Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Need Help with Leveling characters
Need Help with Leveling characters
Oct 1 2008, 5:18 am
By: criyton  

Oct 1 2008, 5:18 am criyton Post #1



Ok i need to have my characters have a max of 5% hp untill 10 kill and then they get 10% hp. at 30 kills 15%. This applies for shields too. I saw there u can place units and give them those properties and i even see it in a few triggers. However as soon as the game starts the units start regaining their shields and im sure if a medic was about theyd be getting healed too.... how do i prevent this?



None.

Oct 1 2008, 5:50 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

You don't, unless you plan ridiculously hard to make triggers where the characters are preplaced and won't ever respawn, or spawn predictably in every game. I won't go into that here unless you're really interested.

The easiest way to prevent medics from healing is to not use them. The easiest way to prevent shields from regenerating is to not use them. The easiest way to nullify zerg regeneration is with high max life.

If you want to have a sort of level up system involving hp%, you'll need some form of a trigger based heal. What essentially happens is you check to see what level the unit is on, then set the hp/shields to that percent. Personally, I would ignore the shield/life regeneration from toss/zerg/medics. It's generally not much anyway, and the only way to take advantage of it is to wait a long time, which you theoretically could do anyway in between battles.



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

Oct 1 2008, 11:16 am NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Yeah, rockz is right.
Except maybe if you really need to use medics you can always set their energy to 0. They will still heal, but very slowly.

A different approach is virtual Hitpoints (Invincible Main unit, weak zerglings burrowed under the unit representing HP). But imo they are quite impractical and not very intuitive. But you can read up on them in the Wiki if you want to.




Oct 1 2008, 11:54 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

Virtual hitpoints are somewhat difficult to trigger as well, and I personally don't really like them, as they don't let starcraft work normally (you can't target units well) and no matter what, you're left with the unit slowing down slightly.



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

Oct 2 2008, 2:44 am stickynote Post #5



Quote
unit slowing down slightly.
Slowing them down A LOT is what I think you mean. And the unit movement is very jittery and choppy. Building on the vHP system, one way to utilize it is to have units roaming the map, and when you come into contact with them, the map freezes, and you have a separate arena for battling. The system would most likely have to be turn-based, subtracting hp from a count that holds the value for each unit's hp. You could use a mineral patch or vespene geyser to display the unit's hp by setting the mineral/geyser resource amount. Or, to not use the turn based system, the units do not have any regular attacks; everything is done with spells. This way, you can log what and when an attack was made, and subtract the appropriate hp. Unfortunately, you would have to build an AI for the computer player so that it doesn't spam the same spell, and there would have to be a strategy, and the spells don't come at you too fast.



None.

Oct 2 2008, 3:16 am NudeRaider Post #6

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from stickynote
Quote
unit slowing down slightly.
Slowing them down A LOT is what I think you mean. And the unit movement is very jittery and choppy.
No, he meant slightly. It's easy to avoid this effect - for the most part: Just don't recenter the lings every trigger loop.




Oct 2 2008, 3:57 am Vi3t-X Post #7



To avoid healing, enable the computer a neutral.
To avoid zerg health regeneration, high max HP levels.
To avoid shield regeneration, disable shields, OR, use high shield levels.

Virtual HP:

1) Burrowed Zerg Units - Slows unit down (may be useful however). To avoid, avoid hypertriggers, or place a crapload of waits and hope there is a waitblock somewhere...
2) TBC System - Units don't attack, its just battle phases.
3) RTAC System - Real Time, Arena Combat. When in the arena, vHP counters are modified, along with actual health.



None.

Oct 2 2008, 4:12 am NudeRaider Post #8

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Vi3t-X
1) Burrowed Zerg Units - Slows unit down (may be useful however). To avoid, avoid hypertriggers, or place a crapload of waits and hope there is a waitblock somewhere...
You obviously don't know anything about timing and hyper triggers. I already said how to stop the slowdown.

I cut out the rest of your post because it was just repeating what others said anyway.

Post has been edited 1 time(s), last time on Oct 2 2008, 4:13 am by NudeRaider. Reason: clarification




Oct 2 2008, 1:47 pm rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from NudeRaider
You obviously don't know anything about timing and hyper triggers. I already said how to stop the slowdown.

I cut out the rest of your post because it was just repeating what others said anyway.
I don't think this has been said before: Whenever you center a unit on the same center of another unit, it pauses slightly. That means if it happens constantly, the unit will effectively slow down to nearly half the normal speed. If you do VHP right, you will just center the units after they are no longer below the unit. This, unfortunately, still requires the units to be recentered, which will cause a slight pause. It's noticeable, and if you compare the speeds of two identical units, one with the method I described, and the other without, you'll see just how much slower it is (not much).



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