Ok, hi, im here cause im gonna make a zombie RPG, but i need know some basic stuff
First of all: How i do the ''Ammo Trigger''. That when mins are ammo and gas clips.
Second: How i do hyper trigger?
Ill ask more stuff if i have to :3
Post has been edited 1 time(s), last time on Jan 19 2009, 12:41 am by AlbertW-RCDF.
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Can you show us an outline of what you plan on doing and what you have done?
Thanks.
Hyper triggers are easy: Add four copies of this trigger for either All Players or some computer player:
Conditions: Always.
Actions:
Wait 0 (repeated 62 times)
Preserve trigger
Comment: "Hyper"
For your ammo trigger, check the tutorials
tutorials or the
wiki.
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If you actually want it to be the unit shooting a gun, you can only take away ammo based on when a unit is killed, as there's no way to detect perfectly when a unit attacks. I would make sure you know how
Death Counts work before working on an ammo system.
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I am curious to see houw you make your weapon system, as i do not need any death counts to make mine.
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Depends on how complex you make it and whether or not you use Score/Resources to hold the values, Death Counts work the same as Score/Resources, so knowing how they work helps with those as well.
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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
Wiki and
Tutorials before posting. It's part of the posting rules!
Ammo (easy)Ammo (hard)Hyper Triggers And you only need 3 of them, not 4.
And you only need 3 of them, not 4.
3 of them lasts 6.1 hours before the NEO, whereas 4 lasts 367.6 hours before the NEO, so I'd say that if you wanna be safe, go with 4, even though the NEO doesn't really do much, it's better safe than sorry
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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
And you only need 3 of them, not 4.
3 of them lasts 6.1 hours before the NEO, whereas 4 lasts 367.6 hours before the NEO, so I'd say that if you wanna be safe, go with 4, even though the NEO doesn't really do much, it's better safe than sorry
You kiddin' me? Playing the same map for more than 6 hours? I play sc a lot, and I also play time consuming maps but I NEVER needed more than 4 hours to finish a map.
But even if you DO hit the NEO all that happens is that the hyper triggers will "pause" for 2 seconds.
This is not "safe" it's just pointless.
But even if you DO hit the NEO all that happens is that the hyper triggers will "pause" for 2 seconds.
What if the player manages to time it so he can walk through a section normally blocked via hypertriggers during that 2 second interval!?!?!!?
Is protecting your map from psychotic players not worth hitting the copy button one more time ??!?
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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
But even if you DO hit the NEO all that happens is that the hyper triggers will "pause" for 2 seconds.
What if the player manages to time it so he can walk through a section normally blocked via hypertriggers during that 2 second interval!?!?!!?
Is protecting your map from psychotic players not worth hitting the copy button one more time ??!?
Stop being ridiculous (and I mean it, STOP IT - we both made our point).
Besides you can't time it that exactly. Trigger checking speed hasn't even been measured exactly enough so you can hit those 16 loops out of more than 250,000 (=> at most 0.06ms deviation).
Post has been edited 1 time(s), last time on Jan 19 2009, 3:36 pm by NudeRaider.
>be faceless void >mfw I have no face
ROFL.
But really I just copy it 4 times, giving me 5 hypers.
@Albert welcome to the forumz, I knew you'd get on eventually.;p
Nuderaiders links are basically the ones you want.
as there's no way to detect perfectly when a unit attacks
There is, but it uses EUDs so don't bother yet albert.
Post has been edited 1 time(s), last time on Jan 19 2009, 7:06 am by zany_001.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Was anyone else think "WTF?! DarkMarine doesn't know how to make a hyper trigger?!"
lol.. i was. but then i thought, hey, there was a point where i asked that same question. (4 years ago xD)
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There is, but it uses EUDs so don't bother yet albert.
Actually if you are trying to detect IF a player attacks rather then if he attacks something, it is flawed. If you click attack and then move away quickly I beleive it still registers a gunfire even though no bullets came out.
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Hmm... Check out this map that Blackwolf came across last night. We're REALLY interested in understanding EUDs now because this attack system detects exact shots fired and (not sure if this is a side-effect or purposely implemented) you can actually MISS sometimes when your fire. The shot will explode somewhere nearby the enemy and will not harm the enemy.
Could Someone look into this? I'd really be interested in understanding exactly what's going on in it.
Attachments:
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Uhm, there is always a chance in SC that units will miss with ranged attacks, just like when they are on highground. In snipers its called 'Airing' it means that the shot you fired was randomly selected to miss, sucks huh.
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I think it adds to the realism actually XD. I'd want to set it up so that you can randomly hit Zombies in different areas (torso, arms, legs, head) for different damage and you could improve this skill.
I've just begun looking into this map and I'm trying to decode what I understand of it. Thankfully the mapmaker didn't protect it so everything's in perfect order. Although, the comments are really weird looking. lol
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It's korean, the map use's EUD's to detect if a player fires their gun, subtracts ammo and plays a wav. It also use's EUD's to detect health and plays a random wav everytime you take damage. And using health detection add's 20 to your health no matter what it was.
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