I really don't know how to make the shared health, or any of that, but I made a group of 4 marines and 1 marauder (small group I know) follow different formations. Formations you can type in: Arrowhead Formation, Box Formation, Free, and Congo Line. The marauder also has buttons for each of these, with the exception of Congo Line. Had to use the Data Editor a TINY bit, just making buttons for the different formations. And if you want something with pure triggers I can have a version without the buttons.
EDIT: Sometimes the marines will push the marauder or other marines around to get into formation. To reform so that the formations is perfect, just issue the marauder an order to move. If the marines get out of place (you order them to move, they attack something, etc) move the marauder to fix that, too.
Is this still going? :P I was bored. Needed something to do. (I realise it's ages old, but it's still on the front page, so hey why not?)
What mine currently does is when you press + on your numpad, it will put the selected units into a square formation, you will lose control of those units and gain control of a new controller unit, which as the name implies, moves the army around. All that works soundly. Planning on making it so that the health of the controller represents the group (Not sure what I'll do about shields, seeing as it works for any mix of units...), and uhh.. - will eventually disintegrate the group, when I'm finished with the other more important stuff.
Any advice for how to screen cap? [not a huge fan of fraps, but if it's the only option I got...] If I get around to recording it, perhaps some suggestions from everyone as to what I can/should add?
Alright... I must warn the GUI seems pretty messy. Not horribly so, but, I can't say I'm a fan of using "Pick every unit" group actions, but I use it a lot in this unfortunately, so I might eventually rewrite this in galaxy (if/when I find a nice editor like JASSCraft for WC3)
Anyway, current features/controls:
-select units, press + on numpad, it will form a group. an observer controls the group, and the observer's health represents the group's current/total
-select units, press - on numpad, it will remove those units from the group, and the group will reshape as necessary
-all units' speeds are set to the slowest member of the group, so the group won't lose formation when moving (However, I'm not sure that this feature undoes itself... I used set movement speed to unit's default, but it looks like it [or maybe I'm imagining] does not revert back to original speed)
-units become uncontrollable, but not unselectable nor hidden health bars because I figured if this were ever to be utilised in an actual map it would be more practical for users to be able to view each unit's health, attack, or whatever information they might acquire from selecting.
-the reason health bars still exist and they still act as individual units is to maintain the balance of individual units instead of buffing/lowering based on a group average (also more practical for a "real" map, or so I imagine)
-all basic movement features accounted for (attack/attack move, move, patrol, hold position, etc) [but I don't advise in patrolling, due to resulting in complete madness.]
-group will reform the formation (if it is broken) if the observer is stopped [but will not reform if they're holding position.]
-works for up to 1000 groups in one map
I never got around to making it so you can combine groups or add units to groups, but I realised that'd require a rewrite of the group create trigger, so.. If I rewrite this in galaxy, it will exist only then :P
[edit] oh look at that, this forum doesn't allow page breaks... excuse the fact it's a block of text.
I love this idea, but sadly I lack the expertise or the will to do a squad system, but has anyone ever played the dawn of war series? The squad mechanics in that game are my favorite by far in any game. If anyone is lacking in inspiration i think they should check out dawn of war 2 for a second and take a gander at what they are doing.
I have been working on mihai14 entry for some time now but I haven't found a way to make it work with multiple group simultaneously.
Whenever I create a second group at the same time, it replaces all the variable with the last created units, thus fucking up the whole system XD
I'm learning a lot while toying with your entry guys, but can someone help me out on that one.
I don't expect anybody to do it for me, but I'll put the map in link so you have an idea on how mihai14 entry is after I tweaked it. I just need some explanation on logically how solve this problem, I'm quite uncertain how to thinkthink programming logics...
