QUOTE (ArteGordon @ March 04, 2007 11:46 am) |
the locationeffect is placed at the same location as the item. How it gets displayed there is determined by the client. You might try playing with the effectcontroller using the door as the SourceItem and the effect type as Location and see if there is a setting combination that displays it differently. |
CODE |
public virtual int WhenToAutoRepair { get { return 0; } } // 0=never, 1=after any damage, 2=after being destroyed public virtual double AutoRepairFactor { get { return 0.1; } } // fraction of HitsMax to repair on each autorepair OnTick. A value of 1 will fully repair. |
QUOTE (ArteGordon @ March 04, 2007 03:43 pm) | ||
not sure what you mean by it not resetting. If you mean that after you destroy it, it remains destroyed and doesnt automatically repair itself? You can enable autorepair with these settings
and then you can set the value for individual attachments by setting the AutoRepairTime property. |
QUOTE (ArteGordon @ March 05, 2007 09:06 am) |
the flames probably remain because with an AutoRepairFactor of less than 1, it doesnt repair back to full health immediately. The spawner solution takes care of that by just replacing it with a new undamaged one. |