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Health Regen [TUT on post 4], How to get work
Wild-thing
post Dec 21 2008, 08:42 AM
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i just want to know how i can get the health regen work.
here my us_light_solider.tweak
CODE
GeometryTemplate.setSubGeometryLodDistance 1 0 10
GeometryTemplate.setSubGeometryLodDistance 1 1 20

ObjectTemplate.active us_light_soldier
ObjectTemplate.networkableInfo BasicInfo
ObjectTemplate.hasMobilePhysics 1
rem ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.collisionGroups 16
ObjectTemplate.CullRadiusScale 2.5
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.aiTemplate Soldier
ObjectTemplate.abilityRestoreRate 0.05
ObjectTemplate.abilityInVehicleRadius 7
ObjectTemplate.abilityInVehicleStrength 0.25
ObjectTemplate.abilityInVehicleMaterial 73

rem For adding lightflare at item index 7 --jkj
ObjectTemplate.inventorySize 11

ObjectTemplate.manDownCameraOffsetInDof 0.11
ObjectTemplate.manDownCameraOffsetInUp 0.5
ObjectTemplate.ragdollLandedDelay 4

ObjectTemplate.drag 1.0
ObjectTemplate.mass 100
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.SprintRecoverTime 17
ObjectTemplate.SprintDissipationTime 10
ObjectTemplate.SprintLimit 0.05
ObjectTemplate.SprintLossAtJump 0.15
rem ObjectTemplate.Grip 20

rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 100
ObjectTemplate.armor.hitPoints 100
ObjectTemplate.armor.defaultMaterial 24
ObjectTemplate.armor.wreckhitpoints 320
ObjectTemplate.armor.explosionForceMod 25
ObjectTemplate.armor.explosionForceMax 1000
ObjectTemplate.armor.TimeToStayAsWreck 6
ObjectTemplate.armor.timeToStayAfterDestroyed 1
ObjectTemplate.armor.angleMod 1
ObjectTemplate.armor.wreckExplosionForceMod 0
ObjectTemplate.armor.wreckExplosionForceMax 0
rem ---EndComp ---
rem ---BeginComp:ReplenishingAmmoComp ---
ObjectTemplate.createComponent ReplenishingAmmoComp
ObjectTemplate.ammo.magSize 0
ObjectTemplate.ammo.reloadTime 0
ObjectTemplate.ammo.minimumTimeUntilReload 0
ObjectTemplate.ammo.autoReload 0
ObjectTemplate.ammo.instantReloadOnEnable 0
ObjectTemplate.ammo.toggleWhenNoAmmo 0
ObjectTemplate.ammo.abilityDrain 0.05
ObjectTemplate.ammo.abilityRadius 4
ObjectTemplate.ammo.abilityStrength 5.3
ObjectTemplate.ammo.abilityCost 0.33
ObjectTemplate.ammo.abilityMaterial 73
ObjectTemplate.ammo.replenishingType RTHeal
rem ---EndComp ---
ObjectTemplate.createComponent Ability
ObjectTemplate.ability.hasHealingAbility 1

ObjectTemplate.radius 5
ObjectTemplate.workOnVehicles 1
ObjectTemplate.healSpeed 5
ObjectTemplate.refillAmmoSpeed 7
ObjectTemplate.healStorageSize 0
ObjectTemplate.ammoStorageSize 0
ObjectTemplate.sharedStorageSize 500
ObjectTemplate.destroyWhenEmptyStorage 1
ObjectTemplate.otherCollisionLod 2
ObjectTemplate.visibleOn3dMap 1
ObjectTemplate.3dMapIcon 24
rem ---BeginComp:Radio ---
ObjectTemplate.createComponent Radio
ObjectTemplate.Radio.spottedMessage infantry_spotted
rem ---EndComp ---
ObjectTemplate.collisionMesh Soldier_CollisionMesh
rem *** Animation ****
ObjectTemplate.skeleton1P Objects/Soldiers/Common/Animations/1p_setup.ske
ObjectTemplate.skeleton3P Objects/Soldiers/Common/Animations/3p_setup.ske
ObjectTemplate.animationSystem1P Objects/Soldiers/Common/Animations/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Soldiers/Common/Animations/AnimationSystem3p.inc
rem Stand
ObjectTemplate.poseCameraPosition 0 0/0.47/0.1
rem Crouch
ObjectTemplate.poseCameraPosition 1 0/-0.05/0.1
rem Prone
ObjectTemplate.poseCameraPosition 2 0/-0.63/0.1

rem boneName, material, offset, radius, length
ObjectTemplate.setSkeletonCollisionBone left_upperleg 24 0/0.03/0 0.09 -0.35
ObjectTemplate.setSkeletonCollisionBone right_upperleg 24 0/0.03/0 0.09 0.35

