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.
[0.17] Negative health regen doesn't work when entities are at full health
Re: [Done] Concept Help - Unit Launcher
That sound like well hidden optimization.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.
Seems you'd need to take one hp from every spawned unit
Re: [0.17] Negative health regen doesn't work when entities are at full health
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.
Re: [0.17] Negative health regen doesn't work when entities are at full health
LOL, I was not sure if it was a bug or a featureRseding91 wrote: Wed Apr 17, 2019 5:01 pm Thanks for the report. It's now fixed for the next version of 0.17.