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Staredit Network -> UMS Assistance -> Unit changing whitout heal effect?
Report, edit, etc...Posted by Mp)Dungeon-Master on 2006-07-09 at 18:20:23
Hey guys! Its me again! seeking for a mapping help again! *cough*what a newb*cough*

Well ya, i understand you think i am a newb guys, but... help? anyway, i am making a map,

and i created a weapon switching system but, i dont want you heal when switching weapon... disgust.gif

THATS where you help me


Any trick on how switch between 5 weapons whitout healing?

tanks, marco, this *caugh*newb*caugh* guy wich always need help!
Report, edit, etc...Posted by empty on 2006-07-10 at 01:15:37
Uh... wrong place buddy.
Report, edit, etc...Posted by LegacyWeapon on 2006-07-10 at 08:17:14
>Mapmaking Assistance.
Report, edit, etc...Posted by JaFF on 2006-07-10 at 08:38:13
Virtual hit points
Report, edit, etc...Posted by fatimid08 on 2006-07-10 at 09:40:34
Instead of a Remove/Create trigger, make a small storage area where the units can be moved while they're not used. When you switch weapon, just move the appropriate unit into the playing field, and the other one back into storage. Giving the stored unit to an arbitrary player (Player 12 for example) is preferable. Here's an example :


Trigger
Description:
Switch Weapon
Players:
¤ Player to switch for
Conditions:
¤ The condition you got
Actions:
¤ Center location "The Location" on "Unit 1"
¤ Give "Unit 1" to Player 12
¤ Move "Unit 1" for Player 12 from "The Location" to "Storage"
¤ Move "Unit 2" for Player 12 from "Storage" to "The Location"
¤ Give "Unit 2" at "The Location" to Current Player


There, it doesn't heal the other units constantly.
Report, edit, etc...Posted by JaFF on 2006-07-10 at 09:44:53
QUOTE(fatimid08 @ Jul 10 2006, 04:40 PM)
Instead of a Remove/Create trigger, make a small storage area where the units can be moved while they're not used. When you switch weapon, just move the appropriate unit into the playing field, and the other one back into storage. Giving the stored unit to an arbitrary player (Player 12 for example) is preferable. Here's an example :





Trigger
Description:
Switch Weapon
Players:
¤ Player to switch for
Conditions:
¤ The condition you got
Actions:
¤ Center location "The Location" on "Unit 1"
¤ Give "Unit 1" to Player 12
¤ Move "Unit 1" for Player 12 from "The Location" to "Storage"
¤ Move "Unit 2" for Player 12 from "Storage" to "The Location"
¤ Give "Unit 2" at "The Location" to Current Player


There, it doesn't heal the other units constantly.
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If I understood the first post correctly, this will not help. For example: you had a 1/100 HP marine, and you changed itno a 100/100 HP gohst. How's that helping ?

You need to use virtual HP. Look it up in the tutorials. (sorry, I am too lazy to do that for you.)
Report, edit, etc...Posted by Noober on 2006-07-10 at 10:12:48
I'm too not-lazy kwasny.gif
Report, edit, etc...Posted by fritfrat(U) on 2006-07-10 at 10:56:04
If you don't want to use virtual HP, which is understandable, you'd probably just want to use have it so the weapons switch instead of being created or removed. It's the closest you can get to not healing, and I have seen maps use this before, and it works fine.
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