Woodside235 Posted January 10, 2015 Share Posted January 10, 2015 Is there a way to make health decay similar to the way sanity drops in the dark? I have a character that takes sun damage and currently I'm using DoPeriodicTask and inst.components.health:DoDelta() It works, but it's rather distracting to hear the health lost sound effect every second or so and to not have that fancy black arrow over the health bar. Link to comment Share on other sites More sharing options...
Developer V2C Posted January 10, 2015 Developer Share Posted January 10, 2015 The second parameter to health:DoDelta is a boolean. If you pass true, it will not trigger a pulse. Link to comment Share on other sites More sharing options...
Woodside235 Posted February 27, 2015 Author Share Posted February 27, 2015 The second parameter to health:DoDelta is a boolean. If you pass true, it will not trigger a pulse. What does each parameter of DoDelta do? Link to comment Share on other sites More sharing options...
Kzisor Posted February 27, 2015 Share Posted February 27, 2015 @Woodside235, function Health:DoDelta(amount, overtime, cause, ignore_invincible, afflicter) Link to comment Share on other sites More sharing options...
Woodside235 Posted February 27, 2015 Author Share Posted February 27, 2015 @Woodside235, function Health:DoDelta(amount, overtime, cause, ignore_invincible, afflicter) If I set cause to something, will it not say "Player died to shenanigans" and instead "Player died to cause"? Or do I need to change the afflicter for that? Link to comment Share on other sites More sharing options...
Kzisor Posted February 27, 2015 Share Posted February 27, 2015 @Woodside235, try setting each one individually to test it. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now