Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Setting Building hp %
Setting Building hp %
Sep 18 2008, 5:20 am
By: Oyen  

Sep 18 2008, 5:20 am Oyen Post #1



I'm making a melee style map. However, I want it so that early on in the game, whenever a player builds a building, that building will only have 50% of its hp after construction. I still want buildings destroyable, I just want buildings to be built with 50% hp. What is the easiest way to do this?



None.

Sep 18 2008, 6:06 am CecilSunkure Post #2



Well you will need a use map settings map as far as I know.

Condition:
Always

Action:
Set unit hitpoints for all players to 'buildings' 'set to' '50%'
preserve



None.

Sep 18 2008, 6:14 am Kaias Post #3



You know, actually if you set the build time to fast enough, the buildings don't have enough time to reach full hp and are built damaged.

If you don't mind ridiculous fast build times than you can experiment with build times for the right resultant hp.



None.

Sep 18 2008, 6:15 am Kaias Post #4



Quote from CecilSunkure
Well you will need a use map settings map as far as I know.

Condition:
Always

Action:
Set unit hitpoints for all players to 'buildings' 'set to' '50%'
preserve
That would keep all the buildings at 50% all the time making them almost invincible.
That's a very sloppy suggestion.



None.

Sep 18 2008, 6:17 am CecilSunkure Post #5



Quote from Kaias
Quote from CecilSunkure
Well you will need a use map settings map as far as I know.

Condition:
Always

Action:
Set unit hitpoints for all players to 'buildings' 'set to' '50%'
preserve
That would keep all the buildings at 50% all the time making them almost invincible.
That's a very sloppy suggestion.

Rofl sry :blush:



None.

Sep 18 2008, 6:22 am MindArchon Post #6



Quote from CecilSunkure
Well you will need a use map settings map as far as I know.

Condition:
Always

Action:
Set unit hitpoints for all players to 'buildings' 'set to' '50%'
preserve

I think you clearly missed the part "I still want buildings destroyable". I'm pretty sure making the building constantly set to 50% doesn't meet that condition.

Not something trivial to achieve, but here is my suggestion.

Basically you're going to have to cycle through all the buildings at a specific interval. I would suggest doing a cycle when the building count changes for the player. When this occurs, center a location on the building and set it's health to 50%. Then place a burrowed unit under the building so when you cycle through it again you can reliably detect whether or not the building has already been modified, and make sure not to do it again.

You then give the building to another player, and center location again. You continue this cycle until all the buildings have been accounted for, then give it back to the original player.



None.

Sep 18 2008, 6:29 am Kaias Post #7



Quote from MindArchon
Quote from CecilSunkure
Well you will need a use map settings map as far as I know.

Condition:
Always

Action:
Set unit hitpoints for all players to 'buildings' 'set to' '50%'
preserve

I think you clearly missed the part "I still want buildings destroyable". I'm pretty sure making the building constantly set to 50% doesn't meet that condition.

Not something trivial to achieve, but here is my suggestion.

Basically you're going to have to cycle through all the buildings at a specific interval. I would suggest doing a cycle when the building count changes for the player. When this occurs, center a location on the building and set it's health to 50%. Then place a burrowed unit under the building so when you cycle through it again you can reliably detect whether or not the building has already been modified, and make sure not to do it again.

You then give the building to another player, and center location again. You continue this cycle until all the buildings have been accounted for, then give it back to the original player.
*Erases long post describing the same thing*
Good thing I refreshed the thread before I was done.

This is basically the only at all reliable way of doing it. Of course, terran buildings can move which could prove troublesome.



None.

Sep 18 2008, 6:33 am PCFredZ Post #8



I really can't see why you would want to have a building construct with 50% health. The easiest to have a building constructed with a different amount of health is, obviously, change its stats in Unit Settings.

Here are my two guesses to why you'd want to have buildings built with x% of health:
1) Increase x when some conditions are met
2) Set buildings on fire right when they're built

So, can you elaborate on why you're doing this?



None.

Sep 18 2008, 6:33 am Fwop_ Post #9



Why not modify the hit points of all buildings to 50% of the original?



None.

Sep 18 2008, 6:39 am Kaias Post #10



Quote from Fwop_
Why not modify the hit points of all buildings to 50% of the original?
Its likely that he wants them to be built burning/bleeding/damaged.



None.

Sep 18 2008, 6:41 am InsolubleFluff Post #11



Dont units start bleeding around 30% of their hp?



None.

Sep 18 2008, 6:43 am Kaias Post #12



Quote from name:Shocko
Dont units start bleeding around 30% of their hp?
I honestly can't remember.

If so then

Maybe he wants them built close to burning/bleeding/damaged.



None.

Sep 18 2008, 6:46 am InsolubleFluff Post #13



I recall doing it a long long time ago and they start bleeding at about 27% I believe, however I could be wrong... I would actually like to know now lulz, anyone know the exact % at which a building bleeds?



None.

Sep 18 2008, 7:00 am Madroc Post #14



Unfortunately the only ways to do it are:

1. Make it so that they have JUST ENOUGH build time so that they have around 50% health (unfortunately if you do this means that later in the map you cannot change the amount of health they start out with so it has the same effect as just making the health less except you can repair it back to full health)
2. Make it so that every building has a burrowed zergling under it. Unfortunately this would mean that every time a new building is built, every building of that player will "flicker" (flash between player 12 and that player) so all units will be canceled, etc. This sounds like the better way.
Quote from PCFredZ
I really can't see why you would want to have a building construct with 50% health.
Dude, you can't freaking figure it out? It's obvious that for the first part of the game he wants them to start at 50% health and then later in the game start at more health. He even said so. :P

Shocko - you mean when a terran building starts getting damaged - (25%)? Or when it starts having fire - (I think around 66% maybe? Dunno)?

Post has been edited 1 time(s), last time on Oct 8 2008, 6:10 am by madroc.



None.

Sep 18 2008, 11:17 am Saox Post #15



Lol, the whole discussion change it's meritum to why would he want to do it, instead of how to do it(which in fact has already been solved) :D. Guys, it's his buisness what he does with your solution, calm down ;).



None.

Sep 18 2008, 12:53 pm NudeRaider Post #16

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

Well a quick way to achieve it would be to make a timer that loops around 10-30 seconds and then sets the building's hp to 50%.
If you're lucky a building under attack will be healed just in time, but it will still be destroyable and it will most probably only heal once when under attack (if you set timer delay right) so you could say some random buildings SOMETIMES have 100% hp while most of them have 50%.

After a certain time disable that trigger and set all building's hp to 100%

- Lazy, i know :P




Sep 18 2008, 1:37 pm Oyen Post #17



Well, thanks for the advice guys. I'll just have to adapt the map to fit one of the solutions you guys gave. Thanks again!



None.

Sep 18 2008, 1:50 pm Devourer Post #18

Hello

as i see it there is no way to make it...
if you make it with to fast build time, it may get total unbalanced....



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Sep 18 2008, 4:04 pm NudeRaider Post #19

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

Quote from Devourer
as i see it there is no way to make it...
if you make it with to fast build time, it may get total unbalanced....
Build time is not an option as you have no control over it. You couldn't increase build time to reach 100% later in the game.

Post has been edited 1 time(s), last time on Sep 18 2008, 10:19 pm by NudeRaider.




Sep 18 2008, 7:17 pm MindArchon Post #20



Wouldn't a terran player just repair his buildings anyway? It doesn't seem very plausible to try to implement this.



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