| 11-18-2003, 11:55 PM | #1 |
I have units in my map, that can level up, ergo heroes, but they are just normal troops. It gets pretty anoying every time one of them dies (4 is spawned every 120 seconds, and even more will be added...) as it will display it to the allies like a hero death. My question is, how can I prevent the game from showing the: HeroName the Class Level# have fallen! message each and every time one of these units die? Any ideas? Comments? |
| 11-19-2003, 12:33 AM | #2 |
I guess i'm just so wacky, but i would do this completely differently, mainly as constantly spawning hero's and them dying is kinda memory heavy... What i would have done is had the units as simple units. And then controlled a complete custom xp system, it isn't that hard to implement and would use the unit's custom-value. At unit death you'd just search the surrounding area for xp-supporting units (of the oposing team), add some value (EDIT: F.ex. a very smart way would be to store xp in the point-value of all units, so the point value of f.ex. hero's could be 100, point value of a simple unit could be 50, and then the "point-value" of the dying unit could/would be added-> )to their custom-value and then call a check-function for each one that checks if their custom-value went beyond a certain point. If yes, then you'd do whatever...add a skill to their artillery? give them more damage? make them bigger? This is the system i would use to create a Command and Conquer map. And actually i am implementing a similar system to one side-project i'm playing with. Hope this helped Cubasis EDIT: darned grammar. |
| 11-19-2003, 01:04 AM | #3 |
K, gonna go with what we talked about on Irc :) Thx for the reply Cubasis, anyone have any other ideas, pls share :) |
| 11-19-2003, 01:26 AM | #4 |
just a thought.. Could be wrong. E: Unit is attacked C: Life of (attacked unit) less than or equal to 0 A: Unit - Remove (attacked unit) This may cut in before the 'death' of the enemy, and remove the unit, which will not show XXXX has died. |
| 11-19-2003, 02:15 AM | #5 |
This for HvsH? Anyway, heres what I'm doing in gods. Check for when the unit dies, and then instantly give it to a neutral player. You wont get the message :) |
| 11-19-2003, 06:20 AM | #6 |
hmm, Spectre, that actually works?! Cool....would make things ALOT easier :) I'll have to try :) Yes, this is for HvH. One of the features :) There will be generals too spawning every 6 spawn, each will be able to gain levels and learn skills :) Gives it a bit more, and looks awesome :) |
| 11-19-2003, 06:39 PM | #7 |
when can we expect that map to be finished ? |
| 11-19-2003, 07:45 PM | #8 |
Beta will be up as soon as all hero skills are done :) Which will be a bit... But u can read about it in the "maps in development" forum :) Btw, spectre, it doesn't work. I think I'll need to use a life becomes less than 20 or so, and then turn over control...as they never get turned over otherwise... |
| 11-21-2003, 08:00 AM | #9 |
Sorry bout bringing this up again, but it needed to be done: Zach, it worked for me, heres my trigger: Code:
CRevive
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Unit - Change ownership of (Dying unit) to (Neutral Hostile) and Retain color |
| 11-21-2003, 05:50 PM | #10 |
Changing the units to Neutral Hostile will give you an additional problem. If they become neutral hostile when they die, then a player could essentially gain experience from killing their own units i dunno if this is what you want, or if you care...thought i'd point it out tho before you do too much work on that. personally i would definitely not be spawning heroes like you are planning tho....i know it's kewl n' all, but an experience system wouldn't be quite the memory hog. |
| 11-21-2003, 06:14 PM | #11 |
Change em to Neutral Passive then. :P Your so critical. |
