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Staredit Network -> Concepts -> EUDs "Perfect" Ammo System
Report, edit, etc...Posted by www.com.au on 2005-12-15 at 10:22:50
First off,

QUOTE
Here's a better tutorial: Just play it.


Its Just do it.

Second.
Wow, i cant beleive how incredibly easy Uber@tion is to figure out and trigger with. I was expecting like, full on, basic text sorta thing. But its easy to use.

Could You please explain why the byte has to be timed by 65536?


Why that specific number?

1 more thing, how did you workout which unit death detected what? Surely you went through a crap load of death counts befor you found one that works..
Report, edit, etc...Posted by LegacyWeapon on 2005-12-15 at 13:04:19
QUOTE(LegacyWeapon @ Dec 9 2005, 11:55 PM)
For those who didn't want to read the giant paragraph:
Limits
On the third byte.
Second byte is always changing.
You can only use 'at least' and 'at most' for this.

Setup
Take the cooldown amount you want to detect and multiply it by 65536 (for the third byte).

A very special thanks to Mr.Mooo_Cow(U) for finding the cooldown byte!
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Here are the explanations you requested tongue.gif
Report, edit, etc...Posted by Gigins on 2005-12-15 at 13:38:27
QUOTE(DEAD @ Dec 15 2005, 01:51 AM)

Any idea how to make it?

  • Units can spawn for player 1-8 
  • Possible ID range 10-50 
  • Any ground unit
 
How to make it, so ammo is subtracted for the right player?
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No solutions cry.gif ?
Report, edit, etc...Posted by Urmom(U) on 2005-12-15 at 14:37:51
So Marines and Ghosts and Firebats share the same cooldown rate?
Report, edit, etc...Posted by Joshgt2 on 2005-12-15 at 14:58:06
I thought that marines shot faster than the ghosts... blink.gif Or is this not what I am getting at... wallbash.gif
Report, edit, etc...Posted by Urmom(U) on 2005-12-15 at 15:26:37
I just tested it ingame and the marine and firebat share the same cooldown. How would I make it so that I could use this with other units besides those two. I'm still having trouble with this formula.
Report, edit, etc...Posted by Gigins on 2005-12-15 at 15:53:57
It's a nice concept, but the ID stuff really screws everything up. See no use of it except if you have only 1 unit... Attached Image
Report, edit, etc...Posted by Mr_Mooo_Cow(U) on 2005-12-15 at 16:11:30
Marines, ghosts, and firebats do not share the same cooldown max(im not sure about the rate, I would believe they do share the same rate assuming they are based off the same timer). If you look in the weapon editor within Arsenal III you can see each cooldown for each weapon type, gausse rifle is 15, C10 canister rifle is 22 as is flame thrower. The cool down does not matter with the trigger method originally posted because all units have a cooldown of 3 or greater.

Dead :
That is why it was recommended for a RPG or a map that does not involve mass unit shifts.
Report, edit, etc...Posted by Gigins on 2005-12-15 at 16:13:17
I am just disappointed, because I had such a nice idea Attached Image
Report, edit, etc...Posted by Doodle77(MM) on 2005-12-15 at 19:24:27
QUOTE(LegacyWeapon @ Dec 14 2005, 05:47 PM)
It doesn't matter what unit is there. It doesn't matter who owns it or what effects it has on it. It will detect cooldown all the same.

There is no EUD conditions for Player owner or Unit type yet (at least I don't think so).
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Look at DK's text file, in the section about units.
Report, edit, etc...Posted by LegacyWeapon on 2005-12-15 at 22:12:50
I know it's there. I'm just saying nobody has added it to the Conditions list yet...
Report, edit, etc...Posted by AgenT_Nick on 2005-12-21 at 10:40:37
map says its corrupted what i do?
Report, edit, etc...Posted by slayer766 on 2005-12-21 at 17:02:42
Pretty damn awesome Legacy. biggrin.gif And good job Cow for finding the cooldown.
Report, edit, etc...Posted by Urmom(U) on 2005-12-29 at 18:51:22
Well, since the ghost and marine cooldowns are different, how might I have it so that I have a counter for a marine and a separate ammo counter for a ghost?
Report, edit, etc...Posted by Mr_Mooo_Cow(U) on 2005-12-29 at 19:34:22
QUOTE(urmom @ Dec 29 2005, 06:51 PM)
Well, since the ghost and marine cooldowns are different, how might I have it so that I have a counter for a marine and a separate ammo counter for a ghost?
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3 is used because it can apply to all units reguardless of their cooldown. To have 2 seperate counters all you would need is the trigger(original post) done twice for both units.
Report, edit, etc...Posted by Urmom(U) on 2005-12-29 at 19:38:31
Thats the problem, I just don't understand what to put down for the EUD deaths to detect the cooldown. Like the marine's would be 65536*3, what would the ghost's be? And is the *3 dependant on the order the unit was placed except 3 works for everything?
Report, edit, etc...Posted by Mr_Mooo_Cow(U) on 2005-12-29 at 21:12:49
Look at the example map, you can swap the marine with any unit and it will still work. Also look at the break down of the trigger (original post).
Report, edit, etc...Posted by CheezyTheCheezeCake on 2006-01-08 at 08:57:15
I dont understand this. Could you explain a little bit better?
Report, edit, etc...Posted by Urmom(U) on 2006-01-08 at 14:14:29
QUOTE(Mr_Mooo_Cow(U) @ Dec 29 2005, 10:12 PM)
Look at the example map, you can swap the marine with any unit and it will still work. Also look at the break down of the trigger (original post).
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I swapped it with the ghost before and it didn't work.
Report, edit, etc...Posted by nimadude on 2006-01-08 at 17:20:42
So the way I understand it..

