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Staredit Network -> Concepts -> Regarding ammo limits...
Report, edit, etc...Posted by Moonmonkey on 2005-03-19 at 18:38:56
The tutorial duggests changing the alliance off all enemies as a way of preventing further kills...would it be possible to instead set the units damage to zero? That way they cant just keep attacking enemies using the attack button?
Report, edit, etc...Posted by Mini Moose 2707 on 2005-03-19 at 21:02:42
1. Units doing 0 damage can still attack.
2. You can't change damage of a unit in-game... unless you're going to replace it with a hero unit or something.
Report, edit, etc...Posted by EzDay281 on 2005-03-19 at 21:30:57
3. With Hyper Triggers, the chances of getting an attack in are, maybe, 1/50. If you have a fast attacking unit.
Report, edit, etc...Posted by axblader on 2005-03-19 at 22:47:58
thats 1 cahnce in a half-second.
impossible.

SC doesnt run that fast. it takes like 4 seconds to repsond to the unally thingy. and 1 second to force fire.

so technically, you can never hit them.
Report, edit, etc...Posted by EzDay281 on 2005-03-20 at 00:02:30
QUOTE
so technically, you can never hit them.

Then explain why I've attacked things with hyper-alliance before.
It depends on how fast the unit can attack after starting the action. For example, a Zergling is faster then a Kerrigan or Dark Templar. Firebats have splash, so even if the alliance causes them to cancel attack, they'll splash.
Report, edit, etc...Posted by Moonmonkey on 2005-03-20 at 14:04:31
True,they.may.still.attack,but.they.wouldnt.do.any.damage.
Is.there.no.editor.that.can.modify.a.unit's.properties.at.a.certain.location?
If.not,there.should.be.
Report, edit, etc...Posted by Heimdal on 2005-03-20 at 16:39:49
It's impossible to change a unit's damage with triggers. No editor can ever be made to do this. As moose said, the closest you can get would be to replace it with a similar unit with a different attack.

If you have a trigger constantly give the unit that is out of ammo to a neutral player and back again, it will interrupt any attack order the user may have given. The downside of this method is that the player will lose selection on the unit when it changes owners, no matter how briefly. You would want to make the interval between switching owners longer, but then the player has a bigger window to attack in. Of course, losing the selection will slow them down if there are trying to attack manually, too - but also if they are trying to retreat.

Another option is to use invincibility. This can interfere with other players, so you should probably have a location follow the player's unit around when they are out of ammo and only apply this technique within that location. This presupposes that the players have a limited number of units under their control, but if you're trying to do an ammo system for the players I think that's a safe assumption. What you do is turn on invincibility for all enemy units in the location, wait 100 or so milliseconds, turn invincibility off, and wait another 100 or so milliseconds. You'd need hyper triggers too. What happens is that if the player is allied to the enemy and had manually tried to attack, they'd have to keep doing it every 100 milliseconds and have to get the timing pretty accurate. The player would have to take a lot of hits just to get a few shots off. If you're not allied, then attacking is mostly the same as normal. On occasion the timing will be off (it has to do with how long you're waiting and how often the enemy fires) and your unit will run away, but if you use the hold command it's pretty good. Like I said before, this situation will only happen if one player that is not out of ammo is within range of another player that is out of ammo, because the invincibility trigger will only apply within that location.

Finally, you can do away with normal units and use spells as bullets. Check out Tux's Trigger Happy Defense to see what I mean.

EDIT: After some more testing, I'm not really confident that my methods are any better than just hyper-triggering the alliance. If you are using units that aren't too fast to attack and have no splash damage, I think that's the best way to go and you probably won't have any problems.
Report, edit, etc...Posted by axblader on 2005-03-20 at 16:49:49
you actually manage to hit something? wow.
one thing i wanted to know, in Minitown D, how the heck do they make it when a player leaves, he has hp, you can attack him, but it does no damage at all? its no supepr fast healing, cause you'd actually see his hp go down, a a milli second, the back up.
Report, edit, etc...Posted by LegacyWeapon on 2005-03-24 at 21:41:12
You can hit a unit when ally + hyper is used. You can only use a melee unit to do so.

I'm not talking about the NEO
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