View Full Version : How do u make invinsible/undestructible walls?
05-06-2002, 07:28 PM
I was just wondering, how do u make undefeatable walls...u can make the wall have 9999 hp...but u can still destroy it.
Also, in the scenario Maul Clones; if u attack the walls, they regenerate back to full hp...how do u do that?
I even tried to look in the scenario editor, but he has:
Trigger - Undefeatable Walls
Effect - damage object (walls in area), quantity 250
- damage object (walls in area), quantity 0
All that does it slowly dmg the walls in that area until they are at 0 hp...or am i doing something wrong, and that's right?
Anyways...thnx for helping out if u can.
05-07-2002, 10:43 AM
Well firstly, to get invisible walls, use the Undefeatable objects, and use them to make the wall.
With regards to the self regenerating walls. I believe it means, that if the wall looses 250 points, then reset its damage to zero(in other words undamaged)
05-21-2002, 02:36 PM
you set it so it will slowly blow itself up. If you want a indestructible wall, make one that has a lot of HP, like 999999, so no one will sit there and wait for it to blow up.
05-26-2002, 07:38 PM
Thanks a lot for the input, but I'd still like to know how to make it regenerate...i use:
dmg objects, quant=250
dmg objects, quant=0
all the does it destroy object (slowly)....so that doesn't work.
and another thing is the undefetable object (unit) doesn't work...i place it on my wall but u can still destroy it.
plz help me with regeneration walls...cause i'd really appreciate that over just giving it 9999hp
05-28-2002, 01:16 PM
You could create a computer controlled player who is everyone's ally and use this player to create the walls.
(Actually you have to make everyone regard this player as an ally)
As they are allied to everyone, no-one will attack them
and so the walls never take any damage.
You should lock out changing allies or have a looping trigger that forces everyone into the situation.
To stop the player from "resigning" straight away (assuming you don't give them any command base or workers) then you could hide a hero away. The computer won't move a hero unless it is attacked and also shouldn't resign.
Hope this helps.
05-28-2002, 02:45 PM
Actually, I am interested to know about the DamageObject 0 points idea.
I have seen this used elsewhere (where it works) but when I try it, I just destroy the object.
I must be missing something, I am interested in a method of "restoring health" without increasing the base number of hitpoints.
Anyone know the secret? :confused:
:D Okay - just worked out the answer.
The "secondary" damage is not zero at all. It is a "negative"
damage. There is a quirk that if you view a negative value it displays as zero.
So, the trick is:
Effect0: DamageObject HvyWall 3000
Effect1: DamageObject HvyWall -3000
The value you use must be at least the max value of HP
What happens is that you cannot damage below 0 HP
so the first effect takes you to zero (normally dead)
but death is not invoked until after the trigger has finished
so you quickly heal back up to the max amount again in the
Note: You have to paste in the minus sign using Shift-Insert
May the Force be with you.
05-28-2002, 09:18 PM
Thanks a lot...i didn't know how to make it go negative...so it is possible...Bantha, u rock...heh
05-29-2002, 02:17 PM
yeah, thats sounds about right. Nice work Bantha. Even the GB SCN guy can use a quick brush-up :D
06-06-2002, 03:40 PM
No problems guys. Always happy to help.
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