QUOTE(spinesheath @ Dec 14 2006, 12:12 AM)
What is the duplicate unit useful for then... When you already detect if there is an enemy nearby, and do damage according to only this fact (there is no way to tell if you are really attacked...), you could use a DC as HP, and just subtract deaths according to the time the enemy is nearby...
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As far as I'm aware, you cannot detect if a unit has upgrades.
With this method the upgrades are added directly in. Say your enemy is a zergling and he gets the upgrade to attack faster and a couple melee upgrades. That is taken right in to account. Even if you could detect upgrades, it would be a pain to change the time for every upgrade for every unit.
"This isn't a bad method, albeit a bit imprecise and a tad costly (2 players). "
Also, you don't technically need 2 players, it just works best this way. The units that enter and are duplicated need to be "changed" in a way to avoid multiple duplications. I used change player because it is most accurate, in my opinion.
You could, say, place an Observer over each unit that is duplicated and make it so that it doesn't duplicate men with an Oberver in close proximity. This would be sloppy and especially bad for moving units. There are other methods of course.
When the units are duplicated, you just have more control over the damage. Biggest problem by far is inaccuracy, though improveable.
Do zerglings "position" zones change at all when attacking? (Don't know how to say that). I mean, is it possible a Zergling could only enter the centering location if it attacked the object that blocked it, making it's attacking animation enter.
It just seems as though they move forward and back when they attack.