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Staredit Network -> UMS Assistance -> Radiation Damage
Report, edit, etc...Posted by Zeratul_101 on 2005-12-14 at 12:33:39
I'm planning on making this map set in a nuclear wasteland and i need help with damage from the radiation.

There will be vehicles(goliaths) and infantry(marines, ghosts) and I only want the infantry damaged. The damage must occur at regular intervals in very small amounts ( 99% to 98% etc.). Also, there will be about multiple units, about a dozen, for 4 different players.

note: I don't want these units to be irradiated

so, any ideas?
Report, edit, etc...Posted by KABOOM on 2005-12-14 at 12:40:52
um i don't think its possible trigger wise but you can spawn units for an enemy computer around the hole map. that can only target the infantry. the spawning would be like for 1 sec max
Report, edit, etc...Posted by TheEvilBeaVer on 2005-12-14 at 14:21:19
Hmm...if your units get damaged i guess the advisor will say "units under attack" without stoping
Report, edit, etc...Posted by KABOOM on 2005-12-14 at 14:30:40
well its kinda impossible for it not to say it unless you mute all speech
Report, edit, etc...Posted by PCFredZ on 2005-12-14 at 14:46:18
If each player controls just one infantry, you can just create a damaging unit at that unit's location every few seconds and remove it after 1 attack cycle (about 1.5 seconds).

Otherwise you can create cloaked bunkers for the enemy computer player and change the alliance to enemy for a few seconds at a time. Though this takes more efforts, it will be able to cover the entire map, unlike the first method.
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-14 at 17:51:26
If you want it to minus health every couple seconds do something like this

switch 1 or death counter is set

Set unit health to 99%
Wait 1 second
Set unit health to 98%
Wait 1 second
Set unit health to 97%
ect.
set switch 2

since you wont be able to fit it all into 1 trigger do as many as required than just have it preserve on them all for incase health bonuses or something

Report, edit, etc...Posted by Red2Blue on 2005-12-14 at 17:53:49
WE CAN USE THE "actions" POWER OF EUD! Oh wait, those were patched...

Okay, well there isn't any real way to create what you want, you could center a loction on each of the infantry and move them to a box where they are hit by a computer unit, then returned to where they started.
Report, edit, etc...Posted by Urmom(U) on 2005-12-14 at 17:59:20
Use a virtual life system and use trgger duplicator to make it so that 1 death of the burrowed unit = 99% health and 2 = 98%. Then for the radiation trigger you just have to add a death to decrease the life.


null
Trigger
Conditions:
¤ Burrowed Zergling Owner has suffered exactly 1 death of zergling.
Actions:
¤ Modify Life for Terran Marine at 'Anywhere' to 99%
¤ Preserve Trigger



null
Trigger
Conditions:
¤ Burrowed Zergling Owner has suffered exactly 2 deaths of zergling.
Actions:
¤ Modify Life for Terran Marine at 'Anywhere' to 98%
¤ Preserve Trigger

And so on. Then for the radiation, do this:

null
Trigger
Conditions:
¤ Radiation is set
Actions:
¤ Set deaths for owner of the burrowed zergling: Add 1
¤ Wait 1000 Milliseconds
¤ Preserve Trigger


It's long but it works.
Report, edit, etc...Posted by The_Shattered_moose on 2005-12-14 at 18:25:32
If you don't intend for these dozen or so units for each player to change, with EUD conditions you could detect unithp and set it down 1% from it's current value.
However, this would only work were you to preplace all infantry and have it be nonreplacable.
Report, edit, etc...Posted by Zeratul_101 on 2005-12-14 at 23:01:55
thanks for the ideas

however, that 99% - wait 1 sec - 98% idea won't work because the units will be involved in combat so this might actually raise their health.

about the cloaked bunker idea, wouldn't that result in alot of unplacable unit messages? cause there would be at least 100 units (enemies and allies) on the map and alot of them would be wandering around. or if they were preplaced wouldn't that lead to alot of uncrossable terrain?

I also thought of moving the unit to an unused spot and having it attacked but how would that work for about a dozen units. The only way to not hit the same unit twice would be to hit them all before sending them back to their proper places and this would take quite a while for all 12 units.

I wanted to have irraded air units flying around, enough of them so they would hit the troops fairly often, but the irrad graphic would show and 'ruin' it.

So, is it possible to somehow hide the irrad graphic?
Report, edit, etc...Posted by Demaris on 2005-12-14 at 23:13:48

Not that i know of.

The cloaked bunkers would be walkable, by the way.

