i have a few ideas...
what if you use an observer instead of a scourge?it'd be kind of wierd the players can see where the scourge is, so an unseen unit like an observer can make it more realistic if you know what i mean.
you can probably create each scourge that dies and spawns temporarily invincible for a few seconds then disable it so the mass number of units won't slaughter you.
anyway, the system would be cool. you doing these types of virtual hp systems are effective in using hp as precise numbers instead of percentage.
would it be better if you ordered the scourge to constantly move where the primary unit is?don't think that will slow down the unit, but will just follow where ever the unit will go.
gas can probably nullify the damage making the scourge invincible but you can have more than 1 hp for the scourge and add armor to it to have a longer effect.
well...just my ideas...
QUOTE(SlyShadow @ Apr 6 2006, 09:55 PM)
i have a few ideas...
what if you use an observer instead of a scourge?it'd be kind of wierd the players can see where the scourge is, so an unseen unit like an observer can make it more realistic if you know what i mean.
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u'll see so many explosinos at your location (if many enemy's shoot you) that they may even give you problems with seeing your heroe.
if you really wanna make a flying unit, not a burrowed one, make a scourge
to make the scourge unseen, create csourges in a closed place & disable them there. when the scourge taht's above the heroe dies, just moove 1 scourge from the scourge "stash" & create, disable another one in taht "stash"
but still, i'm against flying units & for burrowed ones

Really Old.
Player 1 = Player
Player 2 = Neutral Comp
Player 3 = Hostile Comp
Player 1 Invincible.
Burrowed Zergling follows Player 1 With hyper Triggers.
Player 3 has vision and hostility towards Player 2.
Zergling dead, minus 1 hp.
And to get around the "Monsters dont get harder!" thing. Have a trigger that sets a a deathcount when you enter harder areas and make each zergling death take away say 3 hp per death or 5.
I had a nice map that demonstraited these things but I dont know where it went.

QUOTE(AgenT_Nick @ Apr 2 2006, 10:27 AM)
i was think for this system is that a mineral health system. (or gas w/e u like)
ok first of all you need a hero which a location follows him or her. then have a scourge over the hero and give it 1 Hp. Make it follow you wherever you go. When it dies Subtract 1 Mineral and recreate it. when u have 0 minerals kill your hero. easy as that.
Good Things:
-Health Powerups.
-Gas Armour (or mineral.)
-No Balencing For Enemies. Just You Have to Balence Out Attack And There HP.
Bad Things:
-If All of you know that when u move or create a unit repeatidly over the hero it will slow the units down. (this can be fixed with by just waiting like 750 milleseconds before each move.)
-Melee Units Would Die Faster (But You could do a regeneration system to like add 1 mineral every 1 second.)
-All Units that attack have too be able to attack air.
Well i think its a cool system to have! i thought of it one day and wanted to make a map with it but i gave up when i got to the triggers! maybe sum1 could make it.
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It sounds clean and effective, but its also hard to think that my hp is a scourage. I think the hp bar of a unit was simple enough to understand.
What if we need money? or gas at that. i think a minimap or score health system would work best.
QUOTE(Frozenstein @ Apr 13 2006, 03:37 PM)
It sounds clean and effective, but its also hard to think that my hp is a scourage. I think the hp bar of a unit was simple enough to understand.
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this isn't to replace the health bar, its to allow triggers to modify hp to create trigger systems to do effects that would normally be impossible or highly ineffective to do.
triggers can't detect the health bar. if a trigger can't detect something, it can't use that particular something as a condition. triggers can detect unit deaths. since the trigger can detect unit deaths, it can use them as a condition. if unit deaths represent hit points, then hitpoints can be used as a condition. get it?
back on topic:
to those people who suggest stacking 5 virtual hp units at a time, all i can say is that its a bad idea. splash damage units can have their damage increased by however many units are stacked.
a solution to "units not getting harder" is too actually give the VHP unit some proper stats. give it armor and health and let it represent more than a single percentage point. imo, the best solution is to let the unit represent the most damage the player can take in a single hit. the problem is this "attack" has to be a factor of one hundred
QUOTE(Kupo @ Apr 13 2006, 09:04 PM)
What if we need money? or gas at that. i think a minimap or score health system would work best.
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this is what we like to call custom money or leaderboard money lol.
Wouldn't work well for a number of reasons, the main one being uglyness.
Any type of RPG battle system there are better ways.
Now that we have EUDs hp systems like this are completely obsolete.
Sorry bout the flamebaitish post, but I don't have much time where I am.
yes i no but like Dark knights 3 battle system sucks. im sorry but its rigged.
i no but all euds are scrambled and wont be found for a while. thats why this is goodish until then.
Is a awesome idea, i don't have any idea of how do that
QUOTE(scwizard @ Apr 17 2006, 01:13 PM)
Wouldn't work well for a number of reasons, the main one being uglyness.
Any type of RPG battle system there are better ways.
Now that we have EUDs hp systems like this are completely obsolete.
Sorry bout the flamebaitish post, but I don't have much time where I am.
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you referring to EUD's health detection? cause that was really useless i heard. okay, it wasn't useless, but it wasn't worth the hassle if you were doing more than one unit, apparently the unit has to be preplaced and you had the know the unit number(or w/e its called)
Actually the EUD detection system could be used effectivly with a virtual system. Have the hero have 10000 health and then detect tthe damage it takes and subtract it vitually and heal it. Then if it loses its virtual health, then move it to a death spot.
QUOTE(scwizard @ Apr 17 2006, 01:13 PM)
Wouldn't work well for a number of reasons, the main one being uglyness.
Any type of RPG battle system there are better ways.
Now that we have EUDs hp systems like this are completely obsolete.
Sorry bout the flamebaitish post, but I don't have much time where I am.
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its not ugly if you use burrowed units, and what other ways are there that are just as effective. fyi, the new EUD values haven't been found yet so we don't have euds at the moment.
burrowed units wouldnt work because you would have to see the burrowed unit and becuase the burrowed unit would slow the unit walking over it down.
lol yes. thats why you move it when it leaves a 2x2 location around your unit. that works for me. but 1 problem is that when it dies and a group of ppl are around u it contiues to create and that happens
Um i dont understand why not 3x3 location or 1x1?

