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Staredit Network -> UMS Assistance -> Complicated Ammo
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-16 at 21:15:02
Alright im making an rpg that is using ammo just like the tutorials on this page

So I added one more thing to that if player kills a certain unit...say an overlord then it takes off 2 ammo (amount of hits it takes to kill ove)

Well is there a way to make it take away 1 everytime he shots

I think that there is NO possible way to do this but...you never know

[edit]
my freind is telling me its possible but wants me to figure it out...and i think hes tellin truth but...i dunno lol...just telling everyone its possible (i think lol)
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-16 at 21:58:30
I dont quite get it.

Overlord - 2 shots
Everything else - 1 shot?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-16 at 22:21:07
alright hmmmmm


Here is what I have

Ok let me just say everything in the map
These are kinda just expamples but same principle

There are zerglings that take 1 hit to kill with a marine
there are ultras wich take 2 hits to kill with a marine or 1 hit to kill with a ghost

I have an ammo system
Ammo system

I'll have a trigger that makes it so if a marine kills a ultralisk it takes away 2 ore instead of 1 ore



Here is what I want to be able to do

I want to make it so the marine can't shoot/kill/damage an ultralisk if he only has one ore

I thought that I could have it so that if the player that controls the marine only has 1 ore then all Ultralisk are invincable at location...But That would make it so the other players could not kill the ultralisk

It would be ok if the marine can only shoot 1 shot at the ultralisk and then not be able to shoot any more (done by setting aliance to computer player) this would actualy be a very nice side affect and would be better then having the marine not be able to shoot at all



Just kinda forget about the ghost unless that has something to do with wheter the trigger will work or not (I do have a way to make a difrent trigger system for the ghost and the marine)

Sorry this is kind of a long post but...certainly explains everything




I also need to know if a player is set to allied a computer player and then he tells his marine to attack a unit and then while marine is attacking he is re allied with the computer then the marine stops attacking im pretty sure he wil (im going to use hyper triggers so unless the player is very gosu he dose not have time to hit the A button then click on the mouse to attack the unit before it is reallied...very gosu)
Report, edit, etc...Posted by Pinecone on 2004-05-16 at 22:27:40
I have to admit, that ammo system is kinda faulty in many ways. It is not possible to subtract ammo while the unit is attacking, and what does gosu mean?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-16 at 22:33:35
gosu the korean word for expert used on sc alot to mean...expert

ok like i said i think its imposible but....my freind said it could be done and i dont think hes joking with me he just wants me to figure it out myself (he very good map editor) maybe subtracting ammo while attacking will not work with the way I am using ammo (though I really couldent think of another way(well i oculd but it would involve placing units for amo and not setiting ore but would be same principle)
Report, edit, etc...Posted by Pinecone on 2004-05-16 at 22:41:49
As my final word, trust me on this, it is impossible to detect a unit attacking.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-16 at 22:48:02
alright this i realize but it can detect how much ammo it has so maybe there is some way involving invincability crazy.gif
Report, edit, etc...Posted by @:@ on 2004-05-16 at 23:39:52
My suggestion is that you don't have units that take two hits to kill tongue.gif -_-
Report, edit, etc...Posted by Mr.Camo on 2004-05-17 at 00:08:28
You might have struck something there laugh.gif .
Report, edit, etc...Posted by EzDay281 on 2004-05-17 at 01:56:50
First thing I have to say;
in case you don't know(many don't), you'll have to make the Ghost damage DOUBE the Ultra, because Ghosts do 50% dmg to large units...
Back on topic.
The only method I can think of is use StarForge to make im Raynor do 0 damage(or somehow make it 0. I saw a 0dmg zealot once) and have your Marines become Raynors upon loss of ammo.
Sorry if this won't work.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-17 at 06:44:08
I already know how to make it not attack while you run outa ammo (you make the human ally the computer and use hyper triggers)) but thanks for telling me about ghost dammage

WELL theres a way for everything....I figured out how to do it...

