every unit is unique, each player owns only one of each unit type.
yes, i know that was incedibly nooby of me to do, but i had like 7 other player slots and i might have well use them

WOOT!!!!!11111

200 posts!
But that doesen't mean that you can detect damage taken by each enemy unit without VHP...
i do have virtual HP

its virtual

Each enemy unit will have VHP?!
Then the thing I was thinking about can be done.
It look like this: to pick a hide spot, he uses a mobile grid, and a system of detecting where is the player.
If he knows where the players is, you can make a system that will scan the space around that unit (with a mobile grid) and when it finds an obsticle that is not another unit, he goes to one of the locations like North, South, West, East (and in between) from that obstacle according to where the player is.
Did you understand, or should I rephrase it?
thats what i was originally thinking( of doing everything manually), but i really wanted a general script, which it would find its own direction. keep in mind, i have height detection, so it would be better for it to hide behind a crate(where it can fire and be protected) than a column (where its protected, but it can't attack back).
... but won't that take too much time?
Off topic and blah blah blah, but will you see enemy monsters all the time, or will they jump on you like in doom?
He told, that he will have a lot of pre-defined moments, when monsters jump on you from specific places.
must've missed it

QUOTE(Jammed @ Nov 1 2006, 11:41 AM)
... but won't that take too much time?
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this whole friggin' map takes too much time ...

ADDITION:
lethal, how should i go about differentiating moving and attacking with FRAGS, i know you suggested a solution, but i can't remeber what you said.
I'm definatly wanting to play this map

, being a major DooM nut(owns all three and the movie

)
And yes blah blah blah, haven't posted 4 ever

, computer kicked it, but well yeah
Umm, one question. Will this have a bunch of sounds from DooM3?
damn right theres gonna be doom 3 sounds

(in fact, all sounds in this game will be from doom 3). its gonna up the file size, but its single player anyhow so it won't matter.
although its gonna be a female dog to put it. cause of starcrafts crappy sound system, i'll have to divide all the sounds into one second increments and create a sound management system to hold all the sounds and prioritize which sounds to play and for how long.
ADDITION:
can you guys give me like some 5 second audio files for the XCMD?
QUOTE(Zerajam @ Nov 5 2006, 10:17 AM)
can you guys give me like some 5 second audio files for the XCMD?
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What do you mean?
just sounds, of anything, you can give me a freaking anwser machine message if you want, just any sound as long as its a .wav.
Just google "beep".

there are 5 second beeps. thats scary

.
QUOTE(Zerajam @ Nov 5 2006, 11:26 AM)
there are 5 second beeps. thats scary

.
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You need a 5 second long beep? That's not a problem. You have two possibilities:
- DL a short beetp, DL a program called CoolEditPro2 and use it to manipulate that beep as you want
- Google "flatline"

QUOTE(Jamatul_101 @ Nov 5 2006, 12:39 AM)
Google "flatline"

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LMFAO

that made my day lol
a 'lil status update:
currently waiting on SI to send me the new SCMD2 vrs, so i haven't been making much in the way of trigs. so in the meantime, i've been doing trigger pre-planning for my VCS skeleton map. Yes, the same one i was making many weeks ago that got corrupted. although, this one will be 'moddable' ingame.
ADDITION:
okay, i jsut did some number crunching. as it turns out, i'm gonna end up using 267 death counters...

Now we have aproblem here - will you have enough deathcounters for your whole Domm3: HOM map in it's final shape.
And I had no intentions of being funny with that flatline stuff. It's just a long beep.
i sure hope so... i'd be very embarrased if i ran out of death counters...
Just curious - how many deathcounters will be free to use in triggers? (approx)
For example: if your main hero is a Ghost, the P1 Ghost deathcounter is not free to hold values for mathematical calculations.