmike
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Post by Cutmanmike »

Why don't you go try it instead? Obviously everyone is very lazy at the moment :P
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Macil
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Post by Macil »

I was busy trying my level at the time and i forgot the syntax for health checking of a monster.
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Post by cccp_leha »

I don't think you are dumb, but you could have made your query a bit more descriptive or, better yet, put it in the body of your post.
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Macil
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Post by Macil »

Sorry, but i had 30 seconds to make this topic.

My request is, i'm making a level with teammate marines (with the sprites of those skins that show what skin you have and a special one in a tank from duke3d; you can email me if you want it) and i want to give them a 50 health boost halfway in the level, BUT the stupid healThing() command doesnt have a tid arg, so i get a wild idea to Thing_Damage w/ negative damage amount to heal.
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cccp_leha
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Post by cccp_leha »

This should work:

Code: Select all

setActorProperty(marineTID, APROP_Health, getActorProperty(marineTID, APROP_Health) + x);
where marineTID is the marine's TID and x is the health boost you want to give. I don't know how this would work on multiple actors though.
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Post by TheDarkArchon »

Agent ME wrote:Yes to my original question?
No, neagative damage fucks up Doom (and ZDoom AFAIK). I was saying 'yes' to "Do you think I'm dumb" (It was a joke).
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