Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Health System Capping
Health System Capping
Sep 26 2013, 10:58 pm
By: sugarrushx  

Sep 26 2013, 10:58 pm sugarrushx Post #1



So, I'm making a health system for an RPG map I'm making.
It utilizes Health Orbs (represented by Crystals) used to recover health.
Health is represented by vespene gas so I could subtract or add health AT WILL!
I want to cap the health so you can't go above limit, but it's not working.
Is there something wrong with the triggers?

The idea is that an unused player (Player 9) has 50 gas, which is the highest health I want the player (Player 1) to go.
To test if Player 1 went over the limit, I check if Player 1 has the most gas in the game. If so, I set Player 1's gas to 50.
Health Orbs work by getting an SCV and moving it to a location in another platform (which is the inventory). When it is moved there, it will add 10 gas to the player.
Trigger
Players
  • Player 8
  • Conditions
  • Always.
  • Actions
  • Set gas for Player 9 to 50.

  • Trigger
    Players
  • Player 1
  • Conditions
  • Current player has most gas.
  • Actions
  • Set gas for Player 1 to 50.

  • Thank you for reading this longer than necessary description.



    None.

    Sep 26 2013, 11:03 pm lil-Inferno Post #2

    Just here for the pie

    Player 9 can't have gas. You'll have to settle for the simpler solution of checking if player 1 has over 50 gas.




    Sep 26 2013, 11:09 pm Roy Post #3

    An artist's depiction of an Extended Unit Death

    Is there any reason you couldn't do a simpler method like Inferno says, using the "Accumulate" condition?

    Trigger
    Players
  • Player 1
  • Conditions
  • Current Player accumulates at least 51 gas.
  • Actions
  • Modify resources for Current Player: set to 50 gas.
  • Preserve Trigger.





  • Sep 27 2013, 12:07 am sugarrushx Post #4



    Oops. I din't see that option... :blush:



    None.

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