ObjectTemplate.setSkeletonCollisionBone left_lowerleg 77 0/0.03/0.02 0.08 -0.32
ObjectTemplate.setSkeletonCollisionBone right_lowerleg 77 0/0.03/0.02 0.08 0.32

ObjectTemplate.setSkeletonCollisionBone head 25 0/-0.02/0.02 0.07 -0.08
ObjectTemplate.setSkeletonCollisionBone spine2 24 0/-0.05/-0.03 0.15 -0.16
ObjectTemplate.setSkeletonCollisionBone spine3 24 0/-0.03/0.02 0.16 -0.05

ObjectTemplate.setSkeletonCollisionBone right_shoulder 77 0.01/0.03/0 0.06 0.2
ObjectTemplate.setSkeletonCollisionBone right_low_arm 77 -0.01/0.03/0 0.045 0.18

ObjectTemplate.setSkeletonCollisionBone left_shoulder 77 0.01/0.03/0 0.06 -0.2
ObjectTemplate.setSkeletonCollisionBone left_low_arm 77 -0.01/0.03/0 0.045 -0.18

ObjectTemplate.addTemplate SoldierCamera
ObjectTemplate.setPosition 0/4.1/0
ObjectTemplate.addTemplate e_sold_swim

ObjectTemplate.active S_us_light_soldier_Death
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename common/sound/Die/Die_01.wav,common/sound/Die/Die_02.wav,common/sound/Die/Die_03.wav,
common/sound/Die/Die_04.wav,common/sound/Die/Die_05.wav,common/sound/Die/Die_06.wav,common/sound/Die/Die_07.wav,common/sound/Die/Die_08.wav,
common/sound/Die/Die_09.wav,common/sound/Die/Die_10.wav,common/sound/Die/Die_11.wav,common/sound/Die/Die_12.wav,common/sound/Die/Die_13.wav,
common/sound/Die/Die_14.wav,common/sound/Die/Die_15.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 1
ObjectTemplate.reverbLevel 0.8
ObjectTemplate.position 0/0.8/0
ObjectTemplate.pitch 0.98
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.98/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/0/0/
ObjectTemplate.minDistance 2
ObjectTemplate.halfVolumeDistance 6


ObjectTemplate.active S_us_light_soldier_Revive
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Cough/cough_01.wav,
Objects/Soldiers/Common/Sound/Cough/cough_02.wav,
Objects/Soldiers/Common/Sound/Cough/cough_03.wav,
Objects/Soldiers/Common/Sound/Cough/cough_04.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.75
ObjectTemplate.reverbLevel 0.8
ObjectTemplate.position 0/0/0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.99/1.01/
ObjectTemplate.volumeEnvelope 0/1/0/1/0/0/
ObjectTemplate.minDistance 1.5


ObjectTemplate.active S_us_light_soldier_Swim
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Swim/swim_stroke_01.wav,
Objects/Soldiers/Common/Sound/Swim/swim_stroke_02.wav,
Objects/Soldiers/Common/Sound/Swim/swim_stroke_03.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.86
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/0/0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.99/1.01/
ObjectTemplate.minDistance 2


ObjectTemplate.active S_us_light_soldier_Swim_Sprint
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Swim/swim_sprint_01.wav,
Objects/Soldiers/Common/Sound/Swim/swim_sprint_02.wav,
Objects/Soldiers/Common/Sound/Swim/swim_sprint_03.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.96
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/0/0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.99/1.01/
ObjectTemplate.minDistance 2


ObjectTemplate.active S_us_light_soldier_Swim_Still
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Swim/swim_still_01.wav,
Objects/Soldiers/Common/Sound/Swim/swim_still_02.wav,
Objects/Soldiers/Common/Sound/Swim/swim_still_03.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.73
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/0/0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.99/1.01/
ObjectTemplate.minDistance 1.5



i doesnt work help!!!!
edit: codebox

This post has been edited by Wild-thing: Dec 21 2008, 10:03 AM


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Replies (1 - 14)
izrabf2
post Dec 21 2008, 09:25 AM
Post #2


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1. Please use codebox
2. Your way isn't working btw
3. I have a way that's 99.9% working and used for my mod. Unfortunately it's in my broken computer sad.gif
Sorry.


