Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Need help with medic
Need help with medic
Apr 14 2011, 5:53 pm
By: RyuNinjao_o  

Apr 14 2011, 5:53 pm RyuNinjao_o Post #1



I'm trying to think of a heal spell for an Arena map. I am thinking of making a medic appear underneath an explosion. The problem is that in order for that to work, I'd need the medic to disappear right after maybe about 1 - 2 seconds.

So I am wondering if there is either some weird trick to detect the units HP or if there is a way to increase the potency of the Medic's healing potency.



None.

Apr 14 2011, 5:54 pm DevliN Post #2

OVERWATCH STATUS GO

Why not just remove the medic and stop the explosions after 2 seconds?



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Apr 14 2011, 5:57 pm CecilSunkure Post #3



I have an idea:

Give the character to a player that the player has no vision of, and move it to an obscure location of the map under fog of war next to a medic. At the same time, move a "dummy" character where the player was when they cast the heal ability, so it looks like their character just went stiff for a moment (you can have this color match the color of the human player for added affect). Then, when the heal is over, remove the "dummy" and replace with the real one. You can cover up the move commands with explosions. Just realize that you need a wait 0 milliseconds between the two move commands if you want both to appear in the same location.



None.

Apr 14 2011, 6:04 pm RyuNinjao_o Post #4



Quote from CecilSunkure
I have an idea:

Give the character to a player that the player has no vision of, and move it to an obscure location of the map under fog of war next to a medic. At the same time, move a "dummy" character where the player was when they cast the heal ability, so it looks like their character just went stiff for a moment (you can have this color match the color of the human player for added affect). Then, when the heal is over, remove the "dummy" and replace with the real one. You can cover up the move commands with explosions. Just realize that you need a wait 0 milliseconds between the two move commands if you want both to appear in the same location.

I apologize. I was not entirely clear. The units will have a lot of HP, and need a way to heal without the use of a medic for an extended period.

If I used a dummy, he'd have to be at full health.

Not to mention that two of my units are not bionic, and that makes heal a problem. I know this could probably be done.

It's an Arena map where the players will be constantly attacking each other with specials and stuff. Basically, I need a way for the medic to heal quickly, and I've seen it done before. Not only that but if anyone has idea's for a mechanical and Protoss unit, that would be great.



None.

Apr 14 2011, 6:09 pm FoxWolf1 Post #5



You can detect hit points using extended unit death conditions, if your map is set up in such a way as to make their use viable. This is not an easy method, but it can do what you are looking for.



None.

Apr 14 2011, 6:09 pm CecilSunkure Post #6



Either use a vHP system, use EUDs to detect HP, or use a medic like I said. Those are the options.



None.

Apr 14 2011, 6:18 pm LoveLess Post #7

Let me show you how to hump without making love.

Quote from RyuNinjao_o
Quote from CecilSunkure
I have an idea:

Give the character to a player that the player has no vision of, and move it to an obscure location of the map under fog of war next to a medic. At the same time, move a "dummy" character where the player was when they cast the heal ability, so it looks like their character just went stiff for a moment (you can have this color match the color of the human player for added affect). Then, when the heal is over, remove the "dummy" and replace with the real one. You can cover up the move commands with explosions. Just realize that you need a wait 0 milliseconds between the two move commands if you want both to appear in the same location.
I apologize. I was not entirely clear. The units will have a lot of HP, and need a way to heal without the use of a medic for an extended period.

If I used a dummy, he'd have to be at full health.

Not to mention that two of my units are not bionic, and that makes heal a problem. I know this could probably be done.

It's an Arena map where the players will be constantly attacking each other with specials and stuff. Basically, I need a way for the medic to heal quickly, and I've seen it done before. Not only that but if anyone has idea's for a mechanical and Protoss unit, that would be great.
The speed of the repairing with SCV is achieved through lowering the unit's Build Time if I remember correctly. As for healing bionic units... Sorry man, you are shit out of luck there.

Post has been edited 1 time(s), last time on Apr 14 2011, 7:43 pm by NudeRaider. Reason: fix'd



None.

Apr 17 2011, 6:22 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/starcraft/Regeneration
SCVs heal at 0.9*HP/build time per frame, but can't heal more than 65535 per frame (if it's higher than this, the unit will not only be built without max life, but repair very slowly as well because the number will loop back around).
Medics heal at a fixed rate of 200/255 HP per frame

I wish I had a better way of describing 3 byte health and 4 byte hp, but I don't, you'll just have to figure it out.

You can't make medics heal faster without modding starcraft.

To detect HP you need to do EUDs, which are not all that perfect, and you can't "add" 20 hp without modding starcraft. You can use EUDs and "set" hp to 1-100% though. If you do want to make your map with EUD actions, it requires modding, and would allow you to change the rate at which medics heal, or let you "add" 20 hp. If you want to use EUD conditions, there are no mods required, but it is much more difficult, there will be more triggers, and the effect won't be nearly as fluid, but you can play online without having people download the mod which enables EUD actions.

I would recommend you give up on healing a small amount at a time and just heal to 100%. If you've seen a medic heal quickly, post the map in which it happens, and I'll figure out how they did it.

Post has been edited 1 time(s), last time on Apr 18 2011, 12:16 pm by NudeRaider. Reason: That's what you meant, right? (0.8HP/frame, not 200HP/frame



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