Staredit Network

Staredit Network -> UMS Assistance -> Multiplayer VHP + ammo system.
Report, edit, etc...Posted by Gigins on 2006-08-22 at 17:35:30
It does add a kill to your unit but doesn't add to kill score or kill count.

ADDITION:
I had another idea about this. Like Tux said, I could just use the unit itself as VHP. And keep spawning it. But the problem is that if for example a rine will start shooting it, the unit wont be able to start a attack as it will keep dieing, that spoils it all. But I had an idea that I could spawn the unit invincible for like 1/3 or less seconds and then turn the invincibility off.

But on the other hand it could lame the game a bit and maybe disturb AIs. What do you think? biggrin.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-22 at 17:37:01
QUOTE(DEAD @ Aug 22 2006, 04:35 PM)
It does add a kill to your unit but doesn't add to kill score or kill count.
[right][snapback]548798[/snapback][/right]

Actually I can't get that to work in my test map. I might be missing something though. Help me out:
Report, edit, etc...Posted by Gigins on 2006-08-22 at 17:41:15
Thats prety much what lethal said. Hals doesn't work in conditions. sad.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-22 at 17:44:41
I know. Except you said that tongue.gif. I honestly wasn't sure on that part but it seems to be true.

So yeah. You could either boot a player somehow, or kill your units over and over again. Or you could control your units by proxy with computer players that have vision to the enemy's VHP unit for only themselves.
Report, edit, etc...Posted by Lethal_Illusion on 2006-08-22 at 17:47:04
You could still do the hallucination thing, but you would need a different computer for each player.

ie. - P1 attacks p5
P2 attacks p6
P3 attacks p7
P4 attacks p8

This method would work, but it uses too many computers sad.gif.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-22 at 17:48:41
QUOTE(Lethal_Illusion @ Aug 22 2006, 04:46 PM)
You could still do the hallucination thing, but you would need a different computer for each player.

ie. - P1 attacks p5
      P2 attacks p6
      P3 attacks p7
      P4 attacks p8

This method would work, but it uses too many computers  sad.gif.
[right][snapback]548811[/snapback][/right]

Would that let you detect who made the kill though?

EDIT- No, you need the actual kill for that.
Report, edit, etc...Posted by Gigins on 2006-08-22 at 17:48:46
And I have no spare computers. sad.gif
Report, edit, etc...Posted by Lethal_Illusion on 2006-08-22 at 17:50:46
QUOTE(Tuxedo Templar @ Aug 22 2006, 04:48 PM)
Would that let you detect who made the kill though?
[right][snapback]548812[/snapback][/right]


If, say, p5's hallucination was absent, then p1 would have attacked it (because that would be the only one you could have attacked). The same applies for the other players.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-22 at 17:51:58
QUOTE(Lethal_Illusion @ Aug 22 2006, 04:50 PM)
If, say, p5's hallucination was absent, then p1 would have attacked it (because that would be the only one you could have attacked. The same applies for the other players.
[right][snapback]548815[/snapback][/right]

Well there's another problem. You'd need 1 halluc from each comp following each player. And assuming they're each unallied...

EDIT- Yeah. They'd have to prevent their own units from attacking "themselves" for that to work, if you know what I mean. I think so, at least.
Report, edit, etc...Posted by Lethal_Illusion on 2006-08-22 at 17:53:55
What if it was just a regular burrowed unit, and you just had a disabled floor trap following you around? (yes I know it would look bad.)
Report, edit, etc...Posted by Gigins on 2006-08-22 at 17:55:03
Cant move traps with triggers. Only with recall.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-22 at 17:55:58
QUOTE(Lethal_Illusion @ Aug 22 2006, 04:53 PM)
What if it was just a regular burrowed unit, and you just had a disabled floor trap following you around? (yes I know it would look bad.)
[right][snapback]548818[/snapback][/right]

I can't recall if floor traps follow you or not. I know you can move them with recall, but I think someone said they won't 'move'.


