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 The Medipacks Are Back - Lua Update! No more crashes! 
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Joined: Sat May 05, 2007 6:04 pm
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Post Re: The Medipacks Are Back!
Yeah, TLB.
Really it's only new modders who change the HP value.
It's much more effective to use attachments and change the material properties.


Fri Apr 04, 2008 8:29 am
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Joined: Sat Feb 23, 2008 8:30 pm
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Post Re: The Medipacks Are Back!
Although this is a very cool pack, and the sprites are great, it still lacks that something. If only there would be a way to regenerate lost limbs. Does this stop heavy bleeding? (Zorn's minigun fired at a Zorn and the Zorn starts to bleed and die?)


Fri Apr 04, 2008 12:29 pm
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Post Re: The Medipacks Are Back!
So does this work by using negative damage?

Also, great mod.


Fri Apr 04, 2008 12:37 pm
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Joined: Sun Dec 09, 2007 11:27 pm
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Post Re: The Medipacks Are Back!
Yes please do tell how they work, I have several ideas that kinda need health packs to work.


Fri Apr 04, 2008 6:31 pm
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Post Re: The Medipacks Are Back!
LordRolo wrote:
Yes please do tell how they work, I have several ideas that kinda need health packs to work.


It breaks itself and creates a custom wound, like the ones you have on actors that make their health go down at intervals, eg when their arms fall off.
But the setting for this damage has been placed as a negative number.

So it's like bleeding, except you get more health instead of less.
That's also why it makes the arms weaker and can make the game crash by exploding the arms, because there is a limit to the amount of wounds a limb can take.


Fri Apr 04, 2008 10:08 pm
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Post Re: The Medipacks Are Back!
Very nice mod, but I will have to agree with the others that the health gained is too slow to be useful in field combat. To rectify this problem I suggest that instead of making different packs that heal more and more damage, make different packs that heal the same damage faster. Also, to fix the arm problem couldn't you turn down the damage that the entry wound causes by putting several more zeros in front of the current damage? Only one zero would decrease the damage done by x10 thus letting a unit carry ten times more packs (<--not to sure about this someone check my math)?


Sat Apr 05, 2008 2:08 am
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Joined: Wed Dec 13, 2006 5:27 am
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Location: A little south and a lot west of Moscow
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Post Re: The Medipacks Are Back!
Yeah, I agree the patches didn't turn out that well. As you can see from the coding, I tried to make them increase an actor's weight, but CC's stupid system of course won't let me do that.
However, the reason they work with the MPAM and Crobos is that their giblimits allow extra medipacks to be added beforehand. I agree, though, that it's a bit annoying. If anybody can think of something I could use to add something a little more interesting to the series 2 packs, I would add credit and all that.
And, no, changing the damage won't fix the arm problem. Units have three death factors: impulse limit, wound limit and health limit.
The impulse limit is activated by the amount of force on an actor.
The health limit is activated by the unit's life reaching 0.
The wound limit is activated by the selected object having too many wounds on it.
The third one is the problem, and as far as I know, there is no way to decrease the wound limit. Due to the way that medipacks work, it adds one wound to the arm for every use, and thus after about 3 uses on a normal actor, the arm 'splodes and some odd bug in CC's engine is activated that causes the game to crash.
But who knows, I invented healing items in CC when it was claimed inpossible, so maybe something else will fix the wound limit problem.
Anyway, glad to know the revive is well-recieved.
EDIT: Ah! I've got it. This is actually much more practical. Please redownload it.


Sat Apr 05, 2008 3:26 am
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Joined: Fri Jun 29, 2007 6:27 am
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Post Re: The Medipacks Are Back - Updated So Series 2 Doesn't Suck!
OK so now it pretty much gives you invincability *except from high speed gibbing and such* but kills you after it wears off.SO basicly its only usfull for plunging through the enemy base and killing the brain or defending your brain from many attackers with 1 guy?


Sat Apr 05, 2008 5:32 pm
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Post Re: The Medipacks Are Back - Updated So Series 2 Doesn't Suck!
Exactly, it's designed to make you pretty much invincible for 1 minute.


Sat Apr 05, 2008 9:17 pm
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Post Re: The Medipacks Are Back - Updated So Series 2 Doesn't Suck!
TheLastBanana wrote:
Exactly, it's designed to make you pretty much invincible for 1 minute.

Or make your unit last longer.


Sat Apr 05, 2008 10:02 pm
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Post Re: The Medipacks Are Back - Updated So Series 2 Doesn't Suck!
Question, after a minute with one of the series 2, why does it kill the person using it? Is it a glitch, or something you made perposly?


Mon Apr 07, 2008 3:37 am
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Post Re: The Medipacks Are Back - Updated So Series 2 Doesn't Suck!
Entirely on purpose.
Actually, if you don't lose all of the health you had BEFORE using the medipack, you don't die.
But yes, it's supposed to be like a temporary invincibility.


Mon Apr 07, 2008 4:24 am
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Post Re: The Medipacks Are Back - Updated So Series 2 Doesn't Suck!
Now we just need a Heavy, so we can uber it.


Mon Apr 07, 2008 4:35 am
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Joined: Sat Mar 01, 2008 10:12 pm
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Post Re: The Medipacks Are Back - Updated So Series 2 Doesn't Suck!
A Heavy can survive with one of the zetas on, without a head, for only a few seconds nonetheless.


Mon Apr 07, 2008 5:47 am
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Post Re: The Medipacks Are Back - Updated So Series 2 Doesn't Suck!
Subiw wrote:
A Heavy can survive with one of the zetas on, without a head, for only a few seconds nonetheless.


It's a team fortress two joke.


Tue Apr 08, 2008 3:27 am
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