[0.17] Negative health regen doesn't work when entities are at full health

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TheSAguy
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[0.17] Negative health regen doesn't work when entities are at full health

Post by TheSAguy »

FYI,

Just wanted to put a note here if anyone else tries this.

"healing_per_tick" on;y fires on units that are not at 100% health.
So if you put a negative healing_per_tick, the unit will die after it's health reaches 0, but it won't start dying, until it's initial health is not 100%.

Thanks.

orzelek
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Re: [Done] Concept Help - Unit Launcher

Post by orzelek »

TheSAguy wrote:
Mon Apr 15, 2019 4:53 pm
FYI,

Just wanted to put a note here if anyone else tries this.

"healing_per_tick" on;y fires on units that are not at 100% health.
So if you put a negative healing_per_tick, the unit will die after it's health reaches 0, but it won't start dying, until it's initial health is not 100%.

Thanks.
That sound like well hidden optimization.
Seems you'd need to take one hp from every spawned unit :D

Rseding91
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Re: [0.17] Negative health regen doesn't work when entities are at full health

Post by Rseding91 »

Thanks for the report. It's now fixed for the next version of 0.17.
If you want to get ahold of me I'm almost always on Discord.

TheSAguy
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Re: [0.17] Negative health regen doesn't work when entities are at full health

Post by TheSAguy »

Rseding91 wrote:
Wed Apr 17, 2019 5:01 pm
Thanks for the report. It's now fixed for the next version of 0.17.
LOL, I was not sure if it was a bug or a feature :)

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