Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Vhp weapon damage
[SOLVED] Vhp weapon damage
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Aug 2 2011, 11:14 pm
By: ubermctastic  

Aug 2 2011, 11:14 pm ubermctastic Post #1



So what I've got right now is a classic zombie shooter game.

Each player has a ghost with which they can use A-click to shoot the zombies that are slowing walking towards them.

Each zombie has Vhp (counted by a death counter) and a location following it. when the zombie gets shot it comes back, and a death is subtracted from to account for this.

I want to be able to have the players be able to use a different gun, that will each subtract different ammounts of deaths, dealing more damage to the zombie.
The problem is I don't know how to make the triggers recognize who shot the zombie, and deal an ammount of damage based on what gun they have equipped.

Attachments:
Zombie House 13.scx
Hits: 2 Size: 69.92kb



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Aug 2 2011, 11:19 pm Dem0n Post #2

ᕕ( ᐛ )ᕗ

Have a different death set for each type of gun (ex. 1 death for machine gun, 2 deaths for flamethrower, 3 deaths for rockets, ect), and then for the triggers that subtract deaths from the zombies' hp, add a condition that checks how many deaths the player has to see which type of gun he's using. Then, you can subtract the deaths from the hp accordingly.




Aug 2 2011, 11:59 pm ubermctastic Post #3



Yes, but how can I figure out which player is attacking?

Never mind I'm going to use a combination of VHP and kills to cash. The only problem there should ever be is if two people with different guns shoot different zombies at exactly the same time. In that case the zombie that took the damage might be switched, but the ammo-points awarded will not be affected for each player.

Post has been edited 1 time(s), last time on Aug 3 2011, 3:34 am by K_A.



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Aug 3 2011, 5:27 pm samsizzle Post #4



The only way to know who shot who is to detect targets with EUDs. I don't think it'd be worth it for your map, considering you'd have to keep all of the units IDs the same throughout the game which CAN be a pain in the ass... and the general hassle of EUDs.



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Aug 3 2011, 5:32 pm Sacrieur Post #5

Still Napping

Use kill score to check. The person who gets the kill score is the one who made the kill.



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Aug 3 2011, 5:59 pm FoxWolf1 Post #6



Unfortunately, as the OP alluded, using kill score will glitch whenever two players kill units of the same type (or different types with the same score) simultaneously. Hopefully, you'll put in some kind of priority-determining system such that, when such glitches occur, players won't die as a result of them (i.e. if they shoot a near zombie and a far zombie at the same time, using strong and weak guns, it should check around the players and then assume that the near zombie is the one shot with the stronger gun, so that, if they did in fact shoot the near zombie with the strong gun, they don't die because of the glitch giving the near zombie the weak gun's damage instead).



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Aug 3 2011, 8:12 pm Sacrieur Post #7

Still Napping

Quote from FoxWolf1
Unfortunately, as the OP alluded, using kill score will glitch whenever two players kill units of the same type (or different types with the same score) simultaneously. Hopefully, you'll put in some kind of priority-determining system such that, when such glitches occur, players won't die as a result of them (i.e. if they shoot a near zombie and a far zombie at the same time, using strong and weak guns, it should check around the players and then assume that the near zombie is the one shot with the stronger gun, so that, if they did in fact shoot the near zombie with the strong gun, they don't die because of the glitch giving the near zombie the weak gun's damage instead).

It's not perfect, but it helps. The chance of two players attacking the same type of zombie that both die within 1/12 of a second is slim.



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Aug 4 2011, 12:53 am Lanthanide Post #8



Quote from Sacrieur
It's not perfect, but it helps. The chance of two players attacking the same type of zombie that both die within 1/12 of a second is slim.
I don't know the specifics of the map, but in general this happens all the time whenever you use attacks that do splash damage.



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Aug 4 2011, 5:07 am rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

unless you have an absurd amount of zombies, I'd use EUDs, but that's just me.

Each player has a ghost that presumably never dies. You can preplace zombies and assign them all DCs and a location specific to them. When the zombie is ready to die, move them elsewhere and kill a different unit.

If you don't use zerg, or plan accordingly, and give each player a unique damage, you can tell which unit shot which zombie, even if 2 players shoot the same zombie or different ones.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Aug 6 2011, 2:55 pm ubermctastic Post #10



Yes EUD's will not work for me either. #1 I don't know how to use them. #2 Each player will be using multiple units.



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Aug 6 2011, 4:14 pm rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

I'm kind of wondering why you need vhp at all...

Is it for the different guns? In that case make the guns have more damage...



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Aug 6 2011, 4:54 pm ubermctastic Post #12



VHP = Accurate Ammo System

Think Resident Evil One Zombies



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