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clivewil
post Dec 21 2008, 10:21 AM
Post #3


meh.
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tried changing your ObjectTemplate.workOnVehicles 1 to ObjectTemplate.workOnSoldiers 1?


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GroovyDawg
post Dec 21 2008, 10:29 AM
Post #4


Groovy, you are GJ.
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I have it. smile.gif

First you need to create a folder hierachy. Effects\damagestates.
Then create a .con and a .tweak file.

First the .con. e_soldier_regen.con
CODE
ObjectTemplate.create EffectBundle e_soldier_regen
ObjectTemplate.createdInEditor 1

include e_soldier_regen.tweak


then the e_soldier_regen.tweak

CODE
rem *** Generated with Bf2Editor.exe [created: 2005/3/21 14:16]
ObjectTemplate.activeSafe EffectBundle e_soldier_regen
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.createdInEditor 1
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_e_soldier_regen_Start
ObjectTemplate.addTemplate soldier_regen_supp
rem -------------------------------------
ObjectTemplate.setStartOnEffects 0
ObjectTemplate.setStopOnEffects 0
ObjectTemplate.timeToLive CRD_NONE/-1/0/0
ObjectTemplate.randomAgeFactor CRD_NONE/1/0/0
ObjectTemplate.startAtCreation 1
ObjectTemplate.speedFromPhysics 0

ObjectTemplate.activeSafe Sound S_e_soldier_regen_Start
ObjectTemplate.modifiedByUser dsu

ObjectTemplate.create SupplyObject soldier_regen_supp
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.damageSpeed -10
ObjectTemplate.healSpeed 10
ObjectTemplate.radius 0.1


You can put those files in your objects_server.zip. Just drag the damagestates folder into the effects folder. The other way would be to archive and mount via the serverarchives.con.

Then go to your soldier tweak files.
And add these lines.

ObjectTemplate.armor.addArmorEffect 20 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 30 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 40 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 50 e_soldier_regen 0/0/0 0/0/0

This means you'll start regenerating from 20 to 50 hitpoints.

A full regeneration is
ObjectTemplate.armor.addArmorEffect 20 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 30 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 40 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 50 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 60 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 70 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 80 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 90 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 100 e_soldier_regen 0/0/0 0/0/0

This makes sure you still bleed to death (in AIX) when you're hitpoints hit 10. But from 20 onwards, you'll heal automatically.
I've implemented this successfully in every mod I'm working on, so it definitely works. Thanks and credits to izra for guiding me in 5 seconds in xfire using his trademark confusing English. Cheers bud. biggrin.gif

This post has been edited by GroovyDawg: Dec 21 2008, 09:22 PM


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izrabf2
post Dec 21 2008, 08:04 PM
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Yup, that's what I use for my mod. Thanks Dawg smile.gif


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SatNav
post Dec 21 2008, 10:05 PM
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bootyshake.gif

This post has been edited by SatNav: Apr 1 2009, 03:25 AM
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Fromage
post Dec 22 2008, 12:05 AM
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Thank you for putting this up. Works for 2142 as well. Is it possible to have a delay on the healing?

This post has been edited by Fromage: Dec 22 2008, 12:58 AM
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Wild-thing
post Dec 22 2008, 03:34 AM
Post #8


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yep it works!!!!!!!!! woohoo!!!!!


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GroovyDawg
post Dec 22 2008, 07:03 AM
Post #9


Groovy, you are GJ.
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QUOTE
should be able to put the supplyobject template directly in the soldier tweak instead of going via a effect.

How would we achieve that? And what would be the main difference between the two methods? Could you show us how Sat?

QUOTE
Is it possible to have a delay on the healing?

Was thinking about that too. Like it only begins to heal you after a delay of say, 5 seconds. Are there any sort of delay codes that can be applied here?

PS: Any chance of post 4 being made into tutorial and stickied in the tutorial section? I checked and there isn't one on health regeneration, which I must say is a very cool option in Battlefield 2.

