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GetUnitBounty(unit u) returns integer???

05-01-2004, 06:18 AM#1
Narwanza
I know that that native doesn't exist, but are there any similar with funny names that I have skipped, or do we need to ask blizzard to make theirs availiable? I mean, they certainly have one or else they couldn't allow for dynamic bouties.
05-01-2004, 12:23 PM#2
AIAndy
Well, unfortunately there is no native to get many of the unit type properties and I don't think there is one for bounty either. Sure they could probably easily make one but they seem to have chosen not to do so. In what way is the bounty dynamic?
05-01-2004, 10:25 PM#3
Narwanza
Bounties that we as users could change. I was implying that they don't have some predesigned table that they use whenever a unit dies, we are able to change it.
05-01-2004, 11:23 PM#4
AIAndy
Well, we can change it, but only statically in WE, not dynamically while the game is running unless we implement our own bounty system.
05-01-2004, 11:49 PM#5
Vexorian
The best thing is using abilities as damage actually.
05-02-2004, 02:27 PM#6
AIAndy
Of course there is a way to get the bounty (at least one possible bounty, not the range). Just create a unit and kill it with an ability with a special player and look how much gold he gains.
05-02-2004, 06:23 PM#7
Narwanza
Smart idea Andy, i think I will write a function that would do that.
05-02-2004, 08:38 PM#8
Cubasis
That kind of function has been thought off already, the only problem is that it would be kinda messy, as it then depends on object-editor data....

Cubasis
05-02-2004, 09:45 PM#9
weaaddar
well arguably speaking you need to perform a thorough test perhaps kill a 100 of the units and get the mean of the gold that was given to the killing player. THen you can use that as your average which should be plenty fine as is.
05-03-2004, 01:40 AM#10
Narwanza
It doesn't matter, even if there is dice. Why can the bounty death of 1 unit not be transferred to another? If you have a SetUnitState() going with a trigger spell, then just set a flag via GameCache on evey unit that is affected. Then create a trigger with a unit death event and check to see if the unit has the flag on it. If it does then run the GetBounty function and then immediatly run Vex's Bounty function with a local variable. It will look exactly like it died with the bounty.
05-03-2004, 01:37 PM#11
Cubasis
Well, to me, custom bounty system is deffinetely the way to go. Just cut the normal bounty system, and go all custom. It's easy. That way, you get alot of added bonuses/features that you can implement.... Like who doesn't hate in co-op map when 5 hero's fight desperately to take down that gigantic enemy....then only a single person, most likely the quickest attacking one gets all the money....

Anyways

Cubasis
05-03-2004, 06:01 PM#12
Aelita Lyoko
Yeah, i agree with Cubasis.

The original Bounty system is too primative to get the results people want out of it. However, a custom, more "modern" bounty system could be used in a lot of ways that would make the game a lot more fun.

I say make a new system!
More power to ya!
05-04-2004, 11:59 PM#13
Narwanza
I will implement something in the new project I am working on. I already have all of the bouties set for my TD, so it doesn't matter now, just more work to make a new system.