Staredit Network

Staredit Network -> Concepts -> Items and Equipments Idea
Report, edit, etc...Posted by JohnnyHazardous on 2005-08-05 at 09:28:40
With the "TRIGGERS OF GOD" you can do a lot of things. Yesterday I was just sitting there and I thought wouldn't it be cool to have items and equipments that add shields. I was wondering if you could turn off triggers and turn them back on with triggers so I asked my brother and he said using switches. I hope he was right. So maybe you could have a shield potion that adds shields for like 30 seconds and after that it's gone. Maybe you could have an armor that adds 100 until to take it off.

Yes I don't know much about mapping so that's why I don't know about switches. Anyways I hope my post didn't sound stupid because someone already posted this stuff.
Report, edit, etc...Posted by Kow on 2005-08-05 at 13:22:12
So you want to be able to turn sheilds on and off? I'm sure you can set them to zero, not sure about gettting rid of them. I'm sure it's possible.
Report, edit, etc...Posted by SiKawticPaladin on 2005-08-05 at 13:28:44
Yes. You can turn off the shields. Memcalc used to have "turn on shields" and "turn off shields" or something like that. Not sure if it still does, I think you just subtract what you added to add the shields.
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-05 at 13:50:57
Look at Shield Toggle under Units.dat in MemCalc. This will enable/disable shields. You can also add bonuses to attack, hp, and armor, give units HP regeneration, take it away, and much much more. Maybe I should go make DotA for SC...
Report, edit, etc...Posted by MapUnprotector on 2005-08-05 at 16:06:05
Using shields for such a purpose was one of the first things I thought about as a use for it, and I think this is an idea many others have had too.
Report, edit, etc...Posted by Urmom(U) on 2005-08-06 at 19:51:03
you would have to recreate the unit for the sheilds to have an effect.
Report, edit, etc...Posted by MapUnprotector on 2005-08-06 at 20:05:16
Well you could always keep track of it's hp and set it to the correct ammount.

Or just make it an armor/heal thing, when you respawn it.
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-06 at 20:49:45
QUOTE(urmom @ Aug 6 2005, 04:51 PM)
you would have to recreate the unit for the sheilds to have an effect.
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Wrong. Shield and HP affects all units currently on map. But, if you set a 5/5 unit's max hp to 105, it becomes 5/105, not 105/105.
Report, edit, etc...Posted by Psi on 2005-08-07 at 03:36:12
It sounds to me that it is impossible to subtract HP using EUD's, but if I am wrong please correct me now. My case is as follows - you can SET specific amounts of HP by modifying the unit's max HP to any amount, running a "Set HP to 100%" action (this is only necessary is cases where you are increasing HP), then setting the unit's max HP to a higher level again.

I don't think it was claimed to be possible before, but I thought I'd put it out there. Am I right?
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-07 at 03:44:57
Yes, that would work. If you have a way of storing the value of the "higher" hp level.
Report, edit, etc...Posted by Psi on 2005-08-07 at 04:38:46
It would be a hard-coded value that won't change throughout the game. The point of my post is that there is not way to SUBTRACT HP, IE. "75/80 HP minus 10 = 65/80 HP" but we can SET specific amounts.
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