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  • ...image, but anyway for now, this is how you can have the surface alter the damage done: ...oded yet), it checks the following variable in the projectile def for what damage to do:
    762 bytes (130 words) - 13:38, 11 September 2006
  • So D3 already has a system of damage areas. They are in the AI def files, but it looks like these reference othe (Modified so it only takes damage to the head)
    1 KB (203 words) - 17:31, 13 September 2006
  • To make a moveable damage something: ...or create a damage def. A good generic one is damage_generic. This does 20 damage with a small knockback.
    2 KB (425 words) - 01:52, 10 March 2011

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  • :The AI can take damage again. ==== scriptEvent void '''damage'''(entity inflictor, entity attacker, vector dir, string damageDefName, flo
    310 KB (38,861 words) - 14:11, 16 December 2023
  • :The AI can take damage again. ==== scriptEvent void '''damage'''(entity inflictor, entity attacker, vector dir, string damageDefName, flo
    282 KB (35,345 words) - 23:37, 1 January 2015
  • :The AI can take damage again. ==== scriptEvent void '''damage'''(entity inflictor, entity attacker, vector dir, string damageDefName, flo
    286 KB (35,800 words) - 14:49, 7 May 2018
  • ===Damage Spawnargs=== ...era invincible. Setting to 0 will make the camera invincible. Default base damage per hit: sword - 42; broadhead - 35; fire arrow direct hit - 400.
    23 KB (3,703 words) - 14:05, 16 July 2022
  • To make a moveable damage something: ...or create a damage def. A good generic one is damage_generic. This does 20 damage with a small knockback.
    2 KB (425 words) - 01:52, 10 March 2011
  • ...will be alerted, of course, and following attacks will not deal additional damage. For a short term distraction of AIs, the player can blind AI with flash bo |Name of the damage zone that must be hit for a possible knockout. Set this blank (i.e. : 'ko_z
    21 KB (3,553 words) - 20:23, 30 January 2024
  • === Damage Stim === ...a response effect defined for the DAMAGE stim, which tells the code which damage entityDef (e.g. ''atdm:damage_simple'') it should use and which entity shou
    11 KB (1,936 words) - 15:33, 15 August 2018
  • ** E.g. Adds a damage stim to the furnace after a fire stim is given. ...the stated Target. By default, both the player and AI have a response to Damage stims. If time_interval is not set, it defaults to firing every millisecon
    13 KB (2,363 words) - 12:44, 20 December 2023
  • ...s how much air you have left. When the bar runs out, you'll begin to take damage. Surfacing or using a Breath Potion will restore your air bar. The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lo
    32 KB (5,615 words) - 11:34, 16 January 2024
  • The [[health]] sets the amount of damage that needs to be done to the object until it breaks. ...imes would leave the bottle with only 2 points health, and thus suddenly a damage of 2 points can destroy the bottle.
    3 KB (443 words) - 19:32, 11 February 2008
  • ...efs file, "damage.def". Note those referencing "triggerhurt" simply cause damage, while others feature additional effects such as push and knockbacks (launc If you need varying amount of damage based on proximity, the [[Stim/Response_Key/Values#Damage_Stim|Stim/Respons
    9 KB (1,466 words) - 17:33, 30 August 2023
  • ===Damage=== * Maximum distance player can fall without sustaining fall damage = 175
    7 KB (1,234 words) - 14:28, 11 December 2023
  • ...the "health" spawnarg, and you can use "target" to trigger something when damage occurs (such as a sound effect or event). See here for details on the spawn ...make the fire damaging by starting a trigger timer which applies the stim damage to the target every few seconds. Remember to switch off the timer when the
    51 KB (8,847 words) - 15:33, 1 July 2021
  • ...image, but anyway for now, this is how you can have the surface alter the damage done: ...oded yet), it checks the following variable in the projectile def for what damage to do:
    762 bytes (130 words) - 13:38, 11 September 2006
  • Damage overlay (tunnel vision): Time since the last damage, so when damage occurs, it can flash Damage overlay (tunnel vision): Alpha, based on player health
    4 KB (683 words) - 21:22, 9 January 2019
  • "editor_var damage" "Damage definition if it damages things it collides with" "editor_var damageWhenActive" "Only damage when active ( currently for the vagary and influence stuff )"
    12 KB (2,029 words) - 15:17, 4 September 2021
  • ...these variables as instructions. For example, you could write a script to damage various ai's by various amounts, with an entity and a float input. Other sc === Script to apply a variable amount of damage to an ai ===
    4 KB (635 words) - 15:35, 23 December 2020
  • "editor_var damage" "Damage definition if it damages things it collides with" "editor_var damageWhenActive" "Only damage when active ( currently for the vagary and influence stuff )"
    4 KB (618 words) - 14:58, 3 July 2008
  • * [http://bugs.thedarkmod.com/view.php?id=2522 #2522]: Adjust damage for different weapons (Def/Setup) (Springheel) ...into three different categories of damage. Daggers no longer do the same damage as Longswords. (Springheel)
    12 KB (1,759 words) - 14:36, 3 February 2021
  • * undeadflesh (like flesh, but less vulnerable to mundane damage) * [[Damage Multiplier for Surfaces]]
    4 KB (613 words) - 22:42, 1 April 2016
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