Staredit Network

Staredit Network -> UMS Assistance -> Unit Energy
Report, edit, etc...Posted by Intangibles on 2004-05-22 at 16:48:22
Alright, my first post--hope I don't kick things off with a noobish question, but here it goes anyway:

Is there any way to set a maximum energy for a unit? I.e. Make a ghost only have 30 energy max, so that it'd show up as x/30?

I wanted to do this so that I could make a map where cloaking is an important aspect (stealth) but also so that you couldn't just stay cloaked for the whole map...

I didn't want something like

Conditions:
Always

Actions:
Set unit energy for all ghosts owned by player 1 to 100%
Preserve Trigger

Because, that would just defeat the purpose of doing this--giving them infinite energy....

If there is no way to change the values, do you think you could help me come up with a creative way to do this?

I was thinking of trying making cloak cost like 90 energy or something and then periodically resetting the energy to 100%. If this is the best option, what Wait time do you think I should make it before the energy is reset?

All help is much appreciated happy.gif helpsmilie.gif
Report, edit, etc...Posted by Clokr_ on 2004-05-22 at 18:05:53
You cannot set the energy max without modding. What about controling cloak with triggers? You can remove the ghost and create one cloaked for cloak. And remove the cloaked and create one unclocked for uncloak. Setting energy to 100% with preserve trigger.
Report, edit, etc...Posted by Intangibles on 2004-05-22 at 19:08:36
Yeah, but then the players wouldn't be able to control the cloak, it would just happen at certain intervals, which wouldn't be as much fun. Unless... the game can tell whether or not a ghost is cloaked...which it can't, right?
Report, edit, etc...Posted by Pinecone on 2004-05-22 at 19:42:50
Listen to Clokr, his way does allow a cloak control. Suppose you move a civilian to a beacon, and you have a counter. When the player has enough 'energy' [Not ghost energy, gas in replacement] you set a death counter for that player, and allow 100% energy. When the gas has been used up, you set the death counter 'off' and set energy to 0% energy. So you can have gas as a 'energy'.
Report, edit, etc...Posted by Clokr_ on 2004-05-22 at 20:06:33
Trigger 1 (cloak the ghost)
Cond:
-Miscellaneous condition
-P1 Acumulates atleast X gas
Actions:
-Set Switch: "P1 is cloaked"
-Move location on ghost of p1 at anywhere
-Remove 1 ghost for P1 from location
-Create 1 ghost at location with properties->cloaked
-Preserve trigger

Trigger 2 (uncloak the ghost)
Cond:
-P1 Acumulates exactly 0 gas
Actions:
-Clear Switch: "P1 is cloaked"
-Move location on ghost of p1 at anywhere
-Remove 1 ghost for P1 from location
-Create 1 ghost at location
-Preserve trigger

Trigger 3 (ghost is not cloaked)
Cond:
-Switch "P1 is cloaked" is clear
Actions:
-Set resources for P1: add 1 gas
-Preserve trigger

Trigger 4 (ghost is cloaked)
Cond:
-Switch "P1 is cloaked" is set
Actions:
-Set resources for P1: subtract 1 gas
-Preserve trigger


That 4 triggers for each player so if you have 6 human players are 6*4=24 triggers. Use a diferent switch for each player.
Report, edit, etc...Posted by Intangibles on 2004-05-22 at 20:37:07
Yeah, after I posted, I realized that you could do it that way but I had to go out to eat before I could edit it happy.gif . Yeah, I actually prefer doing it this way over the regular cloaking--It would give me more control over the time to stay cloaked and I can change the ability as they reach different parts of the map. w00t.gif That helps a lot, thanks.
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