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Staredit Network -> UMS Assistance -> Virtual HP
Report, edit, etc...Posted by Dr.Shotgun on 2005-07-24 at 22:43:36
I just need someone to explain the best virtual HP system to use for a hero in an rpg. Don't point me to the tutorial, it was too vague and didnt help me at all.
Report, edit, etc...Posted by I-X-King-X-I on 2005-07-25 at 03:53:04
http://www.staredit.net/index.php?tutorial=74

read it, that should explain
Report, edit, etc...Posted by darth_ender on 2005-07-25 at 03:58:40
Using hyper triggers:
Trigger
Players:
¤ Player 1
Conditions:
¤ Always.
Actions:
¤ Center location labeled 'Hero' on Hero owned by current player at 'Anywhere'.
¤ Preserve trigger.

If the location moves to the center of the map after a death, it might be wise to have two locations that center on the Hero at the other location, for example:
Center location '1'...at '2'
Then in a separate trigger:
Center location '2'...at '1'.
I was having trouble with the location moving, but doing this seemed to keep the location where it was supposed to be. Moving on...

Trigger
Description:
Player 1
Conditions:
¤ Current player has suffered exactly 1 deaths of Hero.
¤ Current player commands exactly 0 Hero.
Actions:
¤ Create 1 Hero at 'Hero' for Current player.

You make as many of these as you want with the death count going as high as you need to go.
This is a simple method. There are others that are more complicated, and you can actually apply a counter system instead (using custom score or something), and once your score reaches zero (assuming you are counting down), your Hero will no longer be rejuvinated. You can actually check out my system in my map, A Grander Vision (newest version in this thread):
http://www.staredit.net/index.php?showtopic=18470
Player six utilizes a good but slightly more complicated system than the one I gave you. The cool thing is over time he heals. His hit points go back up. Anyway, looking at that might be of some help. Good luck.
Report, edit, etc...Posted by Dr.Shotgun on 2005-07-25 at 04:41:09
I still don't understand. Why are you continually repawning the hero?
I'll play your map and try to get it.
Report, edit, etc...Posted by darth_ender on 2005-07-25 at 05:12:35
That's just one way of doing virtual health. It can be like a number of lives. There are ways to register it, such as with the command board (how much "health' remains, or as I did, how much health the unit has when it respawns keeps lowering by one (out of ten).
I don't know what else you could want virtual health for. It's just an alternative to normal health.
Report, edit, etc...Posted by Dr.Shotgun on 2005-07-25 at 05:51:04
I want virtual health so that I can subtract, add and measure unit health.
Report, edit, etc...Posted by Frozen-rpg on 2005-07-25 at 15:34:23
There really isnt a good easy way to add/subtract HP. Blizzard was a censored.gif and didnt put it in there for all of us disgust.gif (would be great if it was an upgrade in a patch hint hint)

I was looking for the same thing a little while back and all i got was virtual HP with units burrowed and stuff like that and that was just to messy for me (and i didnt think it really worked that well either).

So what im doing in my current map is making it so the units has levels and every couple of kills their level and max life goes up and when i want them to heal it just brings them to their max.

example:
my warrior's (dt) max life is 550
at level one he has like 55 life (10%)
at lvl 2 78 life (15%)
and so on
Report, edit, etc...Posted by l)ark_13 on 2005-07-25 at 17:38:46
Actually, yes, using burrowed units is an excellent way to measure unit HP. Have some burrowed units underneither the hero, and make all the enemies attack the burrowed units (make them diff player or make hero invincible and make burrowed units not). When a burrowed unit dies set the health. You could do it in increments of 5%.
Example: Player brings 20 lings to location, set health to 100%.
Likewise: player brings 10 lings to location, set health to 50%.
You would need 20 triggers but thats about the only way to do it, unless you want to use deaths counters in which case everything, including attacks, uses death counters. That is a little more complicated.
Report, edit, etc...Posted by Dr.Shotgun on 2005-07-25 at 17:50:50
Wouldnt that slow my hero down incredibly?
Report, edit, etc...Posted by l)ark_13 on 2005-07-25 at 18:54:58
No.
This one is the one you want.
Player 1 brings exactly 0 burrowed units to location
=
Move all burrowed units to location.


No movement lag whatsoever.
Dont make a trigger like:

ALWAYS:
MOVE ALL UNITS TO LOCATION

That causes movement lag.
Report, edit, etc...Posted by Dr.Shotgun on 2005-07-25 at 19:33:59
I get it!
Thanks a lot!
Report, edit, etc...Posted by Rantent on 2005-07-25 at 20:45:41
But doing it that way makes the attacking units attack behind your hero. ermm.gif Unless they are bigger than your heros unit.
Report, edit, etc...Posted by Ninebreaker on 2005-07-25 at 21:03:14
Err... just a thought, wouldn't the burowed units unburrow when u attack them? or is this a neutral player?
Report, edit, etc...Posted by LegacyWeapon on 2005-07-25 at 22:16:56
I don't think Drones unburrow when attacked...
Report, edit, etc...Posted by Dr.Shotgun on 2005-07-25 at 22:24:49
No, they don't...
Report, edit, etc...Posted by l)ark_13 on 2005-07-26 at 00:04:51
QUOTE
But doing it that way makes the attacking units attack behind your hero.


Make a tiny location centered over the unit so its a smaller range for the burrowed units to move out of. Plus, its not THAT much behind anyways. I've tested.
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