JK and MotS Editing >> Cog, AI, and Templates >> Editing enemy damage and health     (Moderator: Admins) Previous Topic | Next Topic
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Post 21-Jun-2011 11:15        

Hello again folks! I have a quick question about enemy damage and health. I tried to change those stats in an enemy I created from a copy of a original MotS enemy. I added the lines damage=, health= and maxhealth= in the MOTS.tpl, but I don't think my changes made took effect. The new enemy still does damange and has health that's the same amount as the original it's copied from.

Is there anything else I need to do to rectify this? Thanks!

-DS.
Post 29-Jun-2011 00:22        

Firstly, make sure you are using the new template.
Secondly, the "damage" parameter in the template doesn't change the amount of damage the enemy gives. It is only used in weapons and debris. In order for the enemy to cause more damage you will have to change his "weapon" parameter (aka what he's shooting).
As for the health, I'm not sure. Increasing them both should make him tougher. Then again you could base the whole thing on a cog so you can control everything from what he shoots (all 15 projectiles) to his "shielding" (messing with the "damaged:" message).
Post 30-Jun-2011 14:06        

Cheers. That worked great! Thanks again.
Post 04-Jul-2011 14:50        

Some notes on how JK uses the "health" param:

http://www.jkhub.net/forums/viewtopic.php?t=1273

Basically, the actual health that JK gives your actor is difficulty-dependent. The value specified in the template is for medium difficulty, and the value is raised/lowered by 20% for hard/easy difficulty.

Probably of minimal concern, but I thought it was worth a mention.
Post 06-Jul-2011 12:15        

Thanks, darthslaw. Although I decided that the health of these enemies doesn't need to be adjusted (their increased damage makes them dangerous enough!) I will keep that link in mind for future editing.
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