Hi I am wondering how to scale mobs hp and damage depending on how many people are on the team. For example the normal game setup would be 3v3, but if it was 2v3 I would want the mobs attacking the team with two players to be scaled down in hp and damage. Same for if it was 1v3. I'm just not sure how to achieve this. Any help would be appreciated.
My take on the matter would be to make 3 different versions of the mobs.
Simply scale them as you please and use triggers to figure out how many people are on each team, then use other triggers to adjust however these mobs spawn in the game or something along the lines of that ~
Unit upgrades should be able to cover this. I haven't tried using them in Starcraft 2 yet, but from what I understand about them it seems like the better way.
Also, if someone leaves the game you can tune the upgrade down as well, which was not possible in Warcraft 3.
Here is something I used in one of my maps for setting the HP difficulty of a unit.
Unit - Set (Picked unit) Maximum Life to (((Picked unit) Life (Current)) * ((Real(unithp)) * 0.01))
where unithp is a variable with the percent that I want them to have, for example unithp = 110 will spawn them at 110% of their normal hp.
To scale them based on how many people are on the team, you could set it to something like unithp = 100/(PlayerCount) or 100 + (PlayerCount * 20)
Player Group - Pick each player in (Enemies of player 8) and do (Actions)
Actions
Variable - Set PlayerCount = (Picked player)
Quote from Doomser91:
Hi I am wondering how to scale mobs hp and damage depending on how many people are on the team. For example the normal game setup would be 3v3, but if it was 2v3 I would want the mobs attacking the team with two players to be scaled down in hp and damage. Same for if it was 1v3. I'm just not sure how to achieve this. Any help would be appreciated.
ATTACHMENTS
property.png
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi I am wondering how to scale mobs hp and damage depending on how many people are on the team. For example the normal game setup would be 3v3, but if it was 2v3 I would want the mobs attacking the team with two players to be scaled down in hp and damage. Same for if it was 1v3. I'm just not sure how to achieve this. Any help would be appreciated.
My take on the matter would be to make 3 different versions of the mobs. Simply scale them as you please and use triggers to figure out how many people are on each team, then use other triggers to adjust however these mobs spawn in the game or something along the lines of that ~
Unit upgrades should be able to cover this. I haven't tried using them in Starcraft 2 yet, but from what I understand about them it seems like the better way.
Also, if someone leaves the game you can tune the upgrade down as well, which was not possible in Warcraft 3.
@Doomser91: Go
Here is something I used in one of my maps for setting the HP difficulty of a unit.
Unit - Set (Picked unit) Maximum Life to (((Picked unit) Life (Current)) * ((Real(unithp)) * 0.01))
where unithp is a variable with the percent that I want them to have, for example unithp = 110 will spawn them at 110% of their normal hp. To scale them based on how many people are on the team, you could set it to something like unithp = 100/(PlayerCount) or 100 + (PlayerCount * 20)
Player Group - Pick each player in (Enemies of player 8) and do (Actions) Actions Variable - Set PlayerCount = (Picked player)