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Development > Data

Squad

  • 9 posts
    #1 Jan 14, 2013 at 21:04 UTC - 0 likes

    How do I make a squad of units, I know actors will be a clusterfuck I am sure :P. But I want to make a Civilian Mob, And I want it all to be 1 unit, so as the unit gets damaged, the squad members die.

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    #2 Jan 14, 2013 at 23:41 UTC - 0 likes

    You could do that using a State Monitor actor like the buildings use for creating/destroying the fire models on building damage.

    #3 Jan 15, 2013 at 07:28 UTC - 0 likes

    @DrSuperEvil: Go

    Alright cool, I just thought it was a cool concept I was thinking C&C Generals then I Remembered how the units came out in squads :P. haha. Thanks man Ill check into it :P.

    #4 Jan 15, 2013 at 21:38 UTC - 0 likes

    you could do something like this too. this is an old triggering exercise with the same concept.

    I'm a triggerer
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    I dabble in data

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    That is why i do haiku
    i suck at them too :(

    #5 Jan 15, 2013 at 22:00 UTC - 0 likes

    @willuwontu: Go

    Yeah But I am looking for a data solution :P but yeah, Its not a big deal I dont even have a reason to make this... I just wanted to know if it was possible :P.

    #6 Jan 15, 2013 at 23:30 UTC - 0 likes

    Maybe make some behaviors for your main squad unit labeled like squad leader, squad member 1, squad member 2, etc.. And then make an actor that is created at an offset from you guy with SOP's and do it for the amount of guys in the squad. and then for events instead of unit birth change it to behavior squad member.on create and behavior squad member.off kill. and then just make it so that when your guy gets below a certain range of health he loses the behavior that attaches that squadmate which causes the squad mate to die.

    #7 Jan 16, 2013 at 00:48 UTC - 0 likes

    I remember a Heroes of Might and Magic mod did it somehow. Isn't the Conjoined type of behavior work this way?

    #8 Jan 16, 2013 at 18:07 UTC - 0 likes

    Conjoined units simply have a shared health pool. They all die simultaneously as it hits 0.

    #9 Jan 16, 2013 at 22:42 UTC - 0 likes

    As stated use a State Monitor actor and some clever validation.

  • 9 posts

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