QUOTE(Mp)Sniper @ Aug 26 2005, 08:10 AM)
Personally, I don't like this very much. Not because it sucks but because your assuming things instead of calculating. If the player stands still, you assume they are attacking but they might not be.
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For the best of my knowledge, there is no ammo system that counts exactly how many shots you fired. Like I said, ammo system in "Zombie Hotel" isn't accurate as well if enemy isn't gonna die in one shot. Do you wanna set all enemies HP lower than shooter's attack damage? That brings restriction to the game.
Shall we compare two ammo systems.
"Zombie Hotel" - Effective only if all enemies are gonna die in one shot. Can't have anything that doesn't die in one shot.
My Ammo system - Effective only if player isn't stupid enough to press stop button or tries to escape when surrounded.
Solutions?
"Zombie Hotel" - If enemy dies in 3 shots, then when it is killed, subtract 3 from ammo. So subtraction of ammo must be set by mapmaker.
My Ammo System - When surrounded by enemy, then automatically change weapon to melee type. And if player doesn't kill any unit even system assumed he was shooting for a while, then return lost ammo. This means system again assumes player was not firing at anything, but was close to enemy.
Problems?
"Zombie Hotel" - If player hits the enemy with 2/3 HP then system will miscalculate. If player is able to change weapon then mapmaker should code lots of triggers according to weapon's damage and enemy unit's HP.
My Ammo System - If player, intentionally, changes the target and tries not to kill any enemy unit then player won't lose any ammo.
Final
It's pretty subjective as to which ammo system is more realistic. I think it depends on what kind of map you wish to make. If you want harder work then I recommend "Zombie Hotel" Ammo System. (I actually don't get any advantage of using "Zombie Hotel" Ammo System.) And if you think player isn't stupid enough to try anything that will ruin ammo system, then use mine.