How to pass on hits with "whenHitPointsDamagedChangesInto"
-
@unternehmer Thansk for guiding me through this, I do another attempt!

-
@unternehmer Okej, some steps closer now: So, after implementing again things run smoothly ...
( *so this way is Auto repair; I still hope for a way to get Pop-up choice to repair.. but seems like not possible this way; well than I prefer "degraring units when hit ")how do you note the Repair rules and repair Frontier for the 4hp Mechanized unit? does it include all the 4 hp- variants of the mech. unit?
-
@ebbe said in How to pass on hits with "whenHitPointsDamagedChangesInto":
@unternehmer Okej, some steps closer now: So, after implementing again things run smoothly ...
( *so this way is Auto repair; I still hope for a way to get Pop-up choice to repair.. but seems like not possible this way; well than I prefer "degraring units when hit ")how do you note the Repair rules and repair Frontier for the 4hp Mechanized unit? does it include all the 4 hp- variants of the mech. unit?
Dear @ebbe,
please read this thread https://forums.triplea-game.org/topic/327/unit-option-when-damaged-change-into-different-unit-weakened-battleships You will find many new questions and answers.
Also there are many maps using the option «whenHitPointsDamagedChangesInto». They are free to download within the game menu. Just try to copy&paste the already existing and functioning code from these maps. Please go step-by-step and you will finally get the code work properly. All the basic mechanics to the option «whenHitPointsDamagedChangesInto» is already fully provided in these maps.
I am currently testing the Hard AI behavior. There are several ways of how to change a unit into other unit within the current game TripleA engine but not all ways are suitable for Hard AI. As soon as I am ready with Hard AI testing I will provide some more proven information.
-
@unternehmer I got it up and running! thanks for all the info & feedback ifever you feel like Samurai & Sushi
by playing a few rounds , let me know.... then I deliver you the latest version ... -
works very fine except 1 thing:
for some strange reason if a multi-hitpoint unit gets pre-battle isAAforCombatOnly AA-hits
( in my map "bow missiles"strike before the main melee occurs)
its regular "downgrading" doesn't seem to work well....with 1 or 2 AA hit a 4 hit unit is directly lost
and seems to bypass all "degrading steps"... which is very weird...
I triple checked all <option name="whenHitPointsDamagedChangesInto"
they are ok: ( they function well when getting hit by regular unit hits!
but not the AA hits.... )
what map is the code from you forwarded me?
then I can check if this is the case there too, to find a way to solve it.... as you noticed I am determnied , haha and so close to completing the whole project!
thanks! -
Taken from my Arena of Death, note the order of the hits/wounds caused, that is 3,2,1 for this map to work it had to be 321 not 123.
<option name="hitPoints" value="4"/> <option name="whenHitPointsDamagedChangesInto" value="3:false:Warrior-1"/> <option name="whenHitPointsDamagedChangesInto" value="2:false:Warrior-2"/> <option name="whenHitPointsDamagedChangesInto" value="1:false:Warrior-3"/> -
@thedog Hej thanks for the suggestion; it didn't change the trouble unfortunately: it still takes 1 Hit by AA-(missile/bow unit)
to degenerate a 4 Hit unit to its max hitpoints... hmmm
and as stated before, it works fine versus a non-AA regular melee unitcould it simply be that <option name="whenHitPointsDamagedChangesInto" value=" is not connected with receiving hits from AA-units with is AA in combat?
I have to check more
-
is not connected with receiving hits from AA-units
I have not tried what you are doing, so targeted AA attacks might be stand alone.
-
@ebbe yea I think the AA pre regular Combat Shots Kill with 1 Hit no matter how many Hits you have.
I didn't realize that till now. At least that happened in my tests too.
It would take a coder/developer to fix and then have accepted.
Seems as if it'd be maybe an easy fix ? lol I have no idea. Too bad one of those ISU kids doesn't want extra credit lol
Sadly, i can't think of any type of work around, other than edit and hand roll the battle. Not ideal lol
Kind of a major drawback on the AA hit units. I guess, you'd have to make multi hit units non targeted for now and let 1 hit units die in their stead. That's there job anyway lol
If the multi hit unit is running solo, idk, i guess maybe you'd have to hand roll the battle. That, at least, wouldn't be too involved with fewer units
-
@beelee yes, that is the way it became... if a multi-hit unit is going solo... it is asking for trouble
so in this case it is a defensive structure, which makes a bit sense... when all supporting units are down, it will be more vulnerable ....
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login