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maybe adjust HP with renderScale?

Open Die4Ever opened this issue 2 years ago • 2 comments

change renderScale from a range of 0.9 to 1.1, to 0.85 to 1.15

make HP be a slightly wider range so it makes a difference, like 0.7 to 1.3?

this might be obsolete since we have custom pawn classes that come with different renderScales and HP amounts

Die4Ever avatar Mar 16 '22 03:03 Die4Ever

causes issues with GenerateTotalHealth() since half health on each limb means they're far below the default values, and the game counts them dead if they take too much damage across all the parts

in DXREnemies RandomizeSize I did this

sp = ScriptedPawn(a);
    if(sp != None) {
        scale = pow(scale, 4);
        scale = FClamp(scale, 0.5, 1.2);
        scale = 0.5;
        sp.Health *= scale;
        sp.HealthHead *= scale;
        sp.HealthTorso *= scale;
        sp.HealthLegLeft *= scale;
        sp.HealthLegRight *= scale;
        sp.HealthArmLeft *= scale;
        sp.HealthArmRight *= scale;
        sp.MinHealth *= scale;
        sp.GenerateTotalHealth();
    }

Die4Ever avatar Mar 24 '22 03:03 Die4Ever

can still do them in VMD just fine. I store all the original health data in a variable in VMDBufferPawn, in case you're curious.

var int StartingHealthValues[7]; //Head, Body, Left Arm, Right, Left Leg, Right Leg... And lastly, Health itself.

you could set those instead of Default.X values to safely randomize health without breaking things

Die4Ever avatar Mar 24 '22 04:03 Die4Ever