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Staredit Network -> Ideas -> Gun (In)Accuracy/Projectile Speed system
Report, edit, etc...Posted by Zeratul_101 on 2006-06-23 at 01:25:48
this is a EUD based idea and requires VHP already setup

VHPU = Virtual Hit-Point Unit - this is the burrowed or air unit taking the hits
PU = Primary Unit - this is the unit the VHPU takes hits for

Gun Inaccuracy

first of all, you're gonna need to create some trigger 'lag' with your VHPU recentering. i used death counters to create a wait(< 3 deaths = movement lag). of course, with this wait, your primay unit is gonna be moving faster than your VHPU. thats where my system comes into play. everything will be targeting your VHPU(because your PU is invincible). now that we have EUDs back, we can detect when a unit has been hit(loss of HP). everytime the HP has been lowered*, we'll center a location over the VHPU and detect if the PU is there, if it is, then its registered as a hit. regardless of a hit or not, the VHPU is recentered onto the PU, and the VHPU's HP restored.

*You can detect specifically how much HP it has lost to determine how many units hit it

Projectile Speed

This system works on the techniques as the 'Gun Inaccuracy' but from the viewpoint of the attacker this time. depending on the weapon equipped, the death count for VHPU recentering is modified(raised for slower projectile weapons and lowered for faster ones). the hit-check location should be the same size every time. the idea is that the less the VHPU is recentered, the less time it spends close enough to the PU to damage it.

so, yay or nay?

at the very least, you'll have the trailing machine gun fire for those Omaha Beach maps


this is good for Death matches(each player has 1 VHPU for every enemy in the game) but best for RPGs.

Report, edit, etc...Posted by DrMaybe on 2006-07-07 at 14:42:47
this sounds great, the only problem is doing it for 50 units, 100 units, or more... if anyone has the time for that it would make a great map, but still good for RPGs. use a burrowed unit for vhpu so that its not visiable over walls
Report, edit, etc...Posted by Rantent on 2006-07-08 at 07:45:00
OMG! I LOVE THE INNACURACY THING!!!

I might just have to use something like it.
Great idea.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-10 at 11:10:29
IRT DrMaybe

yep, it'd exceptionally difficult for more than 4 units and not very practical for more than one. EDIT nvm, found out a way for this to work, look beloew for the solution.

IRT Rantent

i'm glad you like it biggrin.gif do you understand all the nuisances of the system or do you want an example map?

ADDITION:
ps, i just realized when the DC is < 3 it'd make a great 'bullet/matrix time'. 'accuracy' is increased and the other units actually move slower. This system primarily focuses on the projectile speed system. of course, this is mainly for Deathmatch type games, where each player is using this system.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-07-10 at 16:14:21
Nice idea. I guess 'yay'..if it's original. Everyone should take in ideas thought up from other players and test them, but even if teh idea sucks, well..the sucky idea can be used to newby maps, and the good ideas for professional maps. crazy.gif
Report, edit, etc...Posted by Rantent on 2006-07-10 at 16:55:58
I understand the system perfectly.

You could do it for as many units as you could have locations for. bleh.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-07-14 at 12:42:50
not necessarily, the VHPU is found using the generic 'anywhere' location. you could overcome this by having a location the 2x the size of the maximum 'trail' but this would lead to problems as soon as two units came close enough to each other.

if you found a way to overcome this, mind sharing?


ADDITION:
okay, heres the map for 'Gun Inaccuracy' for anyone wants a map example. keep in mind that the VHPU should really be a spider mine, but in this case, it helps demonstrate missed shots.

Report, edit, etc...Posted by devilesk on 2006-07-15 at 00:42:29
I haven't done anything with EUD's recently, but what's the point of using the vhp unit if you can detect hp? Even with weapon switching, which means switching the PU, if you know the hp it has through EUD's than you can set the hp for when the unit is switched directly without the use of a vhp unit following it.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-15 at 11:25:20
QUOTE(devilesk @ Jul 14 2006, 10:42 PM)
I haven't done anything with EUD's recently, but what's the point of using the vhp unit if you can detect hp? Even with weapon switching, which means switching the PU, if you know the hp it has through EUD's than you can set the hp for when the unit is switched directly without the use of a vhp unit following it.
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this system is not related to virtual HP, it just needs the same setup as it. its an accuracy system.

ADDITION:
ps, try reading the description and dling the map, casue i have no idea how you thought this system was a form of VHP.
Report, edit, etc...Posted by jhuni on 2006-07-15 at 15:23:50
I think what he meant was use UED's to detect when ur unit has been hit, then just randomly choose whether its a hit or miss using switches, without using VHP.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-15 at 15:49:15
this is so its not 100% random. the slower you go and the more you stop, the more likely you are to get hit.

if people'd read the description, you'd realize that the PU only gets hit if its close enough to the VHPU.
Report, edit, etc...Posted by Filleinconnue on 2006-07-15 at 15:52:33
QUOTE(Rantent @ Jul 8 2006, 06:44 AM)
OMG! I LOVE THE INNACURACY THING!!!

I might just have to use something like it.
Great idea.
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