i've recreated the reaver using the data editor only for my map.
i used the model posted here for now if thats ok? but i am looking for one with animations and proper texture mapping :)
also the model is huge. like. massive. i had to scale it to 10% of it's original size and even then. the area where the game detects if my mouse is over the model is gigantic. 3x the area of the unit. but otherwise gw :)
well. the condition in the If-Then-Else is pretty much it
but if your refering to the "Event" that triggers it
i simply have it as a periodic event for now. i tried unit property changes > resources but that didn't work.
Unit Group - Pick each unit in (Extractor units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
((Picked unit) (Current)) == 0
Then
Unit - Set (Picked unit) Resources to 2.0
Else
what you can do however. is just make a trigger that is only "on" when you need it to be run. then just have it run on a 3 second timer or w/e with a condition
((Closest unit to <i used a point> in <Unit Group you want to as Trigger> is in (Region(<Point>, <Radius>))) == true
I've been working on a map for just over a week now.
mainly inspired by a zombie rpg map i played from warcraft 3. each player controlling a hero unit. items and such. objectives to accomplish. all the while being assaulted by zombies constantly. very easy to die.
wanted to do something similar. i basically designed it the same. 8 players. each player controlling 1 hero unit. 4 classes. i made a fairly simple spawning script which spawns infested terrans around the players and removes them once they are too far away.
it will also detect if someone has run off on their own and spawn.... ALOT of infested for that player. punishing splitting up.
i then started making fairly simple "missions/objectives" that would spawn. i made it in a way that the objectives were random and while locations were pre-determined. which location the objective actually spawned at would be random.
so for instance i have a mission that spawns called stranded team. which spawns a handful of marines somewhere and has infested attack them. infested grow with time and players need to get to them before they die. rewards xp and probably something in the future. this is a really simple mission that can pretty much be spawned anywhere. all it needs is 3 regions. an objective. friendly spawn and enemy spawn region.
i have another mission that spawns a few buildings and then drop pods fall all around them and infest them. this mission has no "failure" condition. it simply spawns a set amount of infested that seek out and attack the player (via attack wave campaign ai). the number increases with each wave.
i have another mission but it's more or less a larger version of stranded team.
i've created a shop and items. you can buy new and better weapons at the shop for your heroes. plan to add more items like armor and such.
i want to also have consumable items like grenades and others to help in pinch spots.
overall idea i have is to make the map quite hard. heavy focus on working together. completing missions to level up/acquire better items.
the climax will eventually be the giant zerg base which. like the infested mission will create attack waves and send them to kill the players. these grow in strength over time but not as quickly.
last objective will be to destroy the zerg base.
i basically still have a TON of work to do. trigger/data editor wise. but i just dont have the time or the ability to pull off the terrain. obviously want it to be very detailed. being an rpg'ish map. along with needing many many good locations for missions of different types.
for example one idea i had which i remember from the warcraft 3 map was to have a power station go out. turning off all the street lights in the map. your mission would then basically be to go out and find... power cores? or something? to get it running again. completing the mission would reward xp and turn the lights back on (no real benefit from this but it'd look cool)
here are some screenshots of what i've done so far.
these are basically "indev" shots. you can see i have a buttload of heroes. you would normally have 1. you would also not be able to see the entire map. i havn't decided on shared vision between players or limiting vision to your hero only yet.
Class Selection (and kind of an intro)
Defend Outpost Mission
Player Units dropped off
Zerg Base
Stranded Team Mission
Stranded Team Completed. Rewarded with +25 XP
Infestation Mission Intro
Level 5 Zerg Attack Wave
So. Many. Triggers. (despite this map being probably 1/10th of completed as my TD. it's already more triggers...)
so anyway. as you can see. the terrain is. flat. i figured to find a talented terrain person i'd need some sort of proof of concept so they know they aren't wasting their time.
if you are one or know of one. pm me ;)
http://www.sc2mapster.com/maps/infestation/
@Maul2:
make sure the missile actor is correct in the attack actor
check the launch attachment points and such in the attack actor
those are the main things
i've been thinking of doing one.
last night i got started on it. was more of an exploratory "i wonder if i even have the knowledge to do this kind of map" type thing
but i made a simple 8 players with 3 hero classes (medic/marine/techmarine) and infested civilians would spawn around them in a radius. zombies too far away would be removed.
i might make it into a full blown map who knows.
im trying to implement player controlled spawning. i have it all pretty much done.
theres one problem with it however that i cannot seem to overcome.
basically player 1 spawns a unit. that unit is spawned for players 2, 3, 4.
it's added to the action queue with a wait time of 0.75.
the problem is. if player 1 has queued up 100 units to spawn in the action queue. nothing by any other player will get spawned until those 100 units have spawned for player 1.
