Making Husks stay longer

Information and discussion for custom maps and mods.
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melons
Posts: 31
Joined: Sun Jul 19, 2020 2:21 pm

Making Husks stay longer

Post by melons »

Hi,

Anyone have any information on how to mod a map to make the husks stay longer or a map that has this already?

Thanks

lawANDorder
Posts: 140
Joined: Tue Oct 24, 2017 3:20 pm

Re: Making Husks stay longer

Post by lawANDorder »

Vehicle husks are removed when their health is depleted. They use a trait which modifies the husk's health step by step. This trait will be ChangesHealth in next release which is an overhaul of the current used Burns trait. So by editing the total health and/or the negative health added in each step, you can change the time they remain in the world. See https://docs.openra.net/en/latest/release/traits/#burns and https://github.com/OpenRA/OpenRA/blob/p ... yaml#L1000 for implementation in *current* release.

melons
Posts: 31
Joined: Sun Jul 19, 2020 2:21 pm

Re: Making Husks stay longer

Post by melons »

Thanks

Jayden
Posts: 1
Joined: Tue Mar 23, 2021 4:25 am

Re: Making Husks stay longer

Post by Jayden »

lawANDorder wrote:
Tue Nov 10, 2020 5:25 pm
Vehicle husks are removed when their health is depleted. They use a trait which modifies the husk's health step by step. This trait will be ChangesHealth in next release which is an overhaul of the current used Burns trait. So by editing the total health and/or the negative health added in each step, you can change the time they remain in the world. See https://docs.openra.net/en/latest/release/traits/#burns and https://github.com/OpenRA/OpenRA/blob/p ... yaml#L1000 for implementation in *current* release.
Thanks for sharing such great information.

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