Staredit Network

Staredit Network -> UMS Assistance -> DS shooting
Report, edit, etc...Posted by N00bMapper on 2006-11-30 at 19:20:09
ok im making a DS shooting game... and i have 6 comps as the VHP now, i want to have armor like the pistol has 1 armor piercign and 1 dmg and 1 enemy type has 1 armor so the pistol does 1 dmg to the enemie but if the enemie has say 3 armor, it takes 3 hits b4 the pistol does dmg.... and if the gun has 4 dmg and 4 armor pierce and teh unit has 5 armor, it would take 2 hits to deal dmg....

ADDITION:
PLEASE i need this so much!
Report, edit, etc...Posted by Tuxedo Templar on 2006-11-30 at 20:04:29
Well, if you already have the basics of the dark swarm system down, there's a few ways you could implement armor. One way (that I recommend because it cuts down some trigger work) is to handle "armor" by random probability of a shot causing damage or not. You can assign player owners to represent different armor types, then use your prefered VHP system for each unit. Higher up the player is, the less chance a shot inflicts damage.

The other way is to use combination of players and VHP. A 5 armor unit could by, say, P5, and it would have to go all the way down to P1 before it can start taking hits (from its seperate VHP, I mean).

To do it without player-based VHP, though, you'd need to either add the armor amount to the unit's VHP, or use a seperate VHP counter for that unit to store its armor value.



Depends on what you're trying to do, though. I recommend the random probability method, personally.
Report, edit, etc...Posted by N00bMapper on 2006-12-01 at 17:59:02
thx tux but... i want armor like the way regular sc uses it... but... i dont think can do that so... if instead of armor, can i maek hp more than 6 with just the 6 computers? my problem is 6 hp just isnt enough...
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-01 at 18:00:38
If you're using a seperate VHP system in addition to player owners (though you might as well just use two VHP systems for each unit instead, if you're gonna be using one), then you can do that. Adjust damage for each shot per hit, I mean.
Report, edit, etc...Posted by N00bMapper on 2006-12-01 at 18:12:23
confused.gif right now i have it so when the enemies "shot" the player changes.... thats all i have right now.
Report, edit, etc...Posted by spinesheath on 2006-12-01 at 18:12:48
You could simulate armor this way: Have a second vHP-like counter. When a unit gets shot, the damage is at first dealt to the secondary counter and backupped. Once that counter reaches 0, the armor is gone, and the rest of the damage will be dealt to HP. After that, the armor counter is restored.
Such stuff requires lots of triggers, though...
Report, edit, etc...Posted by N00bMapper on 2006-12-01 at 18:14:54
best thing i could think up was having a seperate shoot trigger for each unit...
Next Page (1)