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Staredit Network -> Modding Chat -> Max hit explained! (the best I can)
Report, edit, etc...Posted by Tearshed on 2005-06-24 at 02:41:47
I have discovered what max hit is and for those who said its nothing...well it is something!

As I was working on a mod (which including a bc shooting 10 missles in random direction every attack) I thought if I left the max hit as one then lets say for example my bc was attacking 3 scouts. Each scout would only take damage from one missle and none others. So I put the max hit to ten and walla it worked! My theory can be proven by using the valkyrie as an example as well. If the valkyires max hit was left as one then only one volly would effect a unit but since its max hit is 4 the unit that is being attacked can be hit by up to 4 vollys.
Report, edit, etc...Posted by scwizard on 2005-06-24 at 09:52:49
yay! Good job!

What did you do to make the BC shoot lazers in a random direction every attack?

ADDITION:
attack projangle?
Report, edit, etc...Posted by illusion(SS) on 2005-06-24 at 10:55:30
i think its a slash damage kind of thing. like, how many units it would damage. like. if 5 units where in the splash damage range, and max hit was set to 4, it would only damage 4. i dunno. im not a modder.
Report, edit, etc...Posted by Tearshed on 2005-06-24 at 18:04:37
I said I modded the bc to attack like doom dragoon except shoots ten missles instead of five. But anyway its not got much to do with splash. Once an enemy you were attacking got hit by a missle or splashed by another the enemy unit wont take any further damage from any other missle in that volly.

I havent tried this yet but Im prtetty sure to prove this just make a mod where the valkyires make hit is one(change max hit to one). Then see what I mean yourself.


BTW: Thanks m.r.bob
Report, edit, etc...Posted by BSTRhino on 2005-06-24 at 18:41:38
Hmmm... my understanding of max hit is just like the factor box in the weapons editor in Arsenal III. They don't change the way StarCraft works, they're just there for display to the user. Max hit gets displayed in StarEdit, and factor multiplies damage for display when you mouse over the weapons in StarCraft.

However, you know, you might be right. There might be some pattern to max hit that no one has noticed before, but that's what we know about it at the moment.

attkprojangle is one of those commands that doesn't mean what it says, and so is one of the reasons I've been saying not to trust modding programs completely. It specifies an attack range, not an attack angle. Think of it like "attack area at range." It's got nothing to do with angles.
Report, edit, etc...Posted by scwizard on 2005-06-24 at 20:54:26
Did you use it for doom dragoon? I'm not entirely sure how that works.
I know you used line splash and halorock (spin) missile behavior, but that shouldn't make the locations the missiles go to vary that much.

ADDITION:
Exactly what does attackprojangle do? Attack what area? What desides where and how big the area is? To missiles hit in random spots in that area?
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-24 at 21:18:05
QUOTE
Hmmm... my understanding of max hit is just like the factor box in the weapons editor in Arsenal III. They don't change the way StarCraft works, they're just there for display to the user. Max hit gets displayed in StarEdit, and factor multiplies damage for display when you mouse over the weapons in StarCraft.


Yeah, I've messed around with it a bit and haven't made anything happen. I don't think the valk thing is true because if you use ICECC to make a unit fire multiple missiles they still all hit regardless of whether I changed the max hit number.
Report, edit, etc...Posted by Tearshed on 2005-06-25 at 05:25:33
Oh really? hmmm. What did I say have anything to do with projectole angles anyway?

This may confuse some of your so this is what I reckon: Blizz changed the text when you put your mouse over the weapon box like the zealot has 16+2 for 1 upgrade and I noticed you can never have an odd upgrade like one so it cant be 16+1 becuase the hit is 8+1 and since there is two hits it is 16+2. But with the valkyire the text says 6 damage per missle. That can easily read: Halo rockets: 24 or instead of 6+1 per missle it could be Halo rockets: 24+8.

Report, edit, etc...Posted by Voyager7456(MM) on 2005-06-25 at 07:37:16
QUOTE(DT_Battlekruser @ Jun 24 2005, 07:18 PM)
Yeah, I've messed around with it a bit and haven't made anything happen.  I don't think the valk thing is true because if you use ICECC to make a unit fire multiple missiles they still all hit regardless of whether I changed the max hit number.
[right][snapback]243770[/snapback][/right]


Are you doing it the way I am (by having a bunch of attack25 commands seperated by a small wait)? Because then the unit is still being hit by only one missile at a time...

CODE

attack25 1
wait 3
attack25 1
wait 3


It would look that all the missiles fired at the same time, but really they'd be hitting .3 seconds apart from eachother.
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-25 at 13:08:05
No, you use the attack commands without a wait, make missile properties Halo (spin) and give them splash. If you don't give halo and make it use its weapon five times at once, all it will do is deal 5x damage.
Report, edit, etc...Posted by Tearshed on 2005-06-25 at 23:36:37
You rechon its true about what I said about the text thing in the last post I made?

Jeez guys you are really going a bit away from what Im talking about. My point was that max hit was well what I asid it was in the first post. Not anything about projectile angles and making the missles luanch at different times etc And anyway that would be wrong becuase it doenst matter how far apart the missles are launched its still one volly.
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