Just do not forget about the potential of getting a single line to branch into as many as 5 different ones. That should be sufficient for most games.
Also for visuals each target would represent 1 beam so lowering it to that many would probably be counter productive. I say 8 should be the cap with the search using TS distance.
I see you guys working on power line stuff, I made something similar a long time ago. With visuals and such, but haven't worked on it in forever.
Its also difficult for me to work on stuff because the editor crashes my computer in about 5 minutes. But, here's the map anyways, maybe there's some useful stuff in it you guys can use as well.
One Idea I do remember having for solving the Self powering close pylons was to add a debuff, say 1 second or so, after power is lost, where something cant be re-powered. I don't remember if I left that in or not. I do know this version only has the single target towers.
@Lilianna: In your system each power link can only power one additional link, and I guess this is not what they want. Also, if the chain is broken it will restart using another power link and it is possible to lose power for whole chains that should retain power, just because of the single target limit. Your idea of making it a channeled effect is exact what I thought would work to reduce lag potential in my system, and also keep power links from changing target and then keeping power without a generator.
And here is my system capped to 1 "target" per pylon. Which actually means each one targets a Nexus or a powered Pylon to get power from it. And visual effects clearly show that eventually a Pylon will change its target to a new closer pylon, and the 2 will be "free" from the chain.
Let's keep working, this power system will be up and running very soon ;-)
I knew my towers only targeted one other target, that is why I mentioned it. I didn't crash, and I got multi-target working, I think. I didn't do extensive testing on it. But it looked like it works(And doesnt seem to back target, though actors might break). :o
Also Channeled spells are still just persistent effects, I don't see how they are much different from just a persistent.
Here, have another look, maybe you can find useful stuff in its.
First to work on the map file. I added the Twon Hall building and the Droid. Town Hall can Build Droids and Droids can Build Town Halls. Added a glossary category for robot units. Added a start location so we can play the map and check everything.
@DrSuperEvil: Looks like I forgot to rename the Biodome. Not a problem, when I resume working on it I'll change that. I don't think its a good idea to settle with one power system right now, since we don't even have buildings that require power it can wait.
Is it a good idea to start working on the Scout Drone based on that Automaton critter? I can make Twon Halls build them for now so we can use them in game.
Ok, I'll keep working on it then. Uloading map file again. Added the Scout Drone and set player race to robots. I think this model might not need the New Folsom turret over its head. We may save the idea for another unit or a turret.
Without campaign dependencies we can't use any of the additional assets. Right now we need them. If we are going to use our own assets that won't be a problem, but I'd say its always a good idea to have access to all the games' models, sounds... and pretty much everything else.
Here I am again. Added the Processing Plant building. Added resources to the map for testing purposes. Added one more building (T1 units requirement?), using a temporary model.
EDIT: Added Smog Generator building. Moved the Scout Drone to the Sceurity Node building. Added an S.C.U. unit idea.
Working on it. Fixing some of the structures so they are no longer using originals and adding an action actor to SCU. Do we want the gas collecting structure to be harvestable and also mine some itself or it upgrades like in the campaign to exclude the other? And why did you set the smog generator to halve the rate of queued stuff (training and research)? Also working on SCU weapon a little. What is all that signal junk in the SCU turret model. You tested is the range actor works?
EDIT: The smog generator range actor does not work, consider basing it off TTychus05 Objective Radar
@DrSuperEvil: The SCU was just a rushed addtional to show the model idea, didn't put much working on it beyong making it look like that. The Smog Generator bugs you mentioned weren't supposed to be there ;-)
For the Processing Plant, I guess the idea is just like the campaign version, upgrading it will make it harvest by itself, no workers allowed.
EDIT: Did you test the map? Processing Plant and Security Node's names and descriptions are broken. Town Hall can't build droids but can lift off. Can't build Smog Generator because the requirement is set ofr the previous building. I don't know why they need to be new unit entries, I used entries that will never be used in a melee map.
EDIT2: All that signal junk was an attempt to make the turret die along with the unit. Something I've never tried before and clearly didn't work. The turret will stay there forever.
I only did a crude fix so there is alot that needs work. After you have made your latest alterations, I might pick up the slack and continue the reviewing process.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Just do not forget about the potential of getting a single line to branch into as many as 5 different ones. That should be sufficient for most games.
Also for visuals each target would represent 1 beam so lowering it to that many would probably be counter productive. I say 8 should be the cap with the search using TS distance.
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
I see you guys working on power line stuff, I made something similar a long time ago. With visuals and such, but haven't worked on it in forever.
