Well this is hard for me to explain but i'll try.. I wanna make a battlecruiser have some "pieces" wich can individually be attacked and destroyed.
Like the engine, weapons system, bridge, yamato gun, etc.. The model would be the battlecruiser model, I just wanna be able to click on the units "parts" and check their vitals, so when all of them are destroyed the battlecruiser dies. I guess the battlecruiser itself should be untargettable and probably invulnerable. Have some behaviors wich kill him once all attachments are dead. The attachments would be invisible, maybe just show fire when damaged but it must look like the battlecruiser. Also when they're damaged/dead i would apply behaviors to the main unit like the engine damaged unit can't move. They also must be individually targettable by enemies.
The hole idea is to have a big ship wich can't be really destroyed by a small fighter squad, but they could slow it down by destroying their engines or disarm it by destroyin their weapons. Since I plan to apply this to mothership, carrier, battlecruiser, etc. (big ships) what I need is more an explanation of the process or how to better do it wich is easy to just apply by myself to all ships. (unless someone wants to do it lol)
It must be purely data, no triggers.
I post here because i have no idea of how to do this, so if anyone could give me a clue or a link to somewhere it's been discused. I know I should do a search before this but i don't even know how is it called to search for it.
Thanks.
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Impossible with pure data. As the missile impact sites on a single unit are actors they cannot feed back to data. You would have to use multiple units. You might be able do it with an arm magazine ability and the ammo units are near infinitely fast/no collision that are targetable but unselectable. As for the individual component destruction that would require a composite unit made out of several actors (the one terraining exercise made a good mothership and battle cruiser).
Long ago a project did something similar with upgradable battleship components but they used triggers.
Yeah, I found something like that, this guy made a fully destructible ship but was almost purely triggered. Hmm well waht about hardpoints, is there a way to detect where is the attack comming from or make the attacks hit the nearest hardpoint of the unit? Maybe I make a behavior depending on damage taken from wich part or by remaining life percentage and then apply the "negative buffs".
About destruction I think it might be possible (if like i said is possible to detect where the attack is hitting or comming from), several SOPs with like one "damaged fire" actor spawning on each SOP depending on damage at point.
With magazine units, I have to set them up in the magazine ability with the offset like the broodlord hangar? Or we have a way to do this with actors? I don't see the ability giving me the control on their position I need.
Rollback Post to RevisionRollBack
I like the lore. Check my latest projects at:
My Profile and My Team
Triggers could tell the direction the attack came from. As stated you need a multi unit solution.
The SOps would apply to the visuals only and not be able to feed back. Besides you need a State Monitor actor instead.
Even if the ammo units have near infinite speed? Well you could always have a matrix of Apply Force effects that keep them in place using Location Range validators to keep them in place.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Wow, to many concepts at once, gonna stop bitching and try your suggestion. I'm not sure about using it since it involves triggers, the map already has lag issues and i dont wanna make it worse with periodic triggers.
Care to point any general idea/tip to improve lag issues?
Rollback Post to RevisionRollBack
I like the lore. Check my latest projects at:
My Profile and My Team
Check for high poly models being spammed. Check for looping timers in actor events and triggers. Make sure triggers and dead stuff is destroyed properly.
Odds are your triggers are not optimal.
As for the multi unit concept just have a hexagon of arm magazine ammo units that have a triangular interaction with the units nearest them pushing and pulling each other into place.
For this case its a melee map, hmm, i only have 4 triggers init trigger, and other 3 to give upgrades to AI with spaced time elapsed events.
I'm more with the actor and behavior stuff causing lag.
But those things about triggers are useful for other map i'm making thanks!
Gonna try the magazine now, post back here later.
Rollback Post to RevisionRollBack
I like the lore. Check my latest projects at:
My Profile and My Team
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Well this is hard for me to explain but i'll try.. I wanna make a battlecruiser have some "pieces" wich can individually be attacked and destroyed.
Like the engine, weapons system, bridge, yamato gun, etc.. The model would be the battlecruiser model, I just wanna be able to click on the units "parts" and check their vitals, so when all of them are destroyed the battlecruiser dies. I guess the battlecruiser itself should be untargettable and probably invulnerable. Have some behaviors wich kill him once all attachments are dead. The attachments would be invisible, maybe just show fire when damaged but it must look like the battlecruiser. Also when they're damaged/dead i would apply behaviors to the main unit like the engine damaged unit can't move. They also must be individually targettable by enemies.
The hole idea is to have a big ship wich can't be really destroyed by a small fighter squad, but they could slow it down by destroying their engines or disarm it by destroyin their weapons. Since I plan to apply this to mothership, carrier, battlecruiser, etc. (big ships) what I need is more an explanation of the process or how to better do it wich is easy to just apply by myself to all ships. (unless someone wants to do it lol)
It must be purely data, no triggers.
I post here because i have no idea of how to do this, so if anyone could give me a clue or a link to somewhere it's been discused. I know I should do a search before this but i don't even know how is it called to search for it.
Thanks.
I think it's the hardpoints, but dunno if can be done..
Anyone?
Shameless self bump.
Impossible with pure data. As the missile impact sites on a single unit are actors they cannot feed back to data. You would have to use multiple units. You might be able do it with an arm magazine ability and the ammo units are near infinitely fast/no collision that are targetable but unselectable. As for the individual component destruction that would require a composite unit made out of several actors (the one terraining exercise made a good mothership and battle cruiser).
Long ago a project did something similar with upgradable battleship components but they used triggers.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Yeah, I found something like that, this guy made a fully destructible ship but was almost purely triggered. Hmm well waht about hardpoints, is there a way to detect where is the attack comming from or make the attacks hit the nearest hardpoint of the unit? Maybe I make a behavior depending on damage taken from wich part or by remaining life percentage and then apply the "negative buffs".
About destruction I think it might be possible (if like i said is possible to detect where the attack is hitting or comming from), several SOPs with like one "damaged fire" actor spawning on each SOP depending on damage at point.
With magazine units, I have to set them up in the magazine ability with the offset like the broodlord hangar? Or we have a way to do this with actors? I don't see the ability giving me the control on their position I need.
Any ideas?
Triggers could tell the direction the attack came from. As stated you need a multi unit solution.
The SOps would apply to the visuals only and not be able to feed back. Besides you need a State Monitor actor instead.
Even if the ammo units have near infinite speed? Well you could always have a matrix of Apply Force effects that keep them in place using Location Range validators to keep them in place.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Wow, to many concepts at once, gonna stop bitching and try your suggestion. I'm not sure about using it since it involves triggers, the map already has lag issues and i dont wanna make it worse with periodic triggers.
Care to point any general idea/tip to improve lag issues?
Check for high poly models being spammed. Check for looping timers in actor events and triggers. Make sure triggers and dead stuff is destroyed properly.
Odds are your triggers are not optimal.
As for the multi unit concept just have a hexagon of arm magazine ammo units that have a triangular interaction with the units nearest them pushing and pulling each other into place.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
For this case its a melee map, hmm, i only have 4 triggers init trigger, and other 3 to give upgrades to AI with spaced time elapsed events. I'm more with the actor and behavior stuff causing lag.
But those things about triggers are useful for other map i'm making thanks!
Gonna try the magazine now, post back here later.