V.H.P.
Jun 13 2008, 10:43 pm
By: midget_man_66  

Jun 13 2008, 10:43 pm midget_man_66 Post #1



Like... OMFG any better way?



Alright.. so im working on an rpg. if you want screenshots ill be happy to post.. but for now i need some help. Im developing the battle system... and i dont want to do TBC. im thinking about secluding them to an area... and they go at it (the hero and the enemy do). But.. i would like to make my map compatible with spells and item use, so i want some sort of hit point detection. Is there a better way besides constantly moving the burrowed units?

-Thanks :D

Post has been edited 1 time(s), last time on Jun 14 2008, 4:22 pm by midget_man_66.



None.

Jun 13 2008, 10:48 pm JaBoK Post #2



Please, no big text, and no, you either use vHP or HP, there isn't a middle ground without the use of EUDs



None.

Jun 13 2008, 10:50 pm midget_man_66 Post #3



Quote from JaBoK
Please, no big text
Lots of people use big text >.>



None.

Jun 14 2008, 12:08 am stickynote Post #4



Actually, they only use large font sizes for either titles or subheadings for their map showcase.

One work around I came up with, since I needed it for a more accurate, real-time combat ammo system, I used waits. (OMFG! Wait blocks! :omfg: ) Here is what I did. First, I put a location the size of the unit's maximum range (But you could use less to control the unit's range.), and had it constantly centered on the unit. I had the involved players constantly allied to each other so that they wouldn't attack each other. When an enemy unit came within range, I unallied the unit for a brief amount of time so that it could attack, then re allied them. Then I subtracted counters from a life system (ie. leaderboard, minerals.) You could do anything you want to right here. For me, I subtracted ammo from an ammo counter. Unfortunately, this only really works if there aren't a whole lot of units involved, or you would have to make a location for every unit with a unique range, and it wouldn't work right if there were multiples of the same unit owned by the same player.



None.

Jun 14 2008, 6:56 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

Why don't you like teleport? This is the common way with literally no drawbacks.
a) Don't constantly move the burrowed units under the hero, as it will slow the hero down. Do it every 3-4 hyper trigger loops
b) You could give the hero very little hp but like 100 "lifes" that means when he dies respawn him. But that would be annoying to control for the player.
c) You could order a pretty fast unit, like a scourge to stay above the hero. This would look ugly however and the scourge would probably lag behind.




Jun 14 2008, 9:28 pm x1101x Post #6



You could use death counts. Basically have the hero and enemy have a set amount of hit points in the form of death counts. When they have 10/10 set health to 100% when they have 5/10 set it to 50% when they have 0/10 their dead and so on. Then have the hero/enemies attack/spell do a set amount of 'damage' for instance an enemy attack might subtract 1 death count of o say protoss marker from the hero setting their health to 90%. Potions could then increase you heroes 'health' by adding to the death count you use as a variable. You current scheme of moving the hero somewhere else for combat would work well with this the only drawback being you would only be able to fight a few enemies at a time (when i say a few i mean like maybe ten or so)



None.

Jun 14 2008, 10:02 pm NudeRaider Post #7

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

The units wouldn't be able to do damage with their normal weapons which would look lame and disable the use of upgrades and micro.




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