Lets say you set this triggers for unit slots 1-20. Now would this mean that for any unit created within 1 of these slots, the triggers would apply to him?

With my map rocket fighters I'm just wondering because there are 4 units in the arena that fight. They die, they respawn etc. When they die and get respawned they will most likely respawn in one of the 1-20 slots right? so it would permanently work?
Report, edit, etc...Posted by 3voLtz on 2006-01-08 at 17:27:16
Ok im jsut starting EUD's and i tried it for 1 Player and its very nice amazing i almost creamed my pants I was so amazed anyway.

I wish to put it in one of my maps called [ Biohazard ], a Horror survial map with gun sounds and stuff.. anyway

How would you make it to work for all players but only you hear your own Sound becuz i messed around with it abit.. and I can hear everybody elses gunfire and mine wont shoot or I can't hear it. disgust.gif
Report, edit, etc...Posted by PodFedJay on 2006-01-08 at 17:35:17
lol urmom questions for me, yes whats the deathcounter for ghost? because it doens't work for ghost (kerrigan)

For unit Id, does it implie when you place unit, go properties and see the UnitID? or something else? (STARFORGE)
Report, edit, etc...Posted by n0b0dy- on 2006-01-08 at 18:22:19
QUOTE(FeaR @ Jan 8 2006, 05:27 PM)
Ok im jsut starting EUD's and i tried it for 1 Player and its very nice amazing i almost creamed my pants I was so amazed anyway.

I wish to put it in one of my maps called [ Biohazard ], a Horror survial map with gun sounds and stuff.. anyway

How would you make it to work for all players but only you hear your own Sound becuz i messed around with it abit.. and I can hear everybody elses gunfire and mine wont shoot or I can't hear it.  disgust.gif
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A lot of EUDS cant be FULLY used in multi player maps

to the topic creator: ok.... ermm.gif

And Euds are really ez to do too fear. i'll help u if u need some help
Report, edit, etc...Posted by LegacyWeapon on 2006-01-08 at 18:25:46
QUOTE(nimadude @ Jan 8 2006, 05:20 PM)
So the way I understand it..

Lets say you set this triggers for unit slots 1-20. Now would this mean that for any unit created within 1 of these slots, the triggers would apply to him?

With my map rocket fighters I'm just wondering because there are 4 units in the arena that fight. They die, they respawn etc. When they die and get respawned they will most likely respawn in one of the 1-20 slots right? so it would permanently work?
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I believe if you have the respawn triggers in the correct order, they will respawn correctly into their slots.
QUOTE(FeaR @ Jan 8 2006, 05:27 PM)
Ok im jsut starting EUD's and i tried it for 1 Player and its very nice amazing i almost creamed my pants I was so amazed anyway.

I wish to put it in one of my maps called [ Biohazard ], a Horror survial map with gun sounds and stuff.. anyway

How would you make it to work for all players but only you hear your own Sound becuz i messed around with it abit.. and I can hear everybody elses gunfire and mine wont shoot or I can't hear it.  disgust.gif
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You need to assign a unit slot for each player and then only have that player command a unit in that slot.
QUOTE(PodFedJay @ Jan 8 2006, 05:35 PM)
lol urmom questions for me, yes whats the deathcounter for ghost? because it doens't work for ghost (kerrigan)

For unit Id, does it implie when you place unit, go properties and see the UnitID? or something else? (STARFORGE)
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Unit slots work like this:

They are the units placed in order on the map.

SCXE farks up unit slots because it reorders the units by going from top left to bottom right going across.

Currently, the only tool to check the unit slots is SCMToolkit.

You use the number for the cooldown for ALL UNITS.
Report, edit, etc...Posted by 3voLtz on 2006-01-08 at 18:33:58
I'm sorry I just don't understand, I'm really just retarded... mellow.gif
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