Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [Help] Raise HP Level
[Help] Raise HP Level
Nov 27 2008, 7:22 am
By: strupan  

Nov 27 2008, 7:22 am strupan Post #1



I need help on making a trigger on one of my maps which is similar to temple siege's system of leveling up HP

For example in TS, I use one of my civilian to go to the HP area to level up my HP, my HP goes up to a limit of 400 out of 1000
When I go get hurt, and heal back, my HP will be at 400 and not exceeding the limit of 400 going onwards until it is leveled up using
a civilian on the Level up HP Trigger.

Also, Hp generation will not pass the limit of the 400 too.


Its really hard to explain but I hope you guys get what i am trying to ask on how to trigger on star edit.

Hit me up on AIM : lLaEoBoil
if you can help or post


Thanks for reading.



None.

Nov 27 2008, 7:43 am Madroc Post #2



I know just what you are talking about. What you have to do is set a death count (post if you don't know what that is) to the level of the player. Then have a seperate trigger for each level, e.g.

Plyaers: Force 1
Conditions: Current player has suffered exactly 2 deaths of "Level"
Actions: Set HP of all men owned by current player at "healing point" to 20%.
Preserve Trigger

And then make separate triggers for all 10 levels or whatever. Makes sense?

As far as I know there is no way to stop a zergling from regenerating health past 400 or whatever without some extremely complicated crap called EUDS that you probably don't want to get into. The way I see it, if the player wants to wait 600 seconds to make the zergling regen up to 1000 life, then so be it (that is, for the general RPG).




None.

Nov 27 2008, 8:47 am Riney Post #3

Thigh high affectionado

You could always do the new direct damage system to hurt the zergling for 1 damage every second unless in combat.



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Nov 27 2008, 4:13 pm NudeRaider Post #4

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

Yeah you can't prevent shield or zerg hp regen. Ts also doesn't do it.

But if your heros have high enough HPs then this is of no significance.




Nov 27 2008, 4:51 pm Madroc Post #5



Quote from name:
You could always do the new direct damage system to hurt the zergling for 1 damage every second unless in combat.
"Time to upgrade my zergling..."
"YOUR FORCES ARE FUCKING UNDER ATTACK"
"Aaugh! wait - DANGIT this map is so annoying"





None.

Nov 27 2008, 6:54 pm GameLoader1337 Post #6



thats not necessarily true madroc =p, you can make it so the players ally the reaver owners and the computer is naturally hostiled to human players so it won't make "your forces are under attack" =p



None.

Nov 27 2008, 7:06 pm strupan Post #7



Quote from Madroc
I know just what you are talking about. What you have to do is set a death count (post if you don't know what that is) to the level of the player. Then have a seperate trigger for each level, e.g.

Plyaers: Force 1
Conditions: Current player has suffered exactly 2 deaths of "Level"
Actions: Set HP of all men owned by current player at "healing point" to 20%.
Preserve Trigger

And then make separate triggers for all 10 levels or whatever. Makes sense?

As far as I know there is no way to stop a zergling from regenerating health past 400 or whatever without some extremely complicated crap called EUDS that you probably don't want to get into. The way I see it, if the player wants to wait 600 seconds to make the zergling regen up to 1000 life, then so be it (that is, for the general RPG).


Aw! That is what I am talking about, the death count is a little confusing though,
So I make a trigger killing 2 of the Level everytime they make them move there civilian to the trigger, then triggers the
Plyaers: Force 1
Conditions: Current player has suffered exactly 2 deaths of "Level"
Actions: Set HP of all men owned by current player at "healing point" to 20%.
Preserve Trigger
?

If your not busy, contact me on aim because I have some other questions also, thanks!

llaeoboil



None.

Nov 27 2008, 7:33 pm NudeRaider Post #8

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

Use the wiki on death counters.




