TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    How do I auto-damage units at the end of a player's turn?

    Scheduled Pinned Locked Moved Map Making
    16 Posts 4 Posters 2.2k Views 4 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • B Offline
      beelee @VictoryFirst
      last edited by

      @victoryfirst

      make another request. Maybe it's not hard to add and @Myrd will bust it out 🙂

      wc_sumptonW 1 Reply Last reply Reply Quote 0
      • wc_sumptonW Offline
        wc_sumpton @VictoryFirst
        last edited by

        @victoryfirst

        There is no attribute "hitTaken" in attachments, only name, value and count. The "hitTaken" attribute can only be used with unitPlacement.

        Then again, this coding would not really work, as only 1 tank would be hit. It is the same problem you would have if you were trying to replace the 2-hit unit with a 1-hit unit, because with the xml coding it is very hard to get the number of units that may occupy a single territory.

        Sorry

        Cheers...

        1 Reply Last reply Reply Quote 3
        • wc_sumptonW Offline
          wc_sumpton @beelee
          last edited by

          @beelee

          Again, I don't think so. As I stated it is very hard to count the number of units that may be located in single territory. TripleA conditions are yes/no, "Is there one or more units located in territory X?", not "How many units are in territory X?". Thus, it would be very difficult to govern how many units the trigger would need to damage.

          So, this would be very difficult to explain, prior to coding.

          Cheers...

          VictoryFirstV 1 Reply Last reply Reply Quote 2
          • VictoryFirstV Offline
            VictoryFirst @wc_sumpton
            last edited by

            @wc_sumpton

            Hmm, that's a shame. So there is no way to count the number of units in a territory? My second idea was to change the HP of tanks to "1" and then auto-place a tank_soak unit to each territory containing tanks at the start of a player's turn, so if I have eight tanks sitting somewhere, eight tank_soak units are spawned as well, which can soak up the hits when attacking.

            B wc_sumptonW 2 Replies Last reply Reply Quote 0
            • B Offline
              beelee @VictoryFirst
              last edited by beelee

              @victoryfirst said in How do I auto-damage units at the end of a player's turn?:

              So there is no way to count the number of units in a territory?

              there is with "unitPresence" but you'd have to make a condition for each one. So a separate condition for 1 unit and, 2 , 3 ... and so on.

              Youd also need separate triggers for each one.

              Edit
              and you'd have to do it for each territory

              Edit 2
              and for each player 🙂

              VictoryFirstV 1 Reply Last reply Reply Quote 2
              • wc_sumptonW Offline
                wc_sumpton @VictoryFirst
                last edited by

                @victoryfirst

                If you are thinking of using "createsUnitsList" then you have to remember that this will only work during a player's endTurn phase, and is really not a good workaround.

                Cheers...

                1 Reply Last reply Reply Quote 2
                • VictoryFirstV Offline
                  VictoryFirst @beelee
                  last edited by

                  @beelee

                  Heh heh I see, it's a pain in the ass 🙂 I think it's handier to just edit then.

                  B 2 Replies Last reply Reply Quote 1
                  • B Offline
                    beelee @VictoryFirst
                    last edited by

                    @victoryfirst

                    heh heh just do a few at a time. Start with the high use areas. Maybe do 20 tanks. Once you have it done you can copy paste find and replace for the other players.

                    I think your idea of adding the hit soakers might work. Have the soakers place before combat move and then remove them after combat

                    1 Reply Last reply Reply Quote 1
                    • B Offline
                      beelee @VictoryFirst
                      last edited by

                      @victoryfirst

                      could call the soakers "reactiveArmor" lol

                      wc_sumptonW 1 Reply Last reply Reply Quote 1
                      • wc_sumptonW Offline
                        wc_sumpton @beelee
                        last edited by

                        @beelee, @VictoryFirst

                        Nothing deals with hitPoints, techAttachments, territoryEffectsAttachments, unitSupportAttachments. To add something, it would need to be designed in, and would have to account for the unit's combat situation, offence/defense. Both territoryEffectsAttachments and unitSupportAttachments could be modified. But as I stated this would need to be designed.

                        Cheers...

                        1 Reply Last reply Reply Quote 3
                        • cameronC Offline
                          cameron
                          last edited by

                          i think you'd need the game to have separate HP values for ATT/DEF just like it does for firepower... and that would lead ro all sorts of problems especially for units that have more than 2 HP... maybe if it was changed so that units full healed each repair phase instead of just 1 HP at a time.

                          wc_sumptonW 1 Reply Last reply Reply Quote 1
                          • wc_sumptonW Offline
                            wc_sumpton @cameron
                            last edited by

                            @cameron said in How do I auto-damage units at the end of a player's turn?:

                            maybe if it was changed so that units full healed each repair phase instead of just 1 HP at a time.

                            There is the "repairUnits" for both the endGame and move delegates. And map properties.

                            <property name="Units Repair Hits End Turn" value="true" editable="true">
                              <boolean/>
                            </property>
                            <property name="Units Repair Hits Start Turn" value="false" editable="true">
                              <boolean/>
                            </property>
                            

                            Cheers...

                            cameronC 1 Reply Last reply Reply Quote 2
                            • cameronC Offline
                              cameron @wc_sumpton
                              last edited by cameron

                              @wc_sumpton

                              actually, that makes them heal less...

                              when i tried:

                              <property name="Units Repair Hits Start Turn" value="true" editable="false">
                              	<boolean/>
                              </property>
                              <property name="Units Repair Hits End Turn" value="false" editable="false">
                              	<boolean/>
                              </property>
                              

                              then:

                              • units healed 0 HP at end of their Turn Complete phase
                              • units healed 0 HP at end of other players Turn Complete phase
                              • units healed 1 HP at start of their Combat Move phase

                              when i tried:

                              <property name="Units Repair Hits Start Turn" value="true" editable="false">
                              	<boolean/>
                              </property>
                              <property name="Units Repair Hits End Turn" value="true" editable="false">
                              	<boolean/>
                              </property>
                              

                              then:

                              • units healed 1 HP at end of their Turn Complete phase
                              • units healed 0 HP at end of other players Turn Complete phase
                              • units healed 1 HP at start of their Combat Move phase

                              when i tried:

                              <property name="Units Repair Hits Start Turn" value="false" editable="false">
                              	<boolean/>
                              </property>
                              <property name="Units Repair Hits End Turn" value="true" editable="false">
                              	<boolean/>
                              </property>
                              

                              then:

                              • units healed 1 HP at end of their Turn Complete phase
                              • units healed 1 HP at end of other players Turn Complete phase
                              • units healed ? HP at start of their Combat Move phase [always fully healed before this point but one assumes 0]

                              EDIT: corrected lazy copy/paste errors

                              1 Reply Last reply Reply Quote 1

                              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
                              • 1 / 1
                              • First post
                                Last post
                              Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums