RK4000 wrote:
Well yes of course, we could potentially specify how many shots from weapon x it takes to kill unit y, but there are so many possible combinations, (n. of units * n. of weapons), to be exact, that it's just not practical, and one entity can only have one DesiredShooterCap value.
Example: It would take 3 shots from a Thaam to kill a LAB, but 10 shots from a Mantis to kill the same LAB. What do you set the DesiredShooterCap to in this case?
Also keep in mind that even if we could figure out how to do the above math and incorporate it into a dynamic DesiredShooterCap value for units, shots can miss frequently when targeting units due to unit micro, whereas SMD never misses a nuke.
No you misunderstand.... Only after controlling the number of attackerA via DesiredShootersCap as a simplified OKC.
However your method had already been done and works as follows:
1)Target unit has a table with the amount of incoming damage and list of attackers.
2) When an attacker is about to fire on our target, the incoming (potential) damage is added to the targets table along with the firing units ID.
3) If the (total combined) incoming damage is greater than the targets current health, force the firing unit to re-target.
Please keep in mid hat his assumes that each and every shot will always hit if fired. Hence it's also necessary to removed the incoming damage that doesn't impact.
ResinStatistics: Posted by Resin_Smoker — 03 Jan 2015, 22:06
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