QUOTE(Kept_Wheat @ Apr 30 2006, 07:57 AM)
burrowed units wouldnt work because you would have to see the burrowed unit and becuase the burrowed unit would slow the unit walking over it down.
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Not if you would do it my way:
Constantly create/remove a non-burrowed unit like an hydralisk at the position of your hero. Center a new location on the hydralisk and create the burrowed zergling and that position.
This has been tested and confirmed, I even believe some people have already used it. Note that you will have to be sure you don't share vision with the hydralisk.
Also, when you just use the burrowed zergling for the smaller vision radius (by only having vision of the zergling, not yourself) you should create/remove a crystal or another unit with a small vision radius - or just blind the hero.
QUOTE(Kept_Wheat @ Apr 30 2006, 12:57 AM)
burrowed units wouldnt work because you would have to see the burrowed unit and becuase the burrowed unit would slow the unit walking over it down.
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create the unit when an enemy is in range or timed recentering will fix the slowing down issue .
in an rpg, the enemies are usually comps so just give them vision. in an arena, you usually see the whole arena already so giving vision wouldn't hurt at all.
I skipped the whole post and just read the system.
I only have to say a couple of things.
First of all i HAVE NEVER supported the idea of having a unit follow the unit like a dog or something you feed up and is hungry so it follows you, besides unless you make enemy allied to You, units will have a strong percentage of attacking your actual unit (unless its invincible) besides just imagine this unit dies then gets regenerated...you will loose like 0.8 of a second in that process and units will not attack! that like 0.000000000001% of your life time wasted!

anyways, to my opinion its not cool to have a unit to be followed by other

it was cool the UED system someone made that actually detected HP and did something to minerals i can't remember what...but meh UEDs are gone.
the burrow system will slow down the unit.
thats what i said. move it when its out of a 2x2 location in you area. it works ive done it. but if there are many units around it it would slow it down. this could be fixed just by:
1) removin the unit outside you 2x2 location and create again.
2) when its killed wait like a half a second and create it. more balenced.
so ehh :/
Yea, I'm using a similar system like that, but with burrowed units (attackable by all units around you). And if you have a search engine, you don't need to make it just deal one damage. If you want to know some of the possibilities of this, just look at Crescent Dyne (Maps in Production Thread).
Explain "search engine" please, if it's what I think it is then I want to know all about it.
I already created this Health system two years ago. Except I didn't add the armor because health and armor are the same to me. And I don't use minerals to show as health, let the enemy ally the human and be enemies with the burrowed.
This system is old, no really... it's TWO years old if I repeat.
Click here Daedalus, the search engine would be calcualting which unit attacked, which unit was attacked, how much damage it does, how much armor the attacked unit has, and anything else you want (resistances/weaknesses, spells, critical hits, etc).
And you know a method to create a workable search engine? I've got some theories about it and already tested some, I haven't really done a lot of testing though. I think that my problem will be that my search engine will only allow a specific amount of enemies at the same time.
When you got a working search engine, please PM me

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