Frankly speaking I didn't even know about items until mid way through developing this really. As well I like behaviors because its a very clean way to visibly show a flag in possession of a unit through creating a mini version on the unit's overhead attach point, as well as a quick way to attach the 'move at 60% speed' effect that the flag is supposed to push. Since there are four flags and then four holder buildings per team and most of the game will be fought trying to steal the flags back from one another. Also this all works through collisions to minimize the amount of buttons and commands the players need to do.
What might also explain why I want minimal player key pressing is its a WASD/mouse single unit per player so if I can keep them using just the mouse for their attacking/aiming and the WASD for moving all the better.
Frankly speaking I didn't even know about items until mid way through developing this really. As well I like behaviors because its a very clean way to visibly show a flag in possession of a unit through creating a mini version on the unit's overhead attach point, as well as a quick way to attach the 'move at 60% speed' effect that the flag is supposed to push. Since there are four flags and then four holder buildings per team and most of the game will be fought trying to steal the flags back from one another. Also this all works through collisions to minimize the amount of buttons and commands the players need to do.
What might also explain why I want minimal player key pressing is its a WASD/mouse single unit per player so if I can keep them using just the mouse for their attacking/aiming and the WASD for moving all the better.
Not a fan of WASD myself I avoid any game with it because well... Standard SC2 control are better in most cases.
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To each their own, but yah this explains why being able to have triggers recognize when a behavior was applied or removed from a unit was so central to making things work. It worked without it but now I can do sounds & global visual cues for when flags are stolen or brought home etc.
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@SouLCarveRR: Go
Frankly speaking I didn't even know about items until mid way through developing this really. As well I like behaviors because its a very clean way to visibly show a flag in possession of a unit through creating a mini version on the unit's overhead attach point, as well as a quick way to attach the 'move at 60% speed' effect that the flag is supposed to push. Since there are four flags and then four holder buildings per team and most of the game will be fought trying to steal the flags back from one another. Also this all works through collisions to minimize the amount of buttons and commands the players need to do.
What might also explain why I want minimal player key pressing is its a WASD/mouse single unit per player so if I can keep them using just the mouse for their attacking/aiming and the WASD for moving all the better.
Not a fan of WASD myself I avoid any game with it because well... Standard SC2 control are better in most cases.
@SouLCarveRR: Go
To each their own, but yah this explains why being able to have triggers recognize when a behavior was applied or removed from a unit was so central to making things work. It worked without it but now I can do sounds & global visual cues for when flags are stolen or brought home etc.