Hi guys. Do you remember old Sniper maps where minerals are your ammo and you had to a-click "allied" units manually to shoot them?
It consumed ammo on kill.
I wonder if system like this, but not based on kills, rather actual shots taken would be hard to implement?
Idea is to make map like this with enemies having variable health. Some taking one shot, some taking 2 or 3 and one "invincible" boss which wanders around and can be shot to waste ammo, but can't be actually killed.
I technically could still do it based on kills... it just looks shitty in game IMO.
Edit: Also would it be possible to prevent illusions from being able to fire while real units can still a-click normally?
None.
Without EUDs this can be done in a number of ways.
1. The method you've described where 1 shot equates to 1 ammo.
2. Have units take several shots to kill, then on-kill subtract the appropriate ammo. Would have several issues.
3. Use a variation of method 1. One shot kills the unit but another unit will be created in its place. This will allow for "units" that require several ammunition to kill. Also has issues with detecting death location although there are several, not so clean workarounds.
4. A virtual hp (VHP) system where instead of attack clicking you use spell casting. This is used in the map "Rush".
With EUDs it would be fairly simple to implement.
Detect the attack cooldown to know when a unit has attacked.
Post has been edited 1 time(s), last time on 1 hour ago by Sie_Sayoka.
None.
Thanks for the quick replay.
Yeah all the Non-EUD ways you described will either look bad or not work the way I want. I didn't think about spellcasting, but I honestly don't see a way of making it work the way I want.
I'll try with EUDs - thanks for that link, it looks very promising.
None.