Onisagi, how did you get the "Point" that the move command was targeted at? The only current workaround is using a dummy unit to take the place of the leader, while the Leader is is instantly moved to its ordered location and hidden from view until the dummy unit arrives via the follow command.
NVM: I figured that out. Use the Event "Unit Uses Ability" instead of "Unit Receives Order" then set your point variable to the location of the order.
Look at my map. I did use "Unit is issued an order", then use "Target point for (Triggering order)"
I made a map with all the requirements, but probably a lot of bugs...
One I know but didn't spent time to fix it is that when you order targeting a unit other units on the group can chose as target any (ally or enemy) in 5 range of target unit position, and for attack for example should be only enemy.
I am not really good a triggering and everything, but wouldn't it be better to have the squad be a unit with invisible model with one health bar and one selection circle below them. Then just add some untargetable units around it that do stuff the same way people already made them do in this thread.
I though the same thing. But that is more of an data editor thing than a trigger thing (althou most things are better in the data editor in my opinion). This shouldn't be that much of a problem with both.
I've been following other's work and ideas. Since I'm not working tomorrow I'll unch out something spectacular. Feel free to take mine and improve it as well.
I'm going to work a little with the data editor to add buttons for certain formations. Take a look at the video game American Conquest and you'll see what I'm going to try to emulate.
I liked that phoenix V-shape formation too, I'm going to try 3-D cone flight formations as a result :)
My system is based largely on Tfighterpilots, but I made some modifications, such as shared life and added some other commands. Each player can have up to 3 squads of marines on the field at one time. This required alot of "if then else"'s and arrays. The only downside to doing it that way was that it required a whopping 54 functions. There's probably but some way to cut down that number, but I have no idea. Test map is attached, working on getting a video.
the replys look great but if someone could make a mod og this post it up here but have the ablity to selct a group of units and press a button then make them a squad
Old one was too problematic, here's a revamped one:
This video actually shows random squad members getting killed as the zealot attacks. But this new formation makes a lot less sense, because the units are so far apart compared with my first video.. xD, though i could just reduce the spacing...
Formation: Hourglass pattern
HP Bar: Shared between all members of squad
Movement/Pathing: Will keep hour glass pattern when ordered to move as long as nothing impedes its path.
Controlling Squad: Team leader must be selected by a left click, and will become the pivot point of the hourglass, any new chosen squad leaders on-the-fly will swap places with the old one.
I was almost done with an algorithm to allow basically infinite squad size to move into hourglass formation, but too lazy to finish. Solving differential equations to do a trigger algorithm for infinite cases? Not worth it... xD
Coolness. I did this is warcraft way back when, was a load of fun to create and use. Long time no see Onisagi! Do you remember me? You helped me back in the beta on thehelper :P. Good to see you're still modding :).
Here's my go at it. I made it completely with Triggers, no data editor. I could have done a better job using the data editor a little bit, but oh well.
Basically it spawns a squad of 5 marines, with one marine the squad leader. You do everything with him and the others follow.
Damage kills off the marines one at a time, with the Squad Leader's life showing how many squad mates are left.
Formations are done instantly, because having them move posed a few problems:
1 - They'd bump into each other and move each other out of position
2 - It was time consuming.
3 - they didn't always go where they were ordered to.
Alright, I officially finished my system. Up to 18 squads on the battlefield at once, shared movement and abilities and all that stuff, and a research ability that adds two medics to each new squad on marines. There's a lot more possibilities here, but this is all I'm gonna post here. Map is attached.
All right, here is how my system will work once released:
Infinitely many Squads -> Squad will exist and perform actions under a "While" loop as long as the leader unit is alive.
Four ground formations and four 3-D aerial formations -> Ground: Square, Rectangle, Circle, Wedge (wide) / Air: Cube, Rect Prism, Sphere, Cone (Wide)
Designed so that any size formation can be handled that contains less than 225 units (the square of 15)
Leader Unit is easy to see and is the last to die. Health bars are shared as in previous examples on this thread. Command Card has several commands to control formations. First you have the four shapes, you can control the "spread" of the units with two other commands, and the ability to amke them all "hold fire."
A low memory alternative was found to make it so that once units are in formation, they will continue to move in formation. Only when creating the group will the units seem to move random until the first formation is complete.
Only remaining hurdle: Collision, therefore collision is turned off for all units that I've been using.
Next trigger exercise will come a few days after christmas. I love the progress I have seen in this thread and I hope there will be the same activity in the next exercise.
There are two different types of Formation Groups. Ground Formations and Air Formations.
Select as many marines as you want and type: -form
This command will organize them into the nearest perfect square (rounded up).
Select as many phoenix as you want and type -formair
This command will organize them into the nearest perfect cube (rounded up).
Make sure that you put selected units into a control group first. After they complete their formation, go ahead and move them (move the entire control group). You will see that they stay in formation.
What I have completed by tomorrow: Command Card for leader will be updated to allow different formation shapes (2-D and 3-D). Units will ALWAYS move in formation and ATTACK in formation. Single Health bar will be added for formation.
Other notes - Kill the leader unit to kill the entire formation. Type -disband while selecting the leader to disband the formation. Either of these will free up a Formation Group slot. You can have up to 8 formation groups at a time (to make more you must disband or kill them).
You can have up to 3 aerial formations at any time (type disband or kill their leader to free up aerial group slots).
I made another version, much better and supports more formation and much more units but the problem is that i see no way to share life without trigger event of type (take damage) and the squad agains 30 marines for example slows any computer a lot...
