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shields, blood and yelling

Posted: Tue Jul 15, 2008 1:53 am
by CaptainPoopface
When shields are down and a biped takes damage, there is blood and shouts of agony. I'd like to make blood and agony result from all damage at all levels of health. Simply setting shields to 0 and raising the biped health would make the shield bar useless, and you'd have no way to know how much health you have. I'd like to keep the shield bar representative of the biped's overall health.

So, a) can I make the shield bar fill in proportion to health instead of shields, or b) can I get the blood and yelling while shields are still up?

It's fine with me to have no health recharge. I'm looking for a clean solution here. I don't want to give every projectile a special material response that spawns blood at biped impact, for example...

Re: shields, blood and yelling

Posted: Tue Jul 15, 2008 2:08 am
by Bodhivatsva
CaptainPoopface wrote:I don't want to give every projectile a special material response that spawns blood at biped impact, for example...
Yes you do just admit it :lol:

Re: shields, blood and yelling

Posted: Tue Jul 15, 2008 5:20 am
by Argon
Bodhivatsva wrote:
CaptainPoopface wrote:I don't want to give every projectile a special material response that spawns blood at biped impact, for example...
Yes you do just admit it :lol:
That was a very unnecessary comment.

The screaming and stuff is part of the Unit Dialog.