Alright for those who are just currios here is what you do, it is kinda makeshift but oh well

You make a location that is always centerd on each of the human players

If the human player kill's a unit and dosen't have enough ammo (ore) after killing the unit it creates a new unit at the location

If the player dose it 2 times he gets all his weapons and all his ammo taken away

I also can make it so the players can ally the computer so if they get low on ammo then they can ally so they don't accidently attack
Report, edit, etc...Posted by @:@ on 2004-05-17 at 07:41:23
So you create a new unit after you kill it? That sounds unrealistic.

Taking your weapon away as 'punishment' for the rest of the game is silly. Soon as someone gets that done to him he'll never play your map again.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-17 at 09:46:07
They can collect weapons as they go along...kinda like a regular first person shooter so they will be able to get more weapons
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-17 at 11:28:31
What you can do is center a location on the larger unit being a ultralisk. Then when he dies create another ultralisk for another player where he fell. Then the second ultralisk won't respawn after he dies because he is owned by a differant player.

The other option is to change your kill point values all around. A zergling is worth 50 points so when a player had 50 kill score you would subtract 50 and one ore. For the ultralisk (400) you would subtract 400 and 2 ore. But depending how many bad units you have in the game this could mess up. The other problem is say two seperate players shoot it. The second one gets 2 ammo removed cause he is the one that actually killed it.

Im afraid there isn't a pretty solution to your problem.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-17 at 15:56:41
the easiest solutino i guess is to just always have the plaeyrs allied and then they can choose who they wont to attack (it wont be hyper allied till they run outa ammo)
Report, edit, etc...Posted by Mini Moose 2707 on 2004-05-17 at 16:43:13
QUOTE(EzDay2 @ May 17 2004, 01:56 AM)
you'll have to make the Ghost damage DOUBE the Ultra, because Ghosts do 50% dmg to large units...

Concussive Damage Type
Small » 100%
Medium » 50%
Large » 25%

You'd need 4x the damage for Large units, buddy.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-17 at 19:02:33
QUOTE(MrTowelie @ May 17 2004, 02:56 PM)
the easiest solutino i guess is to just always have the plaeyrs allied and then they can choose who they wont to attack (it wont be hyper allied till they run outa ammo)

Thats a bad idea. You wouldn't want to choice who to attack and then have the ally trigger stop you. It wouln't prevent you from attacking some units but it would stop you some times. And it wouldn't solve any other problems. Just annoy your players.

If you did this you would have to make the ally trigger only fire when they unally the computer.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-17 at 22:23:14
nono...i want them to be able to choice if they can ally or not (expect when they run out of ammo) and ill have it start out as allied and make something in the breifing or msg in the game saying why its a good idea to ally
Report, edit, etc...Posted by EzDay281 on 2004-05-18 at 01:41:16
QUOTE(Mini Moose 2707 @ May 17 2004, 01:43 PM)
QUOTE(EzDay2 @ May 17 2004, 01:56 AM)
you'll have to make the Ghost damage DOUBE the Ultra, because Ghosts do 50% dmg to large units...

Concussive Damage Type
Small » 100%
Medium » 50%
Large » 25%

You'd need 4x the damage for Large units, buddy.

It might have been 25% in an older version, but not now. I attacked an Ultra with, I think it was a Ghost.
.5x damage, not .25. You'd need 2x the damage for Large units, buddy.

Also, the ally trigger wouldn't work very well. Unless you have Hyper Triggers...
becuase players can manually attack. I've found that cheat useful when I run outa ammo in RE maps. Or whatever kind they are, some kind of anti-zombie.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-18 at 06:45:49
lol....alright let me clearify

When they have ammo they are allied to the computer but not allied using triggers that say always so they can attack and won't be interupted or they can unally if they feel they can control there character then they can unally and take a chance of going over the ammo limit

after they run out of ammo then i will make them ally always and have a hyper trigger in there...
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-18 at 20:22:27
So you only run the ally script once when they have ammo? at the time they get ammo right?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-19 at 06:22:14
how come my post didnt work....oh well....

Yes they are only automaticly allied once when they have ammo
Report, edit, etc...Posted by .Coko[CK] on 2004-05-19 at 14:55:50
Maybe if you want to stop them attacking is to have a largish location over them, the size of their site radius, or maybe smaller, and so if they try and "key attack" they now and then just get giving to another player, if they have no ammo...
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