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Tempus HP Regen Offline
Tempus HP Regen Offline
scotch
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scotch
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Tempus HP Regen Offline
on:
August 18, 2017, 02:35:16 AM
Mainly for demos, but you can emulate the regen on Tempus using a couple of console commands.
ent_create logic_timer targetname regen RefireTime 0.015; ent_fire regen addoutput "OnTimer !player,SetHealth,200,0,-1"
Basically just creates a entity that fires every tick with an output that sets your health to its maximum.
example bind (will need to use a cfg since it has nested quotations):
Spoiler
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bind - "mp_disable_respawn_times 1; mp_respawnwavetime 0; mp_waitingforplayers_cancel 1; exec regen"
enjoy those pres
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Last Edit: August 20, 2017, 12:23:48 AM by scotch
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bind space hud_reloadscheme
Re: Tempus HP Regen Offline
Reply #1 on:
August 18, 2017, 03:00:34 AM
Nice, thats a good upgrade from hurtme. I'll add this to cfg.tf jump script, we now have offline teleports and tick regen.
pants
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Re: Tempus HP Regen Offline
Reply #2 on:
August 18, 2017, 10:27:53 PM
wait so in console you use ',' to separate instead of ':'
eg:
"OnTimer !player:SetHealth:200:0:-1" ?
scotch
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Re: Tempus HP Regen Offline
Reply #3 on:
August 18, 2017, 10:33:27 PM
just following the format: <output name> <targetname>,<inputname>,<parameter>,<delay>,<max times to fire (-1 == infinite)>
seems there are some issues so will try to fix
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Last Edit: August 18, 2017, 10:37:28 PM by scotch
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pants
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Re: Tempus HP Regen Offline
Reply #4 on:
August 18, 2017, 10:55:12 PM
I just know in the hammer editor for adding outputs its separated by ":"
https://developer.valvesoftware.com/wiki/AddOutput
scotch
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Re: Tempus HP Regen Offline
Reply #5 on:
August 19, 2017, 02:34:48 AM
I think dynamically spawning entities follows this format, I copied that straight from the console.
plep
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hi
Re: Tempus HP Regen Offline
Reply #6 on:
August 19, 2017, 10:26:12 AM
Very neat stuff
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