Its also difficult for me to work on stuff because the editor crashes my computer in about 5 minutes. But, here's the map anyways, maybe there's some useful stuff in it you guys can use as well.
One Idea I do remember having for solving the Self powering close pylons was to add a debuff, say 1 second or so, after power is lost, where something cant be re-powered. I don't remember if I left that in or not. I do know this version only has the single target towers.
@Lilianna: In your system each power link can only power one additional link, and I guess this is not what they want. Also, if the chain is broken it will restart using another power link and it is possible to lose power for whole chains that should retain power, just because of the single target limit. Your idea of making it a channeled effect is exact what I thought would work to reduce lag potential in my system, and also keep power links from changing target and then keeping power without a generator.
And here is my system capped to 1 "target" per pylon. Which actually means each one targets a Nexus or a powered Pylon to get power from it. And visual effects clearly show that eventually a Pylon will change its target to a new closer pylon, and the 2 will be "free" from the chain.
Let's keep working, this power system will be up and running very soon ;-)
I knew my towers only targeted one other target, that is why I mentioned it. I didn't crash, and I got multi-target working, I think. I didn't do extensive testing on it. But it looked like it works(And doesnt seem to back target, though actors might break). :o
Also Channeled spells are still just persistent effects, I don't see how they are much different from just a persistent.
Here, have another look, maybe you can find useful stuff in its.
First to work on the map file. I added the Twon Hall building and the Droid. Town Hall can Build Droids and Droids can Build Town Halls. Added a glossary category for robot units. Added a start location so we can play the map and check everything.
I AM FINISHED.
The town hall is called Command Biodome? Also it is not in the tech tree.
Did we ever come to a consensus on the power system?
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@DrSuperEvil: Looks like I forgot to rename the Biodome. Not a problem, when I resume working on it I'll change that. I don't think its a good idea to settle with one power system right now, since we don't even have buildings that require power it can wait.
Well we had it working just seemed to have a disconnect between efficiency and visuals.
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What do you think of Lilianna's system?
Is it a good idea to start working on the Scout Drone based on that Automaton critter? I can make Twon Halls build them for now so we can use them in game.
Well scout drone with new folsom attachment on head. Not had time to look at his power system carefully.
Edit: Having looked at it, it is no more efficient than your method.
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Ok, I'll keep working on it then. Uloading map file again. Added the Scout Drone and set player race to robots. I think this model might not need the New Folsom turret over its head. We may save the idea for another unit or a turret.
I AM FINISHED.
Is us not having campaign dependencies on going to be an issue?
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Without campaign dependencies we can't use any of the additional assets. Right now we need them. If we are going to use our own assets that won't be a problem, but I'd say its always a good idea to have access to all the games' models, sounds... and pretty much everything else.
In short: I'd use campaign dependencies.
Well then back to the start because you cant load them once you have altered a map.
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o_0 How do you come up with this? I did add campaign dependencies subsequently on multiple occasions, without any major problems.
Nrm it only applies if the map has not yet been saved.
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Here I am again. Added the Processing Plant building. Added resources to the map for testing purposes. Added one more building (T1 units requirement?), using a temporary model.
EDIT: Added Smog Generator building. Moved the Scout Drone to the Sceurity Node building. Added an S.C.U. unit idea.
I AM FINISHED.
Working on it. Fixing some of the structures so they are no longer using originals and adding an action actor to SCU. Do we want the gas collecting structure to be harvestable and also mine some itself or it upgrades like in the campaign to exclude the other? And why did you set the smog generator to halve the rate of queued stuff (training and research)? Also working on SCU weapon a little. What is all that signal junk in the SCU turret model. You tested is the range actor works?
EDIT: The smog generator range actor does not work, consider basing it off TTychus05 Objective Radar
Finished
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@DrSuperEvil: The SCU was just a rushed addtional to show the model idea, didn't put much working on it beyong making it look like that. The Smog Generator bugs you mentioned weren't supposed to be there ;-)
For the Processing Plant, I guess the idea is just like the campaign version, upgrading it will make it harvest by itself, no workers allowed.
EDIT: Did you test the map? Processing Plant and Security Node's names and descriptions are broken. Town Hall can't build droids but can lift off. Can't build Smog Generator because the requirement is set ofr the previous building. I don't know why they need to be new unit entries, I used entries that will never be used in a melee map.
EDIT2: All that signal junk was an attempt to make the turret die along with the unit. Something I've never tried before and clearly didn't work. The turret will stay there forever.
I only did a crude fix so there is alot that needs work. After you have made your latest alterations, I might pick up the slack and continue the reviewing process.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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