Nov 27 2008, 8:06 pm Tdnfthe1 Post #9



Quote from NudeRaider
Use the wiki on death counters.
Just listen to nuderaider, he's got u all set.
And if u need2 learn to do death counts just make a new topic it's amazingly easy if u don't know how to yet.



None.

Nov 27 2008, 8:36 pm strupan Post #10



Quote from NudeRaider
Use the wiki on death counters.

Yeah, I tried reading it, doesn't really give me a idea of what I am suppose to do



None.

Nov 27 2008, 9:17 pm Ahli Post #11

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

death counters are variables. You can set them to different values and check in the conditions that they are set to 1 or 2 or 3 or 0 or at least 2 or ....

Madroc already explained briefly how to use it.

Players: Force 1
Conditions:
-Current player has suffered exactly 1 deaths of "Vespin Geysir"
-Current player brings at least 1 Sarah Kerrigan to "Healing Area"
Actions:
-Set HP of all Sarah Kerrigan owned by current player at "Healing Area" to 10%.
-Preserve Trigger
_________________________________________________________
Players: Force 1
Conditions:
-Current player has suffered exactly 2 deaths of "Vespin Geysir"
-Current player brings at least 1 Sarah Kerrigan to "Healing Area"
Actions:
-Set HP of all Sarah Kerrigan owned by current player at "Healing Area" to 20%.
-Preserve Trigger
_________________________________________________________
Players: Force 1
Conditions:
-Current player has suffered exactly 3 deaths of "Vespin Geysir"
-Current player brings at least 1 Sarah Kerrigan to "Healing Area"
Actions:
-Set HP of all Sarah Kerrigan owned by current player at "Healing Area" to 30%.
-Preserve Trigger

if you level up -> add 1 to Vespin Geysir death count




Nov 30 2008, 3:36 am strupan Post #12



Does vulture mines count as death counts? because either I am doing something wrong or its not triggering nothing



None.

Nov 30 2008, 3:48 am Biophysicist Post #13



All units have death counts... Are you trying to increase the mines DC by making them attack? If so, don't. You can edit death counts with the "set deaths" condition:

Condition: Current player brings at least 1 Terran Civilian to "Level up HP"

Actions:
Kill 1 Terran Civilian at "Level up HP" for Current Player.
Modify death counts For current player: Add 1 for "<whatever>".
Preserve trigger.

Btw, you should use extended unit death counts, so it doesn't get messed up by units being killed in combat. Use an advanced editor like SCMDraft, you'll find lots of wierd units that you can use. eg. Independent Command Center, Cantina, Jump Gate, and lots more.



None.

Nov 30 2008, 7:26 pm strupan Post #14



Thanks so much, I am assuming that I can download it in this site?



None.

Nov 30 2008, 7:28 pm NudeRaider Post #15

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

Yes you could (in the DLDB) but this one is more recent:
http://www.stormcoast-fortress.net/temp/Scmdraft%202%20080.zip




Nov 30 2008, 8:11 pm strupan Post #16



Btw, why can't I select start locations on SCMdraft ?



None.

Nov 30 2008, 8:18 pm strupan Post #17



Quote from strupan
Btw, why can't I select start locations on SCMdraft ?
I mean, why does everytime I put a start location, it turns white?



None.

Nov 30 2008, 8:46 pm rockz Post #18

ᴄʜᴇᴇsᴇ ɪᴛ!

There's a modify button, fyi. Double posting is somewhat pointless.

You're on player 8. Change the player before you place it, or select a group of things, right click, properties, make sure you have the start location selected only, and change the player.



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

Nov 30 2008, 9:06 pm strupan Post #19



Nvm problem fixed because there was 2 kinds of start locations and I select the wrong one from the doodad section instead of the one in unit, thanks
and sorry for double posting because I couldn't find a edit button anywhere.

1 more quick question then i will shut up
Is it possible to make a dark swarm pop out during the countdown timer at 20 seconds?



None.

Nov 30 2008, 9:09 pm Biophysicist Post #20



No.



None.

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