[Solved] How to get current pollution?
Posted: Mon Mar 14, 2016 7:34 am
Hi guys, I worked on new mod and already done with some new weapons (Ak-47, M60, etc) but they are a little imbalanced, I try to safe real stats for new weapons and it make it too overpowered.
For now I have an idea how I can balance it, main idea that biters and spitters HP will be increased with the pollution:
More pollution -> more science research -> more powered weapons -> more monsters HP
I thinks it's a good way for first time, while I worked at main mod part, people can test 'weapons part', without ruinning gameplay.
What I need, I want to get current pollution value at script, and use it like modifier for changing base monsters max_health
Also as I understand I can't use some random event or timer and best way just copy enemies.lua from base mod and add my function for HP increasing, because I don't want use on_tick event and I didn't found any other way to do this.
Do I mind right?
For now I have an idea how I can balance it, main idea that biters and spitters HP will be increased with the pollution:
More pollution -> more science research -> more powered weapons -> more monsters HP
I thinks it's a good way for first time, while I worked at main mod part, people can test 'weapons part', without ruinning gameplay.
What I need, I want to get current pollution value at script, and use it like modifier for changing base monsters max_health
Also as I understand I can't use some random event or timer and best way just copy enemies.lua from base mod and add my function for HP increasing, because I don't want use on_tick event and I didn't found any other way to do this.
Do I mind right?
weapons preview