ai_relationship, filter_damage_type and Damage Scale

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C|K|S

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Hi all,

After running through the ai_relationship example tutorial and assigning the vortigaunt as the enemy, i've come across some other problems that need to be rectified.

Firstly:-
when the Vortigaunt attack, they kill you after one blast, is there a way of scaling the Damage that they can inflict upon the player?

Secondly:-
I've assigned a filter_damage_type so it allows me to damage the vortigaunt, but i can only set it to 'bullets', i've also tried to create multiple copies of the filter using different damage types but with multiple copies nothing seems to damage them at all, is there a way to ensure that all weapoons used against them will actually inflict damage?

many thanks
 
do voritgaunts even have death animations? or 'reacting to being hit' animations?

damage done by npcs is probably something that can be changed in a mod. certainly weapon attacks can be changed. have a look at some of the modding tutes at SDK docs site
 
do voritgaunts even have death animations? or 'reacting to being hit' animations?
I'm not sure if they have reaction animations, but they do have blood spatter, as well as being killed (ragdoll FAlling to ground), i've also ensured that they attack the player, but the only ammo type that they react to is bullets.

damage done by npcs is probably something that can be changed in a mod. certainly weapon attacks can be changed. have a look at some of the modding tutes at SDK docs site

thanks i'll check out the SDK details.
 
have managed to scale down the attacks recieved from the V's, if you use GCF scape to open the base source engine 2 file then go into the Bin folder and then drag and drop the skill.cfg file onto the desktop it shows all the damage filters and attack scales available, after creating a new MOD and including it in the cfg folder and playing with the settings.. it worked.

thought i'd post just in case it may help anyone else, thanks for looking and any help given :-)
 
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