This post has been edited by GroovyDawg: Dec 22 2008, 07:08 AM


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U MAD? ¯\_(ツ)_/¯

Asus G73JH-X3| Intel® Core™ i7-720QM | 8GB DDR3 1333 RAM | ATI Mobility Radeon 5870 1GB GDDR5 | 2x320GB Seagate 7200 RPM | 17.3" LED 1920x1080
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SatNav
post Dec 22 2008, 09:46 PM
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bootyshake.gif

This post has been edited by SatNav: Apr 1 2009, 03:26 AM
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Wild-thing
post Dec 23 2008, 08:54 AM
Post #11


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Is there a way to add sth, that allows you to give your self ammo. I don't want to set NrofMags -1


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SatNav
post Dec 23 2008, 07:40 PM
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This post has been edited by SatNav: Apr 1 2009, 03:26 AM
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DavidGeorge1991
post Jun 21 2015, 04:28 AM
Post #13


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QUOTE (GroovyDawg @ Dec 22 2008, 12:29 AM) *
I have it. smile.gif

First you need to create a folder hierachy. Effects\damagestates.
Then create a .con and a .tweak file.

First the .con. e_soldier_regen.con
CODE
ObjectTemplate.create EffectBundle e_soldier_regen
ObjectTemplate.createdInEditor 1

include e_soldier_regen.tweak


then the e_soldier_regen.tweak

CODE
rem *** Generated with Bf2Editor.exe [created: 2005/3/21 14:16]
ObjectTemplate.activeSafe EffectBundle e_soldier_regen
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.createdInEditor 1
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_e_soldier_regen_Start
ObjectTemplate.addTemplate soldier_regen_supp
rem -------------------------------------
ObjectTemplate.setStartOnEffects 0
ObjectTemplate.setStopOnEffects 0
ObjectTemplate.timeToLive CRD_NONE/-1/0/0
ObjectTemplate.randomAgeFactor CRD_NONE/1/0/0
ObjectTemplate.startAtCreation 1
ObjectTemplate.speedFromPhysics 0

ObjectTemplate.activeSafe Sound S_e_soldier_regen_Start
ObjectTemplate.modifiedByUser dsu

ObjectTemplate.create SupplyObject soldier_regen_supp
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.damageSpeed -10
ObjectTemplate.healSpeed 10
ObjectTemplate.radius 0.1


You can put those files in your objects_server.zip. Just drag the damagestates folder into the effects folder. The other way would be to archive and mount via the serverarchives.con.

Then go to your soldier tweak files.
And add these lines.

ObjectTemplate.armor.addArmorEffect 20 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 30 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 40 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 50 e_soldier_regen 0/0/0 0/0/0

This means you'll start regenerating from 20 to 50 hitpoints.

A full regeneration is
ObjectTemplate.armor.addArmorEffect 20 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 30 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 40 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 50 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 60 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 70 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 80 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 90 e_soldier_regen 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 100 e_soldier_regen 0/0/0 0/0/0

This makes sure you still bleed to death (in AIX) when you're hitpoints hit 10. But from 20 onwards, you'll heal automatically.
I've implemented this successfully in every mod I'm working on, so it definitely works. Thanks and credits to izra for guiding me in 5 seconds in xfire using his trademark confusing English. Cheers bud. biggrin.gif


Is there a way to adjust the regeneration speed, I just want to make a healing regeneration slower and to be fair with the Medic class, just like In Bad Company 2, Period.


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Death_EnForcer
post Jun 21 2015, 06:34 PM
Post #14


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QUOTE (DavidGeorge1991 @ Jun 21 2015, 05:28 AM) *
Is there a way to adjust the regeneration speed, I just want to make a healing regeneration slower and to be fair with the Medic class, just like In Bad Company 2, Period.

In the the e_soldier_regen.tweak he has
ObjectTemplate.healSpeed 10
Maybe try adjusting the healspeed lower.
Just guessing, good luck.
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DavidGeorge1991
post Jun 21 2015, 08:30 PM
Post #15


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QUOTE (Death_EnForcer @ Jun 22 2015, 08:34 AM) *
QUOTE (DavidGeorge1991 @ Jun 21 2015, 05:28 AM) *
Is there a way to adjust the regeneration speed, I just want to make a healing regeneration slower and to be fair with the Medic class, just like In Bad Company 2, Period.

In the the e_soldier_regen.tweak he has
ObjectTemplate.healSpeed 10
Maybe try adjusting the healspeed lower.
Just guessing, good luck.


Ok got it.

PS: Please don't close this thread. There might be some people leaving questions or suggestions about that.


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