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Making Husks stay longer

Posted: Tue Nov 10, 2020 4:12 pm
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

Re: Making Husks stay longer

Posted: Tue Nov 10, 2020 5:25 pm
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.

Re: Making Husks stay longer

Posted: Sat Nov 14, 2020 1:34 pm
by melons
Thanks

Re: Making Husks stay longer

Posted: Tue Mar 23, 2021 4:26 am
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.