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Virtual Hit Points
Virtual Hit PointsVirtual Hit Points (or vHP for short) is a popular mapping technique used to replace StarCraft's standard unit HP system. VHP is easier to manipulate, as you can add, subtract, and even multiply and divide vHP with ease using both Binary Countoffs and Death Counters. There are three commonly used methods of vHP: Counter vHP, Burrowed Unit vHP, and Multiple Life vHP.Counter vHPCounter vHP is a method where variable counters are used to represent a unit or group of units' vHP as a purely numeric variable. They can range from custom score counters to death counters and can be displayed by modifying the amount of HP the affected unit has, by showing the numeric values in the mineral/gas/scoreboard, or even by creating Minimap Graphics that display numbers. Counter vHP is also often used in conjunction with Burrowed Unit vHP. Unlike the other methods of vHP, Counter vHP disallows the use of enemy units' weapons from directly affecting the attacked unit's vHP without a secondary source (such as a burrowed unit).Common uses for Counter vHP would include the amount of oxygen a unit has underwater and the amount of "mana life" a summoned unit has. Counter vHP works very well in conjuntion with force or triggers affecting mutliple players, because minerals and death counters can be streamlined to affect "current player." Quick tutorial on minimap graphics. A good way of doing minimap graphics is to have multiple death counters (1 for each digit) and create a system to carry over numbers in 10s, 100s etc. For each number on the death counter (0-9) have a trigger that gives the correct units to the correct player in this fashion. Have a setup of units resembling a digital clock and locations for each of the seven glowing areas. To make them glow you can use a controlling player with a lighter colour. Burrowed Unit vHPBurrowed unit vHP is a vHP method where burrowed units (and sometimes flying units, despite the name) such as a Zergling or Spider Mine is used as a physical counter to represent a unit or group of units' current vHP. Unlike Counter vHP, Burrowed Unit vHP allows the use of unit weapons to directly influence the vHP of a target. Burrowed unit HP does not function to high standards, as moving the burrowed units causes the player on top to be slowed and have choppy movement. Air units cause the same effect, as well as blurring the unit. If burrowed units are used in conjuntion with an air unit player, advanced triggering and hypertriggers can be used so that the air unit is unable to go in to impassable terrain, because the burrowed units will be unable to move under the air unit. A simple detect and move back trigger can be used to make walls impassable. This is the only way of using burrowed unit vHP that does not cause movement problems.Multiple Life vHPMultiple life vHP is a simpler method of vHP in which a "life counter" represents the amount of vHP a unit has and loses vHP (as well as respawning) when the unit dies. Most bound maps and some types of RPGs use this method of vHP. It is a good strategy to place the units in a "bar" and eliminate them one by one. Once again advanced triggers may be used to have the buildings/units regenerate. If every building is in one big location, then a move or destroy or give trigger will affect the leftmost one, meaning that to go from right to left a location must be moved on to the leftmost unit.Virtual ArmorVirtual Armor (vArmor for short) is a vHP subsystem where damage from vHP is reduced or eliminated. VArmor is commonly used in RPG maps that use vHP due to the ability to completely control the damage I/O via triggers, which is more effective than StarCraft's built-in armor system. As long as you have an armor variable, use of death counters or unit counters can be employed to calculate damages. |