Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Modifying upgrade factors for armor
Modifying upgrade factors for armor
Jul 8 2009, 4:34 pm
By: Toothfariy  

Jul 8 2009, 4:34 pm Toothfariy Post #1



I can't believe im running into this problem, but what do i need to do if lets say, each level i upgrade my protoss armor, it gives me +5 to armor instead of +1



None.

Jul 8 2009, 4:36 pm Ashamed Post #2

Hear me Raor!!

...Do you want it always to give you 5... or to be 5+5 each lvl? so at lvl 1 you get 5 damage and then lvl 2 you get 10? all you do for it all is go into the upgrade settings.



None.

Jul 8 2009, 4:38 pm Toothfariy Post #3



i want each level to = +5 to armor

and i dont see that any where, i feel stupid lol



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Jul 8 2009, 4:39 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

I'm sorry, but what you want is only possible for damage, but not armor.

Try combining with shield armor
or use vHP (not recommended)

What are you trying to do? Maybe we can find an acceptable workaround.




Jul 8 2009, 4:44 pm Toothfariy Post #5



Well its an arena map. The game play is going to be similar to dodgeball where as you pick up the ball with your character and you turn into a zealot. when a player kils you, they get the ball, or "steal it" so to speak. then they get a few points on their score that wil allow them to level up at some point

with each level, units gain a chunk of dmg. all the units damage are based around the ball when you shoot. The goalie has to be able to kill the ball so its like hes blocking

so the ball is at 1000 life and when you shoot it makes one depending on the shot level, at a % of hp

so level 1 is 100 then its +50 there after


i thnk what i could do, is the same kind of thing with the zealot. when you pick up the ball you get a certain percent of life depending on level



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Jul 8 2009, 5:28 pm Kenshin23 Post #6



In my RPG what I did, because I too wanted something similar to this. Per armor upgrade you actually get enough for 5 minerals.

Example. I put 1 stat point into Defence. I gain 5+ minerals to upgrade my armor 5 times. theres nothing in the rule books that say you can only level 1 armor point per level, so get to work and use all of those 255 upgrades!!!



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Jul 8 2009, 5:45 pm Toothfariy Post #7



Quote from name:Kenshin21
In my RPG what I did, because I too wanted something similar to this. Per armor upgrade you actually get enough for 5 minerals.

Example. I put 1 stat point into Defence. I gain 5+ minerals to upgrade my armor 5 times. theres nothing in the rule books that say you can only level 1 armor point per level, so get to work and use all of those 255 upgrades!!!

unfortunatly that would defeat the purpose of what im trying to do. the ball carrier will just be automatically upgraded any ways, as a convience thing.



None.

Jul 8 2009, 6:31 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

You cannot trigger upgrades. (neither weapons, nor armor or shields)
The closest you get is running a melee AI script that eventually upgrades on its own.




Jul 8 2009, 6:50 pm Toothfariy Post #9



yeah i know that.

i have it set up where each level the player gains in the game will give the ball holder 5% more life

so all i do is create a unit w/ properties and level 1 will start out with lets say 100 (10 % of 1000)

so i set his for 10%, but level 2 ill set to 15% for 150 life, and so forth. so it will be automatic upgrading.

I orginally wanted his base life to be 300 and the armor upgrade by factors of 50, but thats not possilbe. so i have now is 300 base shields and i can contral the life via percent, and it wont be healed back like the shields would. i did a lot of math for this so i figured out that i would need 1300 total dmg able to be taken, so thats 300 sheilds + 1000 life, and 1000 is an easy number to work with. so this works out very well. though it would save me a boatload of time if it was possible to change the upgrade factors of armor



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Jul 9 2009, 12:23 am rockz Post #10

ᴄʜᴇᴇsᴇ ɪᴛ!

Just divide everything by 5.



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

Jul 9 2009, 12:28 am Toothfariy Post #11



why?



None.

Jul 9 2009, 12:47 am rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Toothfariy
why?

I can't believe im running into this problem, but what do i need to do if lets say, each level i upgrade my protoss armor, it gives me +5 to armor instead of +1
The damage formula is a function of hp, armor, and damage. If you divide them by 5, you essentially keep the same function, since the equations are all linear, and not power functions.
1000 hp, 25 armor, 30 damage =( 200 hp, 5 armor, 6 damage.) * 5

If you divide everything by 5, you don't need to upgrade armor 5 times, only once. The only conceivable problem is when you have some weird damages which won't divide evenly, or you absolutely need to lessen the effects of healing/regeneration.



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

Jul 9 2009, 12:59 am Toothfariy Post #13



Well i understand that, and i even considered that. but heres the thing, im balancing this map off of a certain unit that i contral his life %. Since i decided to have him be at 1000 even, its very easy to contal his life.

so a unit that kills him also needs to be able to kill this zealot, but i would like the zealot to get stronger as the other units get upgrades as well.

So by also contraling his life %, i can get around the fact that i cant add massive amounts of armor at once time. if i did divide by 5, all the numbers would be too weird to calcuate damage upgrades and such. that would be baseing it off the armor instead of the other unit.

So its like a virtual armor system. i can contral the amonut of upgrades he has using triggers, which essentially gives the map maker more contral over gameplay. the zealots base life is his shields, and his upgrades are % of his life, until max level he gets full life and sheilds. I don't think im the first to think of this, but it would be extremely useful in an rpg



None.

Jul 9 2009, 1:04 am rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

Since you want the upgrades to go up by 5 (and automatically at that), use shields as armor then. It has the added side effect of completely protecting the unit if the damage is less than the shield amount, and nullifies protoss regeneration.



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

Jul 9 2009, 1:08 am Toothfariy Post #15



thats the problem, it always regenrates more shield. I could i guess leave a trigger that always sets his shields to that for that level

theres kinda 2 ways to look at this. You can have the unit have those shields and actual life, or you can have the unit has regenration capaibilites, which would add a more realistic factor to it.



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Jul 9 2009, 2:24 am ForTheSwarm Post #16



[quoterockz]It has the added side effect of completely protecting the unit if the damage is less than the shield amount, and nullifies protoss regeneration. [/quote]

If you constantly set shields, no regeneration occurs.



None.

Jul 9 2009, 2:51 am Vi3t-X Post #17



But then he can't LOSE shield points.



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Jul 9 2009, 3:06 am ForTheSwarm Post #18



That's the point? It's supposed to be virtual armor.



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