Yet another thing to test. pinch.gif
Report, edit, etc...Posted by Lethal_Illusion on 2006-08-22 at 17:56:35
QUOTE(DEAD @ Aug 22 2006, 04:54 PM)
Cant move traps with triggers. Only with recall.
[right][snapback]548819[/snapback][/right]


Oh yea, I forgot about that blushing.gif. But any detector would work.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-22 at 18:03:55
QUOTE(Lethal_Illusion @ Aug 22 2006, 04:56 PM)
Oh yea, I forgot about that  blushing.gif. But any detector would work.
[right][snapback]548821[/snapback][/right]

That's true. If you don't mind giving up that bit of control, at least. Certainly a better compromise than booting a player, though. tongue.gif

In which case you could use P12 burrowed units formerly owned by the humans (keeps their alliances), and use your favored kill tracking method in sync with who still has their vHP unit(s) to register damage.


EDIT- Ugh. But then you'd have to worry about vision over cliffs and stuff. There aren't any good non-building ground detectors. DEAD already said he wanted to preserve elevation vision blocking, I think.
Report, edit, etc...Posted by Lethal_Illusion on 2006-08-22 at 18:10:38
That booting thing eventually wouldn't work because you would run out of burrowed units, and if you made, say, 1000 burrowed units, it would use too many triggers, unless you want to boot another player tongue.gif.

One thing im experimenting with right now, is toggling the vision of the player with the burrowed unit. When you first vision with the player, it takes a while to actually gain the vision, so what if you somehow toggled the vision on/off. Does that have a chance of even working?
Report, edit, etc...Posted by MoonlighTurtle on 2006-08-22 at 18:14:44
It takes a while to toggle vision on AND off. Therefore it will not work.
Report, edit, etc...Posted by Gigins on 2006-08-22 at 18:16:56
I don't see what would this accomplish.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-22 at 18:18:00
The delay is because Blizzard's programmers were lazy and made it do its update calculations slow (or maybe that on purpose to reduce lag). Whether you can exploit that or not, I don't know.



I wonder if there isn't some way to use splash damage to hit the vhp units, though...
Report, edit, etc...Posted by Gigins on 2006-08-22 at 18:21:45
Splash damage combo with hals should work, but again what unit would I use for that?

*Goes to sleep.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-22 at 18:34:10
QUOTE(DEAD @ Aug 22 2006, 05:21 PM)
Splash damage combo with hals should work, but again what unit would I use for that?

*Goes to sleep.
[right][snapback]548839[/snapback][/right]

lol.


Splash damage sux, actually. You'd risk hurting your own vHP units, now that I think about it. Hals won't work for detecting who shot who, also (unless you can put up with preventing your own unit from attacking its own halluces, though).

No, detectors or respawns are the only way to do it properly. Unless there's another vision trick I'm not immediately aware of...
Report, edit, etc...Posted by Lethal_Illusion on 2006-08-22 at 21:40:58
Here's a system that I personally like thought up by WoodenFire:
[attachmentid=20767]

To fire, just hallucinate an enemy.
To pick up ammo boxes, stand near them and hallucinate them.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-23 at 00:02:01
Nice.

Mind Control also works well, too. I have some old prototypes lying around for both of those, actually, which except for the fact that they won't work on buildings and non-units (you can cast a swarm anywhere, for comparison) wouldn't have been too bad for a gunner system back in the day.

I do like that halluc won't cause humans to deselect their units like MC would, though. Even if you have to put up with the potential for inaccurate or unplaceable "hits" (cast a halluc on a unit in the middle of a crowd or bunched against terrain, for example).
Report, edit, etc...Posted by Kenoli on 2006-08-23 at 00:49:49
Hallucinations are displaced just like any other unit. You'd need a ton of units gathered around to prevent them from being created.
If a target were completely surrounded, the hallucinations might be created somewhere that's not directly adjacent to the target, which would cause you to miss or hit something else.
That's actually pretty similar to what might happen in real life. A whole bunch of guys gathered around one guy makes the one guy hard or impossible to hit.

Having the terrain interfere with them being created is pretty much impossible.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-23 at 00:55:03
Not really. Get a unit in a narrow corridor or up against an odd shaped doodad it's possible. Happened to me before.
Report, edit, etc...Posted by Kenoli on 2006-08-23 at 01:12:20
So now I'm trying to get terrain to prevent a hallucination from spawning, but it's just not happening.
If there is room, the unit will be created.
Next Page (2)