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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0000117 | Spring engine | General | public | 2006-03-09 01:33 | 2007-01-29 11:19 | ||||
Reporter | Bug Hunter | ||||||||
Assigned To | tvo | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000117: Healtime and Idletime tags time value not working. | ||||||||
Description | Those tags are supposed be a counter before units start healing. They work with Autoheal Idleheal that set the ammount of hp/s the unit recieves. No matter what value you use for Healtime or idletime, the healing beguins around 20-22 secconds after the unit has been hit(which is supposed to be the reset at least for Healtime counter). Testing was done using 70b2 | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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NOiZE (reporter) 2006-03-11 11:41 |
according to this wikipage: http://spring.clan-sy.com/wiki/Units:FBI you can use other tags for the same purpose: Autoheal=0; health per second that a unit allways will be autohealed for (default 0). idleAutoHeal=10; health per second that a unit will be autohealed for whenever its idling (default 10). |
Bug Hunter (reporter) 2006-03-12 14:46 |
Oops, its a typo, in the tests i used that documment,and the correct tag: "Idleautoheal" |
Caydr (reporter) 2006-03-12 21:45 |
Healtime never actually worked properly... the "time" bit is kinda deceptive. I didn't really spend a lot of time figuring it out, but I basically just decided that, "if the tag's there, it auto-heals. if it's not, it doesn't." Anyway, like guy above said, there's new tags for this property so it's nothing to worry about. |
Bug Hunter (reporter) 2006-03-13 14:44 |
Read the report, those new tags (Idletime, Idleautoheal) fail to work aswell. and those aint new tags, but work in different way only, for having options i guess. |
Argh (reporter) 2006-03-27 05:37 |
Going to have to test healtime, but now that I've seen how Autoheal works (I use it extensively in NanoBlobs), I'm inclined to not ever use it again. Healtime *used* to be a very simple, on-off switch in OTA. I wrote up a big series of articles about this over at TAU at some point, when I was working on Mechpack: Improved aeons ago, talking about trying to play with it. Very simply, it didn't work as an impressive auto-healing feature unless the unit's MaxDamage was really low, because it was pretty clearly an unfinished feature (the only OTA unit that had it was the Commander, to the best of my knowledge). Sooo, I had to scale units' hitpoints super-low, and then use armorfactor to "inflate" their hitpoints (which was an annoying bit of kludge, lemme tell you). At any rate, begone Healtime, and good riddance- it was an annoying kludge, and Autoheal + ARMOR works sooo much better. I am pretty darn certain that Idleautoheal works, though... I will test it... |
NOiZE (reporter) 2006-05-20 16:19 |
Can this be closed? |
tvo (reporter) 2007-01-29 11:19 |
seems fixed / replaced according to comments |
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Date Modified | Username | Field | Change |
---|---|---|---|
2006-03-09 01:33 | Bug Hunter | New Issue | |
2006-03-11 11:41 | NOiZE | Note Added: 0000117 | |
2006-03-12 14:46 | Bug Hunter | Note Added: 0000119 | |
2006-03-12 21:45 | Caydr | Note Added: 0000123 | |
2006-03-13 14:44 | Bug Hunter | Note Added: 0000124 | |
2006-03-27 05:37 | Argh | Note Added: 0000147 | |
2006-05-20 16:19 | NOiZE | Note Added: 0000195 | |
2007-01-29 11:19 | tvo | Status | new => resolved |
2007-01-29 11:19 | tvo | Resolution | open => fixed |
2007-01-29 11:19 | tvo | Assigned To | => tvo |
2007-01-29 11:19 | tvo | Note Added: 0000656 |