Staredit Network > Forums > SC2 Assistance > Topic: Reproducing SC1's Shield
Reproducing SC1's Shield
Dec 9 2011, 2:04 am
By: payne  

Dec 9 2011, 2:04 am payne Post #1

:payne:

I am trying to reproduce the way shield used to work in sc1: if the unit is hit before its regeneration delay is completed, the delay is reset to 0.

Anyone knows how I could achieve that in the Data Editor? I've tried messing with the Regen. Delay, Regen. Rate, abd Period of attack, but it doesn't seems to work. :(

In my case, I want the Probe to have 1 Shield which would act kind of like an armor preventing a random attack from the opponent. I really want the Probe to lose some of its 5 Hit Points only when there is a persistent/continuous attack from the enemy (so either more than 1 unit attacking at a time, or 1 unit attacking without interruption).
The only units that can damage the unit are Photon Cannons, Zealots, and Probes. I also do not want the Probe to lose more than 1 HP per attack per unit.



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Dec 9 2011, 2:15 am Roy Post #2

An artist's depiction of an Extended Unit Death

Quote from payne
I am trying to reproduce the way shield used to work in sc1: if the unit is hit before its regeneration delay is completed, the delay is reset to 0.
Don't shields in SC2 already have that effect? Shields don't regenerate while that unit is being attacked. In fact, if I recall correctly, SC1's shields regenerated at a constant rate, regardless of whether or not the unit is in combat (same with Zerg health), but what you are describing more closely resembles the current SC2 implementation.

Quote from payne
In my case, I want the Probe to have 1 Shield which would act kind of like an armor preventing a random attack from the opponent. I really want the Probe to lose some of its 5 Hit Points only when there is a persistent/continuous attack from the enemy (so either more than 1 unit attacking at a time, or 1 unit attacking without interruption).
Do you absolutely need to use shields for this case, are you looking simply for a system where the Probe only loses health if it's under continuous attack?




Dec 9 2011, 2:46 am payne Post #3

:payne:

Quote from Roy
Quote from payne
I am trying to reproduce the way shield used to work in sc1: if the unit is hit before its regeneration delay is completed, the delay is reset to 0.
Don't shields in SC2 already have that effect? Shields don't regenerate while that unit is being attacked. In fact, if I recall correctly, SC1's shields regenerated at a constant rate, regardless of whether or not the unit is in combat (same with Zerg health), but what you are describing more closely resembles the current SC2 implementation.

EDIT:
Actually, you're probably right. I've just noticed my error: I had "1" Armor, which is why it took two hits of 1 Damage to actually deal 1 damage even though the shield was down.

Sorry for that stupid error. ;o

... I should finish this project very soon as it's far from being big. I hope you'll enjoy it. ;)
To the curious, there are enough hints on SEN that will let you guess the map.

Post has been edited 3 time(s), last time on Dec 9 2011, 3:06 am by payne.



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[05:21 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider yeh thts straight up cheating
the mutas yes, the wraiths probably not. Have you even watched the video? ;)
[12:56 pm]
Oh_Man -- NudeRaider
NudeRaider shouted: Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
yeh thts straight up cheating
[12:24 pm]
Oh_Man -- arty's done another vid. he's also announced he's going to organise showmatches with pro, with NO maphacks, so we can see its actual capabilities
[10:09 am]
NimoStar -- It can by playing the same map thousands of times. It is similar to AI speedrunning games
[02:30 am]
Symmetry -- I dreamed about that as a kid. The idea of a computer capable of analyzing a starcraft map and calculating the fastest possible way to hit the victory condition
[02:29 am]
Symmetry -- But can AI beat my custom maps?
[2026-9-22. : 12:32 pm]
Oh_Man -- yea APM vs eAPM
[2026-9-22. : 8:48 am]
NimoStar -- plus most of the human APM is just spam clicking APM inflation
[2026-9-22. : 8:47 am]
NimoStar -- the thing with the "*12" thing is completely misleading. The AI isn't using two control groups, it can use each of those actions to command a single unit individually and issue different commands to each single unit.
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