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

Posted: Mon Apr 15, 2019 4:53 pm
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.

Re: [Done] Concept Help - Unit Launcher

Posted: Mon Apr 15, 2019 6:39 pm
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

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

Posted: Wed Apr 17, 2019 5:01 pm
by Rseding91
Thanks for the report. It's now fixed for the next version of 0.17.

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

Posted: Wed Apr 17, 2019 5:53 pm
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 :)