Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: vHP like the one in Tuxlar's RUSH
vHP like the one in Tuxlar's RUSH
Jun 3 2009, 12:15 am
By: Dungeon-Master  

Jun 3 2009, 12:15 am Dungeon-Master Post #1



Hey guys, I want to make a Gears of War map with a vHP similar to the one in RUSH, and I wonder if all the complicated DC used in all weapons triggers MUST be used... are they used only to store wich weapon is used and with wich upgrade level or is there something more complicated I need to do?

I think that the only persons that may answer this perfectly is Tuxlar himself or anyone who have studied the triggers... but maybe I am wrong and I am an ignorant guy that doesn't know whats doing what :-_-:


Also:
I am making a Gears of War map, and I would like to detect if a unit is behind cover or not (It is pretty hard to explain but i'l draw it)

PC E The Player is behind cover, thus being invinsible to the Enemy's fire. Now its all fine, but I would like to enter a randomizing switch that will, once in a while, make the ennemy try to go around cover to have a clear shot.

The problem is that I dont know how to detect if an enemy is on the same side of the cover as the player, like here:
E PC There is no cover between the player and the computer, but I can't detect it with a location, is there another mean?

I tought of using an observer that would go from the player to an enemy and detect the presence of a cover generated by a unit, using a location following it, but this system will be more than problematic because there will be more than one unit against the palyers, aproximately around 4-10 in every fights.

Post has been edited 2 time(s), last time on Jun 3 2009, 1:39 am by Dungeon-Master. Reason: Added another question



None.

Jun 3 2009, 2:01 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Tuxlar stored the data in two locations

The most significant digit is the player number. Each player number and unit was then associated with a certain dc of varying size. For example a yellow (8) ultralisk might require 50 shots to bring it down to a white (7) ultralisk. Then white's dc takes over and sets the dc to, say, 40. Each shot has a certain damage associated with it, which then subtracts from the dc which represents hp. If there is any damage leftover (via binary countoffs), that is then subtracted from the next player's hp dc. At teal and green levels, this is low, so you might be able to kill them in one shot. When the unit has no more life, it is given to you, and then killed via trigger, and transferred to a kills to cash trigger.

Tuxlar set up a very complicated system, which I could probably replicate, but I don't have the inclination to. I think you shouldn't bother with an intensive system like this, since the system is kind of flawed to begin with. Don't bother with the second part. Remember to KISS.



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

Jun 3 2009, 2:41 am Dungeon-Master Post #3



Thanks for the advice, I could make a simple system of my own, more simple and less accurate, but suited to my average mapping skills.
2 things: What about the taking cover thing and...

What do you mean, Remember KISS?



None.

Jun 3 2009, 3:26 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

keep it simple, stupid.



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

Jun 3 2009, 12:58 pm Dungeon-Master Post #5



Okay... I will keep it simple.



None.

Jun 3 2009, 7:02 pm Jello-Jigglers Post #6



Quote from name:Zachary Taylor
keep it simple, stupid.
kiss

Edit: oh you already said that haha.



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