im trying to work out a way to make it possible for units to spawn in ALL lanes at the same time without having double spawns
my action queue trigger for player 1
Player 1 Spawns Unit
Events
Unit - Any Unit Enters Unit Spawner P1
Local Variables
Spawned Unit = No Game Link <Game Link - Unit>
Conditions
Game Started == 1
Mode == 2
Actions
Unit - Remove (Triggering unit) from the game
Variable - Set Spawned Unit = (Unit type of (Triggering unit))
Trigger - Add (Actions) to the action queue
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Player Lives[1] > 0
Then
Unit - Create 1 Spawned Unit for player 1 at (Center of Spawn(P2)) using default facing (No Options)
Unit - Change ownership of (Last created unit) to player 14 and Retain Color
Environment - Execute Unit Spawned Effect on (Last created unit) from player 14
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Player Lives[2] > 0
Then
Unit - Create 1 Spawned Unit for player 1 at (Center of Spawn(P3)) using default facing (No Options)
Unit - Change ownership of (Last created unit) to player 14 and Retain Color
Environment - Execute Unit Spawned Effect on (Last created unit) from player 14
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Player Lives[3] > 0
Then
Unit - Create 1 Spawned Unit for player 1 at (Center of Spawn(P4)) using default facing (No Options)
Unit - Change ownership of (Last created unit) to player 14 and Retain Color
Environment - Execute Unit Spawned Effect on (Last created unit) from player 14
Else
General - Wait 0.75 Game Time seconds
im only against it if the person doesn't ask my permission
and then doesn't bother to update it when i release new versions.
frankly im sick to death of people publishing my map without my permission. getting to the point where im thinking about not publicly releasing my map anymore.
PhotonCannonProtectRange (Unnamed)
this is an actor
it is created ingame through another actor called
Placement Model
PhotonCannonProtectRange (Unnamed)
links DIRECTLY to the weapon of the photon cannon. it should make a circle for the exact range as the range value for
Weapon Phase Cannon - Photon Cannon
0
i've recreated the reaver using the data editor only for my map.
i used the model posted here for now if thats ok? but i am looking for one with animations and proper texture mapping :)
also the model is huge. like. massive. i had to scale it to 10% of it's original size and even then. the area where the game detects if my mouse is over the model is gigantic. 3x the area of the unit. but otherwise gw :)
uploading a video of it in action currently. will post it in a few minutes.
http://www.sc2mapster.com/maps/brood-war-1-5/
0
@SouLCarveRR:
well. the condition in the If-Then-Else is pretty much it
but if your refering to the "Event" that triggers it
i simply have it as a periodic event for now. i tried unit property changes > resources but that didn't work.
0
i did this with a trigger...
Unit Group - Pick each unit in (Extractor units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
((Picked unit) (Current)) == 0
Then
Unit - Set (Picked unit) Resources to 2.0
Else
0
@Argonanth:
short answer you can't
what you can do however. is just make a trigger that is only "on" when you need it to be run. then just have it run on a 3 second timer or w/e with a condition
((Closest unit to <i used a point> in <Unit Group you want to as Trigger> is in (Region(<Point>, <Radius>))) == true
0
0
0
0
0
im trying to implement player controlled spawning. i have it all pretty much done.
theres one problem with it however that i cannot seem to overcome.
basically player 1 spawns a unit. that unit is spawned for players 2, 3, 4.
it's added to the action queue with a wait time of 0.75.
the problem is. if player 1 has queued up 100 units to spawn in the action queue. nothing by any other player will get spawned until those 100 units have spawned for player 1.
im trying to work out a way to make it possible for units to spawn in ALL lanes at the same time without having double spawns
my action queue trigger for player 1
Player 1 Spawns Unit
Events
Unit - Any Unit Enters Unit Spawner P1
Local Variables
Spawned Unit = No Game Link <Game Link - Unit>
Conditions
Game Started == 1
Mode == 2
Actions
Unit - Remove (Triggering unit) from the game
Variable - Set Spawned Unit = (Unit type of (Triggering unit))
Trigger - Add (Actions) to the action queue
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Player Lives[1] > 0
Then
Unit - Create 1 Spawned Unit for player 1 at (Center of Spawn(P2)) using default facing (No Options)
Unit - Change ownership of (Last created unit) to player 14 and Retain Color
Environment - Execute Unit Spawned Effect on (Last created unit) from player 14
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Player Lives[2] > 0
Then
Unit - Create 1 Spawned Unit for player 1 at (Center of Spawn(P3)) using default facing (No Options)
Unit - Change ownership of (Last created unit) to player 14 and Retain Color
Environment - Execute Unit Spawned Effect on (Last created unit) from player 14
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Player Lives[3] > 0
Then
Unit - Create 1 Spawned Unit for player 1 at (Center of Spawn(P4)) using default facing (No Options)
Unit - Change ownership of (Last created unit) to player 14 and Retain Color
Environment - Execute Unit Spawned Effect on (Last created unit) from player 14
Else
General - Wait 0.75 Game Time seconds
0
0
0
0
0
0