Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: V-HP System Problem
V-HP System Problem
Jan 25 2008, 10:53 pm
By: Impeached  

Jan 25 2008, 10:53 pm Impeached Post #1



Well, the player has 8 spider mines underneath him, each one representing 1/8th HP.

The actual HP works fine, but I can't seem to get the enemy (P6) to attack the (P8) mines. They are both enemies and sharing vision with each other.

Map is attached.

Attachments:
RPGTest1.scx
Hits: 1 Size: 149.43kb

Post has been edited 1 time(s), last time on Jan 25 2008, 11:32 pm by Impeached.



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Jan 25 2008, 11:36 pm Fwop_ Post #2



It could be since you're constantly moving the spider mines under the players, the computers can't attack. Either have them move with a timer or check when none are underneath the player and then move them.



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Jan 26 2008, 12:11 am Falkoner Post #3



Yeah, make sure you do that, otherwise you might get a bit of a problem where your unit is slowed down as well.



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Jan 26 2008, 1:05 am Impeached Post #4



Code
Trigger("Player 1"){
Conditions:
    Bring("Player 8", "Vulture Spider Mine", "Mines1", Exactly, 0);

Actions:
    Move Location("Current Player", "Men", "RPG Area", "Mines1");
    Move Unit("Player 8", "Vulture Spider Mine", All, "Hero Player 1", "Mines1");
    Preserve Trigger();
    Comment("Mine Moving");
}


I added that (^) and took out the constant moving. The enemies attack the mines now, but the mines don't follow the hero.



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Jan 26 2008, 1:11 am NudeRaider Post #5

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 Impeached
Code
Trigger("Player 1"){
Conditions:
    Bring("Player 8", "Vulture Spider Mine", "Mines1", Exactly, 0);

Actions:
    Move Location("Current Player", "Men", "RPG Area", "Mines1");
    Move Unit("Player 8", "Vulture Spider Mine", All, "Hero Player 1", "Mines1");
    Preserve Trigger();
    Comment("Mine Moving");
}


I added that (^) and took out the constant moving. The enemies attack the mines now, but the mines don't follow the hero.
you are not centering "Mines1" on the hero. It stays on the mines forever.
Also make sure "Hero Player 1" is big enough. (At least 2x2 or better 4x4 bigger than "Mines1")




Jan 26 2008, 2:02 am Fwop_ Post #6



Quote from Impeached
Code
Trigger("Player 1"){
Conditions:
    Bring("Player 8", "Vulture Spider Mine", "Mines1", Exactly, 0);

Actions:
    Move Location("Current Player", "Men", "RPG Area", "Mines1");
    Move Unit("Player 8", "Vulture Spider Mine", All, "Hero Player 1", "Mines1");
    Preserve Trigger();
    Comment("Mine Moving");
}


I added that (^) and took out the constant moving. The enemies attack the mines now, but the mines don't follow the hero.

That could be a problem if each player is using player 8 mines. You could give players their own mines.



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Jan 26 2008, 2:05 am gigabites2 Post #7



Couldn't you give each player their own mines and then make their hero unit invincible?



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Jan 26 2008, 6:27 am Impeached Post #8



Players having their own mines would be ugly, but I guess it's the only alternative.

EDIT: Uhh, how would player mines work? Even with them constantly moving, resulting in unit slowdown, they still come up to attack.

Post has been edited 1 time(s), last time on Jan 26 2008, 6:46 am by Impeached.



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Jan 26 2008, 6:29 am Fwop_ Post #9



Burrowed zerg look better than mines.



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Jan 26 2008, 6:49 am Impeached Post #10



Burrowed zerg regenerates, but alas it looks like it'll have to do.

EDIT: How can I move a unit, but let it stay burrowed?



None.

Jan 26 2008, 7:06 am NudeRaider Post #11

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

Just use the "move unit" action

Post has been edited 1 time(s), last time on Jan 26 2008, 3:37 pm by NudeRaider.




Jan 26 2008, 7:14 am Impeached Post #12



Use unit happening to be an action which doesn't exist...In SCMDraft or traditional? Or is Use Unit a term for a trigger system?



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Jan 26 2008, 3:38 pm NudeRaider Post #13

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

Ooops... it is move unit. Corrected. Maybe I should have gone to sleep a bit earlier. :P
Someone delete this post pls




Jan 26 2008, 7:13 pm Impeached Post #14



Um, I am using move unit, and it doesn't work. The drones unburrow around the player.



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Jan 26 2008, 8:42 pm Falkoner Post #15



Their AI is probably making them unburrow to attack or something...



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Jan 26 2008, 10:41 pm Impeached Post #16



They're drones, so they probably won't be attacking. =p
I also disabled burrow tech and still have the same thing.

Here's the map.

Attachments:
RPGTest1.scx
Hits: 3 Size: 146.87kb



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Jan 26 2008, 10:54 pm Falkoner Post #17



I've had drones unburrow to attack, it's not impossible.

And it doesn't matter for computers, they can UNburrow whether or not it's researched, they just can't burrow.



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Jan 26 2008, 11:13 pm Impeached Post #18



K. So... Solutions?



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Jan 26 2008, 11:21 pm FooFighters Post #19



Well, if u think they unborrow to attack, make P8 ALLY P6 might make sense?
i'll fix if this is wrong... so don't think it would really work, idk for sure yet



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Jan 26 2008, 11:26 pm Impeached Post #20



Ichigo, look at the latest attachment.



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