Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Rebuildable Bridges (vHP Concept.)
Rebuildable Bridges (vHP Concept.)
Jan 23 2009, 8:56 am
By: newBorn  

Jan 23 2009, 8:56 am newBorn Post #1



ok, heres my problem;

I have a bridge, if u get to repair a supply depot near the bridge to max HP, the bridge is rebuilded, and units/vehicles can pass, any idea how could i do it?

Take into account that if the supply depot gets damaged to half hp the bridge will go broken again, and full hp supply its rebuilded again. The problem is, dunno how to make it :P

I mean if i just block it with creep colonies/machine shops w/e, then i can just kill em when the bridge is rebuilded, but how to do it that the bridge gets broken again? I mean if i place it again it will spawn the "Unit unplaceable" error.

Any ideas?

Also could anyone link me to a tutorial in terms of vHP usage? thx.



None.

Jan 23 2009, 9:00 am Decency Post #2



This isn't virtual HP... this would require an EUD Condition detecting the life of the supply depot. You're better off finding another way.



None.

Jan 23 2009, 9:03 am newBorn Post #3



still how to make the bridge rebuildable/destructable over and over?



None.

Jan 23 2009, 9:23 am Echo Post #4



You can hide it and do it by how long you bring an scv or any unit near the bridge for a certain amount of seconds (Death Counters). Then you can have the rock sprites created when the bridge isn't accessible and have a trigger to block the unit from move (i.e. - Move all units at location x to "location which is unwalkable" & Move unit 1 location back from location x). It just makes an illusion, and this is one of many options you can use, other than EUDs.
Infused with vHP, you can create/remove or use death counters again to set the HP of the supply depot when a unit is near it to show that it is being repaired by modifying the HP based on the burrowed unit under the supply depot or the amount of death counter you accumulate.

The easiest form on vHP is using burrowed units under a unit and subtract or adding it to modify the hp. Example, 10 burrowed drones = 100% hp. If there is only 6 drones left, you would modify the units HP as 60%. You don't always put the burrowed unit under the unit which you are playing because it will cause drastic speed reduction. You also keep only 1 under the unit at a time which isn't invicible. If the current burrowed unit dies, you move another 1 from a different location under the play unit. And based on the total, you set the HP. If there is no burrowed units, you kill the play unit.

Post has been edited 1 time(s), last time on Jan 23 2009, 9:37 am by Echo.



None.

Jan 23 2009, 11:32 am newBorn Post #5



Communication is so hard, actually if it is about controlling the HP, this is quite simple and can detect it with vHP as well, the problem is how to block the bridge make it unpassable, since c'mon u cant place buildings on bridges, and im talking bout 100% bridge (dodad sprite.).

Any idea?



None.

Jan 23 2009, 11:39 am Echo Post #6



And I knew you were talking about the doodad. You can create rock sprites in game. And I explained that you can make the units unable to walk by it by 2 parts.
A) Have the unit on that location to be moved to an unwalkable location (water, cliffs)
B) Move that unit to a .5 location just behind the location where it moves to an unwalkable location.

You would need to use hyper triggers with it, otherwise if people keeps attempting to walk pass it, it will work.

The sprites are just effects to make the bridge look battered.



None.

Jan 23 2009, 11:44 am newBorn Post #7



And how do u create and remove rock sprites? As far as creation would work, what about removing?



None.

Jan 23 2009, 3:07 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

Would not work. :P

Your best bet is to place units. Tanks have always been my favorite unit for blocking things.




Jan 23 2009, 3:56 pm Devourer Post #9

Hello

One Idea of mine:
Having the same terrain spot twice, the only difference is that one bridge is damaged (tileset-terrain) so you can't pass it.
When the bridge is repaired the units get moved to the other terrain-spot...
yes, it's way ugly but one of the only things I can think off.



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Jan 23 2009, 5:00 pm rockz Post #10

ᴄʜᴇᴇsᴇ ɪᴛ!

Use DTS to block it off, then put some cloaked factories over the "broken bridge" area to signify that it is broken.

The supply depot can be half built and walkable on the edge of the broken part, so someone can come in and repair it. When it has less than 25% life, set it back to 25% life. When it's fully healed, move the factories away and the dts.



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

Jan 24 2009, 2:51 am Falkoner Post #11



Rockz has the best solution, some cloaked factory shadows would truly make it look broken.



None.

Jan 24 2009, 11:43 pm Vrael Post #12



You could set the factories to be burning too. That way it looks like the bridge is on fire.



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