Oh I haven't uploaded that version, still working on it. I'm aiming for memory efficiency
I really don't know how to make the shared health, or any of that, but I made a group of 4 marines and 1 marauder (small group I know) follow different formations. Formations you can type in: Arrowhead Formation, Box Formation, Free, and Congo Line. The marauder also has buttons for each of these, with the exception of Congo Line. Had to use the Data Editor a TINY bit, just making buttons for the different formations. And if you want something with pure triggers I can have a version without the buttons.
EDIT: Sometimes the marines will push the marauder or other marines around to get into formation. To reform so that the formations is perfect, just issue the marauder an order to move. If the marines get out of place (you order them to move, they attack something, etc) move the marauder to fix that, too.
This gives me an idea. The formations are like revolutionary war platoons moving around. I wonder if I could make a battle like Emire: Total War...
Is this still going? :P I was bored. Needed something to do. (I realise it's ages old, but it's still on the front page, so hey why not?) What mine currently does is when you press + on your numpad, it will put the selected units into a square formation, you will lose control of those units and gain control of a new controller unit, which as the name implies, moves the army around. All that works soundly. Planning on making it so that the health of the controller represents the group (Not sure what I'll do about shields, seeing as it works for any mix of units...), and uhh.. - will eventually disintegrate the group, when I'm finished with the other more important stuff. Any advice for how to screen cap? [not a huge fan of fraps, but if it's the only option I got...] If I get around to recording it, perhaps some suggestions from everyone as to what I can/should add?
@elmstfreddie: Go
Just upload the map here
Alright... I must warn the GUI seems pretty messy. Not horribly so, but, I can't say I'm a fan of using "Pick every unit" group actions, but I use it a lot in this unfortunately, so I might eventually rewrite this in galaxy (if/when I find a nice editor like JASSCraft for WC3) Anyway, current features/controls: -select units, press + on numpad, it will form a group. an observer controls the group, and the observer's health represents the group's current/total -select units, press - on numpad, it will remove those units from the group, and the group will reshape as necessary -all units' speeds are set to the slowest member of the group, so the group won't lose formation when moving (However, I'm not sure that this feature undoes itself... I used set movement speed to unit's default, but it looks like it [or maybe I'm imagining] does not revert back to original speed) -units become uncontrollable, but not unselectable nor hidden health bars because I figured if this were ever to be utilised in an actual map it would be more practical for users to be able to view each unit's health, attack, or whatever information they might acquire from selecting. -the reason health bars still exist and they still act as individual units is to maintain the balance of individual units instead of buffing/lowering based on a group average (also more practical for a "real" map, or so I imagine) -all basic movement features accounted for (attack/attack move, move, patrol, hold position, etc) [but I don't advise in patrolling, due to resulting in complete madness.] -group will reform the formation (if it is broken) if the observer is stopped [but will not reform if they're holding position.] -works for up to 1000 groups in one map
I never got around to making it so you can combine groups or add units to groups, but I realised that'd require a rewrite of the group create trigger, so.. If I rewrite this in galaxy, it will exist only then :P
[edit] oh look at that, this forum doesn't allow page breaks... excuse the fact it's a block of text.
how about this Leader and Minion System?
i don`t know how to link this video..
I love this idea, but sadly I lack the expertise or the will to do a squad system, but has anyone ever played the dawn of war series? The squad mechanics in that game are my favorite by far in any game. If anyone is lacking in inspiration i think they should check out dawn of war 2 for a second and take a gander at what they are doing.
I have been working on mihai14 entry for some time now but I haven't found a way to make it work with multiple group simultaneously.
Whenever I create a second group at the same time, it replaces all the variable with the last created units, thus fucking up the whole system XD I'm learning a lot while toying with your entry guys, but can someone help me out on that one.
I don't expect anybody to do it for me, but I'll put the map in link so you have an idea on how mihai14 entry is after I tweaked it. I just need some explanation on logically how solve this problem, I'm quite uncertain how to thinkthink programming logics...
For some reason I can't update the link I just game, so here is the real updated map I want you guys to look into!!
bump