Any idea?
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Look at my map. I did use "Unit is issued an order", then use "Target point for (Triggering order)"
I made a map with all the requirements, but probably a lot of bugs...
One I know but didn't spent time to fix it is that when you order targeting a unit other units on the group can chose as target any (ally or enemy) in 5 range of target unit position, and for attack for example should be only enemy.
Here you have the video:
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And the map is attached
I am not really good a triggering and everything, but wouldn't it be better to have the squad be a unit with invisible model with one health bar and one selection circle below them. Then just add some untargetable units around it that do stuff the same way people already made them do in this thread.
@Algirdyz: Go
I though the same thing. But that is more of an data editor thing than a trigger thing (althou most things are better in the data editor in my opinion). This shouldn't be that much of a problem with both.
@vincentgraymore: Go
I've been following other's work and ideas. Since I'm not working tomorrow I'll unch out something spectacular. Feel free to take mine and improve it as well.
I'm going to work a little with the data editor to add buttons for certain formations. Take a look at the video game American Conquest and you'll see what I'm going to try to emulate.
I liked that phoenix V-shape formation too, I'm going to try 3-D cone flight formations as a result :)
My system is based largely on Tfighterpilots, but I made some modifications, such as shared life and added some other commands. Each player can have up to 3 squads of marines on the field at one time. This required alot of "if then else"'s and arrays. The only downside to doing it that way was that it required a whopping 54 functions. There's probably but some way to cut down that number, but I have no idea. Test map is attached, working on getting a video.
the replys look great but if someone could make a mod og this post it up here but have the ablity to selct a group of units and press a button then make them a squad
@aczchef: Go
I can already do this witha simple change of my current code. I'm going to work on this for the rest of night.
Old one was too problematic, here's a revamped one:
This video actually shows random squad members getting killed as the zealot attacks. But this new formation makes a lot less sense, because the units are so far apart compared with my first video.. xD, though i could just reduce the spacing...
I was almost done with an algorithm to allow basically infinite squad size to move into hourglass formation, but too lazy to finish. Solving differential equations to do a trigger algorithm for infinite cases? Not worth it... xD
Coolness. I did this is warcraft way back when, was a load of fun to create and use. Long time no see Onisagi! Do you remember me? You helped me back in the beta on thehelper :P. Good to see you're still modding :).
Here's my go at it. I made it completely with Triggers, no data editor. I could have done a better job using the data editor a little bit, but oh well.
Basically it spawns a squad of 5 marines, with one marine the squad leader. You do everything with him and the others follow.
Damage kills off the marines one at a time, with the Squad Leader's life showing how many squad mates are left.
Formations are done instantly, because having them move posed a few problems:
I'll upload my map in case anybody is interested.
@wingednosering: Go lol, good to see you too. Just doing random stuff for the hell of it.
Alright, I officially finished my system. Up to 18 squads on the battlefield at once, shared movement and abilities and all that stuff, and a research ability that adds two medics to each new squad on marines. There's a lot more possibilities here, but this is all I'm gonna post here. Map is attached.
@Doomsaloto: Go
All right, here is how my system will work once released:
Infinitely many Squads -> Squad will exist and perform actions under a "While" loop as long as the leader unit is alive.
Four ground formations and four 3-D aerial formations -> Ground: Square, Rectangle, Circle, Wedge (wide) / Air: Cube, Rect Prism, Sphere, Cone (Wide)
Designed so that any size formation can be handled that contains less than 225 units (the square of 15)
Leader Unit is easy to see and is the last to die. Health bars are shared as in previous examples on this thread. Command Card has several commands to control formations. First you have the four shapes, you can control the "spread" of the units with two other commands, and the ability to amke them all "hold fire."
A low memory alternative was found to make it so that once units are in formation, they will continue to move in formation. Only when creating the group will the units seem to move random until the first formation is complete.
Only remaining hurdle: Collision, therefore collision is turned off for all units that I've been using.
Next trigger exercise will come a few days after christmas. I love the progress I have seen in this thread and I hope there will be the same activity in the next exercise.
@Twinmold20: Go
Here is a BETA version of what I currently have:
There are two different types of Formation Groups. Ground Formations and Air Formations.
Select as many marines as you want and type: -form
This command will organize them into the nearest perfect square (rounded up).
Select as many phoenix as you want and type -formair
This command will organize them into the nearest perfect cube (rounded up).
Make sure that you put selected units into a control group first. After they complete their formation, go ahead and move them (move the entire control group). You will see that they stay in formation.
What I have completed by tomorrow: Command Card for leader will be updated to allow different formation shapes (2-D and 3-D). Units will ALWAYS move in formation and ATTACK in formation. Single Health bar will be added for formation.
Other notes - Kill the leader unit to kill the entire formation. Type -disband while selecting the leader to disband the formation. Either of these will free up a Formation Group slot. You can have up to 8 formation groups at a time (to make more you must disband or kill them).
You can have up to 3 aerial formations at any time (type disband or kill their leader to free up aerial group slots).
AND MUCH MUCH MORE!
@EdwardSolomon: Go
It doesn't work. They go in formation when I give the command, but when I move them they all just go to the same spot.
That's interesting, there must be a bug. One moment
@EdwardSolomon: Go
It's not a bug, you just didn't make any trigger that will cause them to stay in formation.
I made another version, much better and supports more formation and much more units but the problem is that i see no way to share life without trigger event of type (take damage) and the squad agains 30 marines for example slows any computer a lot...
Any idea?