I was wondering how I get individual Units to self-heal. This also includes towers and walls. I know France does it automatically but I can't seem to change the rate at which the towers heal? I would like to add this attribute to other civilizations as well.
For instance; when I trigger my France towers to increase the rate at which their power returns (object, effect, class attribute, manarechargerate, trigger etc.) this works, but when I trigger the tower to "containerhealinghp/sec+" this does nothing.....
This is probably an easy fix but I can't seem to get it to work.
Hank Stainless Steel Studios
posted 01-31-04 03:55 PM
1 / 3
Try hitpoints instead of "containerhealinghp/sec+".
posted 01-31-04 05:10 PM
2 / 3
-trigger. looping. true for 1-3 seconds. -condition> anyunit. player x. has attribute hit points min 0 max 99 % exists. dynamic number min 1 max 1000 -effect> unit attribute. anyunit. player x has attribute hit points min 0 max 99 % set to increase by 1 or 2
This will heal all objects on the map. If u dont want buildings healed, tag buildings with a unit variable, or something else, I can look into it if u want.
[This message has been edited by _o0XxX0o_ (edited 01-31-2004 @ 05:17 PM).]
posted 01-31-04 05:39 PM
3 / 3
Actually, because 99% of hitpoints will not be, for example, 599/600, and because your healing could go over the 100% mark, it's best to use this trigger setup:
Trigger 0 Starting: On Looping: On Conditions True For: (your choice)
No Condition Required
Effect 0 (From Effects/Object section) Unit Attribute Hit Points Increase by (your value - for fast healing, try about 4-5) NotPercentage Use Object - Object Specification Any Player Object - (your choice) Has Attribute - Hit Points < 100 (Yes Percentage)
Effect 1 (From Effects/Object section) Unit Attribute Hit Points Exactly 100 Yes Percentage Use Object - Object Specification Any Player Object - (your choice, same as above) Has Attribute - Hit Points = 100 (Yes Percentage)
The second effect takes care of any 'overflow'. Hope that helps!