Game Development Reference
In-Depth Information
First, we define the pawn that is being hit. Then, it takes the
ProcessInstantHit() function and rather than have it apply damage to a pawn,
it applies additional health by calling our pawn's HealDamage() function. The first
parameter used by HealDamage() is an integer, which declares exactly how much
health each shot will heal a pawn for. We've set it to the modest value of 10 .
We use a log for debugging again and have it output our pawn's health each time
it is shot, through the call to P.Health .
/********************************************************
* Heals a pawn with an instant hit weapon
* Doesn't allow pawn's health to exceed maximum (100)
********************************************************/
simulated function ProcessInstantHit(byte FiringMode, ImpactInfo
Impact, optional int NumHits)
{
local Pawn P;
if (Impact.HitActor != None &&
(Impact.HitActor).IsA('Pawn'))
{
// Defining the pawn
P = Pawn(Impact.HitActor);
// Increase health by 10
P.HealDamage(10, Instigator.Controller,
InstantHitDamageTypes[1]);
// Log for debugging
'Log("***Pawn Health:" @P.Health);
}
}
2.
We still need to make one alteration to our DefaultProperties block.
DefaultProperties
{
// Do not perform any damage
InstantHitDamageTypes(1)=None
}
We're telling the game that despite us using an instant hit weapon, we do not want it
to perform any damage. Therefore, we set the damage type to None .
 
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