Hit Point Check

Aeronor

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I'm fairly competent with the map editor, but I have a question that perhaps someone more knowledgable can answer.

I've got a map and I want to check for unit hit points in the triggers. In other words, something like

Player 1
If scout owned by Player 1 reaches 50% Hit Points
Do stuff

Now I know there's no set trigger that checks hit points as a condition, but is there any way around it? I thought of using switches to be set when the hit points reach certain stages, but again, I can't do that unless there's a way that the game can check unit hit points as a condition.

Is there ANY way to do what Im looking to do?

I thought perhaps people have made triggers you can download just like people have hacked many other things about the map editor, but I don't know where I'd get something like that.

Thanks
 

chocolate

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There is no way. But I have tried putting a location around a unit...and add a point with a wait that lasts as long as one attack...hard to explain. But it never worked (even if it did, it would only work with melee units), so ...to answer your question: No.:confused:
 

Aeronor

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*sigh* Yeah I think I'll have to make some crap up, unless anyone has a link to user made triggers with this included.

I was thinking that I would make a location around a unit, and then determine how many enemy units are in its location. While this isn't directly related to damage, being surrounded by enemies does imply that the unit will be taking damage shortly! However, this is sloppy and completely innacurate. It would be an easy condition to make I think. Blizzard made something that lets you modify unit hit points...why can't you check for them?
 

FakeNameHere

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Blizzard has Use Map Settings only inteded for Single Player. Even then, single player is based on melee. At the time, Blizzard didnt need the use for such complicated triggers.
 

Tuxedo Templar

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One way you might do it, as in my Fire Fighters map (which only really works if your given unit is a unique unit and is attacked only by enemies that do splash damage), is to hold a weak burrowed neutral unit underneath the unit you want to check damage for, and then have a counter of some sort (unit deaths, custom score, resources, etc.) to record "HP", where each time the burrowed unit dies it will subtract from the HP count, then replace itself underneath that unit's position (center location, move unit) awaiting being killed again. Make sense?
 

Aeronor

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Yeah well my unit in need is an air unit. So unfortunately even your splash damage trick won't work
 

Aeronor

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Yes they do. But....heh that'd be a really crappy map, where all the enemies are archons, dontcha think? Maybe not for some kind of maddness, but no, my map has a plot to it. I just was looking for a way to check for unit hit points, no strings attached! But I decided the idea I had about how many units are around the hero works well enough for my purposes. Thanks for the suggestions guys!
 

Tuxedo Templar

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Well you could use an observer to the same effect (instead of the burrowed unit), but instead of constantly moving it to the damagable unit's location you'll have to constantly Order->Move instead, and of course make sure it won't be left behind if the air unit it follows moves faster than it, and if it does have a way to hold it within proximity of the that unit every time it does fall behind. And of course, you''l have to put up the occasional observer explosion as well, but I think it makes a cool "bleeding" effect every time it takes damage.
 
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they could've done heaps more with the editor for example they might have bin able to use center view as a condition
......anyways im glad it is so simple:p
 

Tuxedo Templar

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Center view as a condition?! What have you been smoking :rollie.

Actually Center View would be better if you could specify the player who gets it rather than just "Current Player", which'd make my triggers a whole lot easier (for those who know I use Center View to almost excess in my maps :p.)
 
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im not smoking im only 13 and ......

Condition:
(player)centers screen on (location).....

thats how i thought it'd work (if there was one)

but it would also be confusing

and with how you specify who gets it, it would also be useful for display text msg.

anyways i wanna finish ma warhammer map.......
 

Tuxedo Templar

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Center view is an action, something that happens in the map, not a condition to check for (it could be though... I mean it would be cool if you could check if the player's view was within a certain location or not.)
 
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yea thats what i mean
and i got a question if ya could help me a bit
if i got a paint ball thing (an example) and someone steals a flag how do i make it so that it diplays text for the player that has the flag and the player who's flag was stolen
 

Tuxedo Templar

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Um:

Blue Team
CONDITIONS:
- "Blue Flag Stolen" is set.
ACTIONS:
- Display message: "Your flag has been stolen!"
- Preserve trigger.

Red Team
CONDITIONS:
- "Blue Flag Stolen" is set.
ACTIONS:
- Display message: "Your team has stolen Blue's flag!"
- Preserve trigger.

And same for red's flag with its own switch (Red Flag Stolen). I'll leave it to you to set/clear the switches when the flag steal events occur/end.
 

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