I read the Ammunition Made Hard, and it teaches you how to loose 2 bullets when shooting twice on the same unit. I was just wondering.. is there any possible way to play a gunfire sound twice when shooting a unit that needs to get shot twice?
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I don't know any real solution to your problem but try to time the intervals between shots?
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Hey, just try the vHP since many of the Ammunition systems are for 1 hit killed units:
vHP is about to use zerg burrowable unit under a certain unit to permit the triggers to "detect" it HP... so each time it decreases, you can play the sound of the shot
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
You can play the sound twice when the unit dies, but not 1 sound when you fire the first shot, and a second sound when you kill it, because there's no way to detect a unit firing (without EUD's).
So yes, I'd recommend vHP too.
Yay! I rock!
OMG, YOU HAVE LIKE 1,3K MINERALS!! GIMME SOME!!
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Hm but you could make a system that 'estimates' the first shot.
1st tier: simply make a location as large as the units' horzizontal/vertical (aka not diagonal) fire arc.
When an enemy comes into range it's likely that your unit begins shooting. => play wav
2nd tier: This will fail when the enemy comes not directly from above, below, left or right. (Shot sound too early)
To counter that make a large mobile grid around your unit and detect the direction. If it comes in from diagonal direction use a smaller location for the firing arc.
3rd tier: This will still fail when your unit moves instead of shooting. So refine the system by making a move detection with a 1x1 pixel location: Center the 1x1 location on your unit. Let a dc count to lets say 6 and if it hasn't left the 1x1 location yet, it hasn't moved and you can play the sound.
4th tier: This system may produce inaccurate results when multiple enemies are closing in. I have no general method to present which would counter that. It depends on your map, too. So if you decide to make a 'shot estimation system' maybe we can work out 4th tier later.
Wait.. sorry.. explain to me whwat vHP was again.
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Basically you make the main unit invincible, constantly move like 20 zerglings under the unit, each representing 5% hp. When all lings died kill the main unit.
Tutorial on vHPAnother Tutorial on vHP