I have some idea that could make no trigger TD possible, an entirely complete TD.
Everything will be handled by data editor.
Vote here on which format you want me to start this project, this can be a very time consuming project, but might help with expanding understanding of the data editor.
It might get scrapped depends on my magic/hidden/evil interpretation of the votes results
Also dont expect fancy effects/actors on that map as it is for concept purpose. And I'm no fancy guy.
I'd love to see this progammer, for I'm curious to see if it really can be done... not to mention it's something I'd never be able to do myself :P My love for triggers is far too strong to make good use of the data editor, I'm afraid :(
I guess you can do wave spawning through persistent effects, and im sure it's possible to use a search effect or validator or both to make sure no units are on the map (in other words, wave is dead)
Making a very basic TD is probably easy then. Have a unit/structure preplaced and have it have a behavior/persistent that spawns unit's periodically, and have the final effect kill the unit (to trigger victory for the player).
But making a more complex TD is gonna take a lot of time, and i'm sure you'll find a lot of things i can't even think off.
I think what programmer means is a mod.
No one seriously attempted to create a working mod yet right? Only maps.
Making a mod means you create a module that can be used on "any" related maps, say a VS TD mod that can work on melee maps, which has units being spawned from main base to attack your opponent's base, and you get to build your TD based on the layout of a melee map.
no, im pretty sure what hes going to do is a basic TD without the use of triggers. Not a mod, but more of a "proof of concept". It's not supposed to be a fun to play map, but a map that proves something. The fun to play part would only be a bonus.
Behaviors, persistents, etc.
Place a Unit Spawner somewhere, give it a temporary behavior that casts a spawn effect on expiration. All spawned units periodically cast a temporary buff on all units of type Unit Spawner which will create the spawn effect for the next wave at expiration.
Once all spawned units died the buff isn't refreshed anymore and the next wave's units spawn.
And so on.
It can be done easily. Question is whether it needs to be done.
Ok you got me there, the complexity of the map will be inversely proportion to the detail of the tutorials. Everyone is sure pissed of making actual map so I just want to have fun. Besides a tutorial for data editor is better when they have specific purpose and coherent.
If i'm not doing it, I will write a guide on how this work.
Poll closed. The project has been taken and underway by Twiner. I might help with his project and/or writing guide on the mechanics. But it may not be soon.
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I have some idea that could make no trigger TD possible, an entirely complete TD.
Everything will be handled by data editor.
Vote here on which format you want me to start this project, this can be a very time consuming project, but might help with expanding understanding of the data editor.
It might get scrapped depends on my magic/hidden/evil interpretation of the votes results
Also dont expect fancy effects/actors on that map as it is for concept purpose. And I'm no fancy guy.
Anyway, vote on. (I voted no for my lazyness)
Progress:
You lie. There's a trigger. :P
But in all seriousness, I'm curious how you'd pull this off. Do enlighten us!
I can imagine how would he do it, but its time consuming and does it worth it?
@Hookah604: Go
For Aiur !!!
Was this not done by someone back in the beta?
I'd love to see this progammer, for I'm curious to see if it really can be done... not to mention it's something I'd never be able to do myself :P My love for triggers is far too strong to make good use of the data editor, I'm afraid :(
I don't really see the point.
You got triggers so why not use them if it's easier. In the end the result matters, not how you do it.
For the challenge :)
I guess you can do wave spawning through persistent effects, and im sure it's possible to use a search effect or validator or both to make sure no units are on the map (in other words, wave is dead)
Making a very basic TD is probably easy then. Have a unit/structure preplaced and have it have a behavior/persistent that spawns unit's periodically, and have the final effect kill the unit (to trigger victory for the player).
But making a more complex TD is gonna take a lot of time, and i'm sure you'll find a lot of things i can't even think off.
gl hf
You're wrong because he don't want to make a "TD". He want to make a "TD without trigger".
The goal of this is not the game, but precisely how to do it.
I think what programmer means is a mod. No one seriously attempted to create a working mod yet right? Only maps.
Making a mod means you create a module that can be used on "any" related maps, say a VS TD mod that can work on melee maps, which has units being spawned from main base to attack your opponent's base, and you get to build your TD based on the layout of a melee map.
no, im pretty sure what hes going to do is a basic TD without the use of triggers. Not a mod, but more of a "proof of concept". It's not supposed to be a fun to play map, but a map that proves something. The fun to play part would only be a bonus.
I'd be interested to see how it works..
A: "I'm gonna make myself a car with quadratic wheels!"
B: "Don't be stupid. You could hardly drive with it."
A: "I don't want to drive it. I just want to have a car with quadratic wheels."
Now, why would anyone want to make a car with quadratic wheels?
Behaviors, persistents, etc.
Place a Unit Spawner somewhere, give it a temporary behavior that casts a spawn effect on expiration. All spawned units periodically cast a temporary buff on all units of type Unit Spawner which will create the spawn effect for the next wave at expiration.
Once all spawned units died the buff isn't refreshed anymore and the next wave's units spawn.
And so on.
It can be done easily. Question is whether it needs to be done.
Because they can
I would rather you make another awesome map to play.
@s3rius: Go
Ok you got me there, the complexity of the map will be inversely proportion to the detail of the tutorials. Everyone is sure pissed of making actual map so I just want to have fun. Besides a tutorial for data editor is better when they have specific purpose and coherent.
If i'm not doing it, I will write a guide on how this work.
Vjeux's mapster defense was done by xml editting, and does utilize galaxy coding.
Totally wrong analogy. It's more like making a car out of only LEGO.
@topic: Do whatever you want, but a I think a nice little tutorial/explanation wouldn't be wrong ;)
@Vitkar: Go
Poll closed. The project has been taken and underway by Twiner. I might help with his project and/or writing guide on the mechanics. But it may not be soon.