Hello Everyone,
I've been trying to figure this out for a while and it's got me stumped.
Essentially what I want is to have 2 or more different types of supplies for different units, so for example a supply for infantry and a separate supply for vehicles, or what ever I end up using it for.
Ok then how can I distinguish between "shift qued" orders, and non shift qued orders. with the old way of doing things I had a boolean flag for when the shift key was down or not and if it was down orders got put at the end of the order que, otherwise they replaced current orders.
I really like this idea, one problem I have trying it out is that If i select the units, and then click on of them again, I'm able to select a single unit and order it seperatly from the rest of them.
-Edit- after testing around a bit more with the forcing the selection of the squad, I can't seem to figure out how to fix this one little oddity, if you have none of the units selected it works fine, but if you select some members of the squad again either by clicking him individually or by boxing a portion, the trigger doesn't reselect the whole squad as expected.
OK so I simplified the senario a bit, and I've already solved the problem of "marine was given move" move marine, moved marines were given "move" move all marines.
basiclly I'm working on a squad system, and I have it set up so that only the "squad leaders" can be given orders, but I want when something like "blink" is given all other members of the squad are given that order to.
I guess I just have to make a seperate trigger for each ability >.<
Hey all, I'm trying to make a system of copying a single order from one unit, to all other units of that type.
For instance if, one marine is given an order to "Move" then all other marines owned by that player are given the same order
I'm wondering if there is anyway to set it up to avoid having to make a separate trigger for every different ability.
at the moment I have the Event
Unit - Any Unit uses Move at Generic 1 - Any Stage(Ignore shared Abilities)
Wow that looks really good, I'll have to look into it and try to figure out how it works, at the very minimum it should be able to have a "front" "back" bonus but it looks very promising, thank you for linking that.
Yeah it would definetly have to be done in data, I was wondering if anyone could point me in the right direction, so buffs with damage responses may be able to do it, but tbh so many of the fields are confusing to read >.<
Hey all,
I'm working on a squad type tactical map and I was wondering if there was anyway to make it so units took different amounts of damage based on the angle they were getting shot from, Something like 10 Armor shot from the front, 5 from the sides, and 0 from the back.
Thanks for your input everyone, I'm really surprised at how quick the community is to respond @_@
I have a working system where the squad leader is invulnerable until his squad has been killed, I'll work on changing the behavior later but theres plenty to do else where. after I clean up the rest of the triggers I can post the map if anyone's interested in looking at the squad system.
Hmm, I like this idea, but i'm REALLY new to modifying the data and making abilities and buffs and things. I've only gotten as far as I have with the squad system cause the triggers are like programming, the data is till a little foreign to me.
Do you think that would work if the damage is greater than the captains Current HP? like he has 1 hp left, and takes 10 damage?
:O I think that's what Duck said, but some how how you said it makes more sense, I'll try that,
PS the Ressult of the damage dealing reseting is the same pretty much, if the unit takes more than "Limmit percent" damage in a single burst it will still die.
if- Captain Life(current) < (triggering damage amount)
then
if(Number of Living Units in (Captains Squad) > 0) The captain himself is not included in the squad
then - Unit - Set (triggering unit) life to 1.0
Only problem is the unit is responding to the fatal damage and being killed before the trigger resets his health.
Hmm I'll have to try that, If it works even if the captain takes more than 10 damage from a single shot then this will be AMAZING.
Only problem is that units might be wasting shots into a target that can't die, I'm worried that a player will try to focus down the squad leader and all his units will die without doing anything productive.
what if when that triggers, for a split second you set him to invulnrable, and then back, that would effectively break targetting on the captain wouldn't it?
0
huh that's an interesting idea, I haven't worked with the interface mutch so I'd have to figure out a way to display it to the player
0
would there be a way to do that in data... or would I need an on death trigger...
0
Hello Everyone, I've been trying to figure this out for a while and it's got me stumped.
Essentially what I want is to have 2 or more different types of supplies for different units, so for example a supply for infantry and a separate supply for vehicles, or what ever I end up using it for.
0
Ok then how can I distinguish between "shift qued" orders, and non shift qued orders. with the old way of doing things I had a boolean flag for when the shift key was down or not and if it was down orders got put at the end of the order que, otherwise they replaced current orders.
0
@TheAlmaity: Go
I really like this idea, one problem I have trying it out is that If i select the units, and then click on of them again, I'm able to select a single unit and order it seperatly from the rest of them.
-Edit- after testing around a bit more with the forcing the selection of the squad, I can't seem to figure out how to fix this one little oddity, if you have none of the units selected it works fine, but if you select some members of the squad again either by clicking him individually or by boxing a portion, the trigger doesn't reselect the whole squad as expected.
0
OK so I simplified the senario a bit, and I've already solved the problem of "marine was given move" move marine, moved marines were given "move" move all marines.
basiclly I'm working on a squad system, and I have it set up so that only the "squad leaders" can be given orders, but I want when something like "blink" is given all other members of the squad are given that order to.
I guess I just have to make a seperate trigger for each ability >.<
0
Hey all, I'm trying to make a system of copying a single order from one unit, to all other units of that type. For instance if, one marine is given an order to "Move" then all other marines owned by that player are given the same order I'm wondering if there is anyway to set it up to avoid having to make a separate trigger for every different ability.
at the moment I have the Event
Unit - Any Unit uses Move at Generic 1 - Any Stage(Ignore shared Abilities)
0
@Kueken531: Go
Wow that looks really good, I'll have to look into it and try to figure out how it works, at the very minimum it should be able to have a "front" "back" bonus but it looks very promising, thank you for linking that.
0
Yeah it would definetly have to be done in data, I was wondering if anyone could point me in the right direction, so buffs with damage responses may be able to do it, but tbh so many of the fields are confusing to read >.<
0
Hey all, I'm working on a squad type tactical map and I was wondering if there was anyway to make it so units took different amounts of damage based on the angle they were getting shot from, Something like 10 Armor shot from the front, 5 from the sides, and 0 from the back.
0
Thanks for your input everyone, I'm really surprised at how quick the community is to respond @_@
I have a working system where the squad leader is invulnerable until his squad has been killed, I'll work on changing the behavior later but theres plenty to do else where. after I clean up the rest of the triggers I can post the map if anyone's interested in looking at the squad system.
0
@BasharTeg: Go
Hmm, I like this idea, but i'm REALLY new to modifying the data and making abilities and buffs and things. I've only gotten as far as I have with the squad system cause the triggers are like programming, the data is till a little foreign to me.
Do you think that would work if the damage is greater than the captains Current HP? like he has 1 hp left, and takes 10 damage?
0
:O I think that's what Duck said, but some how how you said it makes more sense, I'll try that,
PS the Ressult of the damage dealing reseting is the same pretty much, if the unit takes more than "Limmit percent" damage in a single burst it will still die.
Edit- I see it now i'm retarded >.<
0
At the moment I'm trying
if- Captain Life(current) < (triggering damage amount) then if(Number of Living Units in (Captains Squad) > 0) The captain himself is not included in the squad then - Unit - Set (triggering unit) life to 1.0
Only problem is the unit is responding to the fatal damage and being killed before the trigger resets his health.
0
@BasharTeg: Go
Hmm I'll have to try that, If it works even if the captain takes more than 10 damage from a single shot then this will be AMAZING.
Only problem is that units might be wasting shots into a target that can't die, I'm worried that a player will try to focus down the squad leader and all his units will die without doing anything productive.
what if when that triggers, for a split second you set him to invulnrable, and then back, that would effectively break targetting on the captain wouldn't it?