01-02-2010, 07:27 AM
actually the hit_a: hit_d: timer can be manipulated much better than that.
if you want something to last for ~8 seconds, then you can have (in every 2nd frame) hit_a: 4. note that this means each time this frame is run, 4 hp is taken off, so wait: 1 (which is 2TU) will take off 8 hp (4 per game frame), but if you have a wait: 1 hit_a: 0 in the next frame, nothing is taken off for the next 2 frames which kinda balances it. so after 500 / hit_a: * 2 = 500/4 * 2 = 250 TU, which is 250/30 = 8.333 seconds.
side note:
an object starts with 500 hp, so the hit_a: hit_d: timer can last for 500 TU with hit_a: 1. but, you can increase this with a different object hitting it with injury: -ve something (hit_a: -ve doesn't work).
Azriel~
if you want something to last for ~8 seconds, then you can have (in every 2nd frame) hit_a: 4. note that this means each time this frame is run, 4 hp is taken off, so wait: 1 (which is 2TU) will take off 8 hp (4 per game frame), but if you have a wait: 1 hit_a: 0 in the next frame, nothing is taken off for the next 2 frames which kinda balances it. so after 500 / hit_a: * 2 = 500/4 * 2 = 250 TU, which is 250/30 = 8.333 seconds.
other method of explanation (Click to View)
an object starts with 500 hp, so the hit_a: hit_d: timer can last for 500 TU with hit_a: 1. but, you can increase this with a different object hitting it with injury: -ve something (hit_a: -ve doesn't work).
Azriel~