Staredit Network

Staredit Network -> UMS Assistance -> HP bar
Report, edit, etc...Posted by M_s4 on 2005-12-25 at 20:33:44
Well, I guess then I will use the left-right bar instead of up-down(or down-up). It doesn't really matter too much, and it will certainly make things easier. My original system that I built and posted in the first post was not really needed. Now, for the healing part of a life bar? How am I supposed to do that?


Also, I have decided to use Khalis Crystals instead of mineral chunks (because they can't be remade), or marines (because they can't be fit neatly into 1x1 tiles each).
Report, edit, etc...Posted by Kumano on 2005-12-25 at 21:06:23
Move a location to a crystal (it will be the one farthest to the left) and use a mobile grid to move the location to the left 1 square, then create a crystal where the location was moved to.
Report, edit, etc...Posted by LurkerEgg on 2005-12-25 at 21:08:15
QUOTE(Kumano @ Dec 25 2005, 09:06 PM)
Move a location to a crystal (it will be the one farthest to the left) and use a mobile grid to move the location to the left 1 square, then create a crystal where the location was moved to.
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I don't see why he would do it that way - seems like unnesssessary effort. Just place them all for (say) P7, and then each death centers the loc on 1 crystal owned by P7 and gives to P8. For best results, P7=green and P8=red.
Report, edit, etc...Posted by M_s4 on 2005-12-25 at 21:37:27
QUOTE
Move a location to a crystal (it will be the one farthest to the left) and use a mobile grid to move the location to the left 1 square, then create a crystal where the location was moved to.


You gave me an idea, but now exactly how to do it. First, about detecting the crystal which is the most to the left, I'd assume I could tell the location that covers the entire thing to give ONE unit belonging to P7 to P8, and I think that the left-right theory will still prove true, and the one at the left will be the one that was given to P8. Next, I don't know what you mean by "mobile grid", but I think the best idea is to next have a 3x1 location center onto the crystal owned by P8. Then you can simply create a crystal, because then two of the tiles of the location (the center and the left ones) will be covered and the right tile will be open, and creating one crystal should do the trick. Also, I assumed that you would use a death counter as the "ToBeHealed" counter which works similar to the "ToBeDamaged". Another thing is that, if the life bar heals and gets damaged at the same time....yuck. So I guess I'll will only allow damage to be inflicted (but if damage is to be inflicted, it will eventually) onto the life bar, if the "ToBeHealed" death counter is at 0. I will also add a switch to make that a healing trigger doesn't start when damage is being inflicted (which is a split-second chance, but if things are rapidly being healed and damaged, they might start at the same time causing....destruction crazy.gif )

My concluding triggers will work out like this, getting rid of the old system:

(Kakaru will be used as ToBeDamaged and Rhynadon will be used as ToBeHealed)
(Location 1 will cover the entire life bar and Location 2 will be a 3x1 life bar)

The damage infliction trigger:
--Trigger--
Conditions:
-Switch 1 is cleared*
-P8 has suffered at least 1 deaths of Kakaru
-P8 has suffered at most 0 deaths of Rhynadon
Actions:
-Kill exactly 1 Khalis Crystal at Location 1
-Subtract 1 death of Kakaru from P8
-Set Switch 1*
-Preserve Trigger

*See Insurance Trigger

The healing Trigger:
--Trigger--
Conditions:
-P8 has suffered at least 1 death of Rhynadon
Actions:
-Give 1 Khalis Crystal at Location 1 to P7
-Center Location 2 at Khalis Crystal owned by P7 at Location 1
-Create 1 Khalis Crystal at Location 2
-Give all Khalis Crystal at Location 1 to P8
-Preserve Trigger

Insurance (to prevent a Heal-Damage at same time bug) Trigger:
--Trigger--
Conditions:
-P8 has suffered at most 0 deaths of Rhynadon
Actions:
-Clear Switch 1
-Preserve Trigger


There you have it! If you find any flaws, (I'm pretty sure there is none), post back.
Report, edit, etc...Posted by Rantent on 2005-12-27 at 18:56:37
Ok. I suppose I should tell you how I would do it.
Well to start off you could have units placed in an odrerly fashion side-side or up and down. I would use burrowed units, because then I could use the same area for multiple life bars. Anyway, what you want to do is place all the burrowed units on the bar for player 1. (If your sharing vision with all the other players who would also have this life bar, make sure player 1 is also shared vision, if there is no shared vision your fine either way.) Then to subtract health, which I'm guessing your going to have as a death count thing or something.

Trigger
Owner:
Current Player
Conditions:
Has at least 1 deatho count of "Ouch I'm hurt"
Actions:
Give 1 burrowed unit owned by current player unit to player 1


This would only work if your life bar works from top to bottom, or left to right, as it automatically gives the unit closest to the top left.

Then to add health.
Trigger
Owner:
Current player
Conditions:
Has at least 1 "Yay my health points go up"
Actions:
Center location "I'm a 2x2 square!" on any burrowed unit owned by current player.
Give 1 Burrowed unit owned by player 1 to current player.


This would make it so that you simply got the next highest burrowed unit on the bar.
(If using multiple players on the same health bar, make sure you stack the burrowed units to as many players as there are playing.)

I wouldn't call this system a mobile grid because it does not create and destroy units to move along.
Report, edit, etc...Posted by Pyro_Maniak14 on 2005-12-27 at 19:07:35
QUOTE(M_s4 @ Dec 25 2005, 01:59 AM)
OMG, mineral chunks can't be replaced! I forgot about that, ah well, we could replace that marines instead, but it won't look nearly as nice...

OMG!! How am I going to replace marines neatly without using up 200 locations!!  ranting.gif

Please help, if you think you know a solution to this.
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Just use mov location trigger. Make it so that wherever a marine is(hp) there's a burrowed zergling and whenever the marine isnt there and you wanna replace it... just use the zergling and move location to pin point it.
For example

Players:
P1
Conditions:
P? brings at most 0 Marine to ?_?
P? brings at least 1 Zergling to ?_?
Actions:
Create 1 Marine at ?_?
Preserve trigger.

? - Player number. Ex: Player 1,2,3,4,5,6,7,8,9,10,11,12
?_? - Location to which the trigger applies. Ex: Location 1

That should do it. biggrin.gif
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