If you used lurkers then i don't think it would be a problem with more than one unit.
Report, edit, etc...Posted by Zeratul_101 on 2005-12-14 at 23:25:07
cloak bunkers walkable? my bad, didn't realize that

i just realized, wouldn't anything in a bunker also hurt any vehicles around?

the problem with lurkers are that their spines would be visible, which would be a major issue and I already intend to use them as a unit. It would look weird to experience the same and vary noticable attack from both 'radiation' and units.
Report, edit, etc...Posted by Demaris on 2005-12-15 at 01:22:24

I think you are trying something that is well....impossible by SC limits. You cant have things act like this unless you irradiate every unit in the area.
Report, edit, etc...Posted by Red2Blue on 2005-12-15 at 02:26:28
Theres always a way... just very hidden.

(You can always run an aiscript that entices a computer player to irradiate infantry!)
Report, edit, etc...Posted by Kumano on 2005-12-15 at 06:23:23
The only practical way that I know of to do all of this, is extended actions (which were patched). It is possible with extended conditions, but you would waste so many triggers just determining which units are in there, if they're infantry or vehicle, and then what health they are at and subtract from health, that you would need a lot over 100 triggers per unit. Then if you could have 20 units, then it would need a lot over 2000 triggers. This is assuming they are always in unit slots 1-20 (or some other numbers), which is very doubtful.

Or if you only have a few units (though it sounds like you would have more) you could simply use virtual HP.

QUOTE
Theres always a way... just very hidden.

(You can always run an aiscript that entices a computer player to irradiate infantry!)


1) He does not want a visible irradiate.
2) There is no AI script to do that.
Report, edit, etc...Posted by Demaris on 2005-12-15 at 10:41:30

While there is no Ai script just for irradiate, he said run one to ENTICE them to irradiate.

Meaning, run terrain insane ai and put a bunch of sci vessels with unlimited energy.
Report, edit, etc...Posted by Urmom(U) on 2005-12-15 at 14:35:41
How would my virtual life system raise your health when attacked?
Report, edit, etc...Posted by Kumano on 2005-12-15 at 15:54:36
If you get attacked, it won't raise the death count and when the radiation goes off again it would raise it's health.

Basically:
Unit goes to 80% from radiation lets say. Unit gets attacked by an enemy unit, and goes to 75%. Radiation goes off again, and sets it to 79%, when it should get set to 74% since it got damaged by another unit.
Report, edit, etc...Posted by Urmom(U) on 2005-12-15 at 16:04:19
You would have to use the virtual life with my system where they don't attack your unit but a burrowed one under you.
Report, edit, etc...Posted by Zeratul_101 on 2005-12-16 at 01:23:43
well sounds like this is pretty much impossible but thanks for the help anyway.

urmom, i have no idea how your system would work. It has to be able to factor in damage from units and damage from radiation at the same time. I'm not too sure how the virtual hp works but it seems like the burrowed units take the physical damage while the unit itself takes the radiation damage. In any case, I don't know how you would do this for over a dozen units.

My big problem with the irrad isn't so much its damage(I could always modify HPs) as its visual effect and short duration. I could find a way to handle the duration, but the sprite itself would look pretty ugly. I know that by disabling a unit, it can be made unclickable but can it be irradiated and movable(this isn't so necessary) at the same time?

I really wouldn't want the irradiated unit to be clickable. Also, space on the map to store units or w/e isn't a problem.


Report, edit, etc...Posted by Quickdraw90 on 2005-12-16 at 12:17:09
I dunno... It may not work... But...
Try irradiating a burrowed unit, you cannot see the irrad....
And I tried something like it once in a melee and it killed the burrowed unit at least... Just try walking over it with your units and see... Other then that, I dont know confused.gif
Report, edit, etc...Posted by Kumano on 2005-12-16 at 12:41:06
It will only damage the burrowed unit.
Report, edit, etc...Posted by PCFredZ on 2005-12-16 at 17:49:15
Look into the cloaked bunker method I suggested, I see no reason why it wouldn't work.
Report, edit, etc...Posted by Zeratul_101 on 2005-12-17 at 00:43:05
remember that there will be both infantry and vehicles on the map and i don't want the vehicles hurt by radiation. Whatever is inside will fire on the vehicles as much as the infantry
Report, edit, etc...Posted by orangescoarched on 2005-12-18 at 02:21:24
QUOTE(Zeratul_101 @ Dec 16 2005, 11:43 PM)
remember that there will be both infantry and vehicles on the map and i don't want the vehicles hurt by radiation.  Whatever is inside will fire on the vehicles as much as the infantry
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Not if the gols armor is too high to be damaged by the units within the bunkers. If you're using vehichles.... use ghosts in the bunkers, and have high armor on the gols, that way it will be doing zero damage when hit.
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