vHP
Feb 4 2009, 10:49 pm
By: payne  

Feb 4 2009, 10:49 pm payne Post #1

:payne:

Hello,

Once again, I need your help on something: I somewhat fixed my spell system and now, I'm starting something which might get a bit more complex.
What I'm talking of is being able to manipulate the Hit Points via triggers. Here you might already have though of the vHP, but...


If you have a Boss that attacks of 10 000, a minion that attacks of 10 and a somewhat strong monster which attacks of 101.
How to make an effective vHP system?
Let's say that the burrowed unit supposed to represents my hero's HP has 100 HP and no armor. The minion would attack it and after 10 hits or so, the burrowed unit dies and the hero loses 100 HP.
Now, if the somewhat-strong-monster attacks it, it will 1 hit it. Though, every time it would hit it, I would get a lose of 1 damage (I hope you get why).
Even worst: How to make the difference between an attack from the somewhat-strong-monster and the boss since they would both 1 hit the burrowed unit? :help:
Lethal_Illusion suggested me a nice solution, but I would be restricted into the number of different monsters that would be into an area :S


Thanks for help!
(ALOT!)




None.

Feb 4 2009, 11:04 pm Ahli Post #2

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

Both needs to have splash damage and you need multiple burrowed units that become attacked.

OR
use lethal's suggestion to subtract different amounts of hp in defferent areas. (I guessed that.)




Feb 5 2009, 1:35 am stickynote Post #3



You could use another burrowed unit for the boss, which is the only one that the boss attacks, and the other units attack the regular one.



None.

Feb 5 2009, 2:42 pm rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

I think EUDs would do better. No unit slowdown, etc...

However, this puts an unfortunate lack of information on the player (level 1 is nearly dead already).

The more complicated you make it for the player, the less fun it will be unfortunately. With so many different units that can attack you, I don't see an easy way.



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

Feb 6 2009, 10:15 pm payne Post #5

:payne:

No EUDs pl0x :P

@Ahli: In fact, he was saying to have each type of monsters of an area given to a certain computer player and then, by detecting the computer that killed the unit, I can substract the right amount of damagess (so lets say I would restrict my map to 4 monsters per area, I would need a location per area and at least 4 computers :S)

@stickynote: good idea, but it may need some development (that I should do myself, but you can also help me by giving more ideas ^^)

Is there a way to prevent the zerg units to auto-regenerate their Hit Points? :O



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Feb 6 2009, 10:29 pm Pigy_G Post #6



Instead of a burrowed unit you could use a sprite stacked DT, this would also give shield animation if you set above 0 shields too. Or a cloaked stacked marine, I don't know if they slow down units when moved under or not, maybe.



None.

Feb 6 2009, 10:40 pm payne Post #7

:payne:

I don't get your idea, could you expand a bit more upon it please? :O



None.

Feb 7 2009, 12:21 am rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

the idea is to have them die. you can't make stacked units anymore.



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

Feb 9 2009, 1:56 am payne Post #9

:payne:

Once again, I do not understand your point... could you extend a bit upon it please?



None.

Feb 9 2009, 3:35 am rockz Post #10

ᴄʜᴇᴇsᴇ ɪᴛ!

my point was that you can't make stacked non regenerating units for use in VHP unless you give burrowed zerg units 1 life. Sprites have to be preplaced.

Pigy wanted to have a stacked dt/marine which would act as the burrowed zergling. That way, it wouldn't regenerate.



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

Feb 9 2009, 2:21 pm payne Post #11

:payne:

Can we have stacked DTs over a player's hero and have them for an other player so the we don't see them?
And I suck with unit sprites, anyone could make just a little testmap of a vHP with those?



None.

Feb 11 2009, 10:21 pm rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

No, we can't. You'd run out of units since you can't create stackable DTs via triggers.



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

Feb 12 2009, 2:57 pm Pyro682 Post #13



... I think I have a solution...
2 Questions first, though....
1) Are these damages created by spells?
2) Are these units Invincible?

Post has been edited 1 time(s), last time on Feb 12 2009, 4:28 pm by NudeRaider. Reason: removed spam



None.

Feb 12 2009, 5:50 pm payne Post #14

:payne:

First of all, lol@that edit by NudeRaider.
Secondly, here are my answers:

1) Both magical and physical damages will be dealt on that vHP
2) The point of having a vHP is to be able to know the unit's HP, so, yes, invincible heroes.



None.

Feb 12 2009, 6:22 pm Pyro682 Post #15



Well, I Think that maybe you can make the unit Vincible, and Just have the spells do damage Via - Scarabs.

There was a topic about it before, about how you dont see the scarabs blow up.... let me dig it up.



Hmm... I gotta say NudeRaider, I didn't think that was spam, took me a long time to type, and it was a perfectly good solution that helped Payne Understand Pigy-G's solution to the problem.
(Still digging up that old topic.)



None.

Feb 12 2009, 11:48 pm payne Post #16

:payne:

Pyro, I know what you're talking about (I guess :hurr: ): How to deal Direct Damage without using vHP (or something like that?).
I'm already using that system for the spells and it would works perfectly, what's wrong is that I must be able to make the enemies attack normally (physically) too, else, it would transform into a bunch of spells all around you and it would be soooo confusing :S



None.

Feb 14 2009, 5:57 pm Pyro682 Post #17



Using scarabs? Why not use the Give action? ... Can you give scarabs? I never tried...



None.

Feb 14 2009, 11:32 pm payne Post #18

:payne:

In what way would giving a scarab help me? >.<



None.

Feb 14 2009, 11:51 pm JaFF Post #19



...how about not having any kind of VHP and using Direct Damage for everything? That would greatly increase the chances of you finishing the map.



None.

Feb 15 2009, 1:03 am stickynote Post #20



Quote from JaFF
...how about not having any kind of VHP and using Direct Damage for everything? That would greatly increase the chances of you finishing the map.

That sounds like the best suggestion so far. Honestly payne, you've been working on this for like. . . before I joined SEN. Make some decisions and stick to them!

On a side note, does TOA do anything on these forums?



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