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    posted a message on Giving a unit cliffwalking at certain times...
    Quote from zifoon: Go

    A lot of ppl are thinking that reaper's cliff jumping is an effect or ability. Only its animations is an effect or ability. Without the effect or ability on the unit it will still cliff walk. The movement on the unit is set as "cliff walker" as opposed to "ground" Cliff walking is just another walking method.

    The only method I can come up with is making duplicate units and morphing (look at lift off ability for Terran buildings)

    If you edit the Reaper and remove his Cliff Jump behavior (leaving his Mover intact) he will walk up to cliff as if it weren't in his way, but he won't actually jump it. He'll just run against the edge uselessly. The Reaper does not use the same mover as the Colossus.

    The Colossus can cliff-walk just because of his mover. The Reaper requires a Behavior AND a mover to work properly. Take one or the other out and he just won't do it.

    I've discovered though that is is sufficient for the unit to have ever had the Cliff Jump behavior. If you give him the behavior and then remove it (or add a requirement to the behavior and then remove the requirement) the unit will go on Cliff Jumping as if nothing happened. Once a unit acquires a Jump behavior, it seems that it's effects are permanent.

    Posted in: Miscellaneous Development
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    posted a message on Creating Weapons

    Yup, if you change the effect of the Gauss Rifle to Nuke - Calldown, then he will drop a nuke every time he attacks. If you want to bypass the "dropping" bit, you can use the Nuke (Damage) effect instead. The actor is already set up to create the explosion any time the Damage effect is invoked, so basically your marine would be creating massive explosions on every attack. Of course, he'd probably get himself killed pretty quickly since the nuke does not discriminate.

    Of course, it is very simple to modify the nuke so that it won't affect the marine or his allies.

    Posted in: Miscellaneous Development
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    posted a message on I can't figure this out - chain lightning

    I got it working. Let me see if I can explain this.

    The Archon's weapon has a "Set" effect. The first of the Set is Archon damage, which shoots a bolt as normal. The second effect is an "Apply Behavior" which goes on the targeted unit. The behavior has a periodic effect that executes only once, on a .1 second timer (so there is a .1 second delay before the bolt bounces). The Periodic Effect does a "Search" effect, just like a mutalisk attack, and the Search effect again does the Archon damage effect (or another Set if you want to bounce it again). Since the damage effect originated from a behavior though, the bolt shoots out of the unit who possesses the behavior. Incredible, the Archon is still credited for the damage dealt by this bolt, since he is the one who applied the behavior. The behavior remembers it's parent =)

    The only issue is that if bouncing more than once, it's probably possible for two targets to just bounce the bolt back and forth between each other. I may be able to use validators on the Search to ensure that doesn't happen (by ignoring any targets that already have the behavior i.e. recently received a bolt) but it could cause issues if multiple units tried to apply the effect at once. There may be a way to create perfect bouncing behavior via triggers, but that's a project for another day.

    For now, my archon will enjoy blowing up probes two at a time: http://i10.photobucket.com/albums/a109/MasterDinadan/bolts-1.jpg

    I had some fun with this, such as changing the behavior to shoot out TEN bolts, spaced .1 second apart. Basically, the archon "charges" the probe and it starts zapping all of the probes nearby ;-) You can do a lot of fun stuff with behaviors and effects.

    Posted in: Miscellaneous Development
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    posted a message on Infestation (Inspired by Dark Deeds)

    Hey, I'm brainstorming a map called Infestation. If you've ever played Dark Deeds for WarCraft III, it will be similar in concept to that, but also very different. The premise is that the players are crew members aboard a space station which has been infested by the Zerg. A number of the crew members have also been afflicted with a parasite which has taken complete control of them and seeks to eliminate the rest of the Terrans on the station. The players must survive and hold off the infestation long enough for rescue to arrive, while some players will attempt to sabotage their efforts.

    Every player gets the same basic character, with the same capabilities as any other character, but they are customized through a variety of skills. Skills make you perform certain actions more effectively, but almost never grant you exclusive access to any special abilities (for instance, someone with no engineering skill can still build, but it will take them an extremely long time).

    Right now, the skills I have in mind are Engineering, Biology, Perception, Toughness, and Command. Depending on how you distribute your skills, you can orient yourself towards being a combat character or support character.

    Engineering allows the player to create and repair structures throughout the station. Structures include lighting (without which players have limited vision and move very slowly), atmosphere generators (without which players lose health and may not heal through any means), hatches, surveillance systems, etc. Skilled engineers can build more quickly, spend fewer resources on repairs, and can buff or sabotage structures.

    Biology allows the player to heal himself and others, traverse creep with fewer penalties, can "radar" detect Zerg (i.e. Terran Sensor Tower) and can even do a blood test to try to detect the parasite in another player (the test is lengthy and not completely accurate, especially with low skill). Biologists can also buff, which work particularly well on Zerg units and is incentive for infested players to specialize in Biology.

    Perception helps the player use weapons effectively, particularly at range (there will be a chance to miss for attacks which increases with distance), improves their sight and detection, especially in darkness, and can place debuffs on targets.

    Toughness is pretty self-explanatory. It gives you more health and helps you survive longer without atmosphere generators. It also helps you use certain equipment without suffering penalties, and you can pry open hatch doors.

    Command allows the player to manipulate NPCs aboard the station as well as keep tabs on the other players. I haven't got a very good concept of this skill yet but I definitely want a skillset that emphasizes interaction with NPCs.

    Success requires some amount of multitasking. Players have to be aware of threats as they are occurring, but they need players to emphasize combat to deal with the Zerg, and emphasize Support to deal with failing systems. Either of these situations may be made worse by an infested player using their skills to do harm

    This is still early in the planning stages so a lot of things are subject to change. I don't intend to get a lot of work done on the map itself until SC2 is released (so I have full access to all of the assets and data). In the mean time, I'm mainly making myself familiar with the editor and brainstorming.

    What I really need is: -Playtesters! I'm looking to make this a 12 player map so the more the merrier. This is looking to be a pretty involved game and I want people who can look out for bugs and give me feedback on balance issues. If you want to playtest it, let me know, but remember it will be some time before a playable version is available. -Ideas! I'm definitely open to suggestions. -Possibly someone who wants to do Terrain. I CAN do it myself but I'd really rather not. I'm sure someone else is more talented than me and I'd rather devote my efforts to triggers and data editor.

    Posted in: Project Workplace
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    posted a message on colliding size of units

    "Radius" determines the units collision size with other units, I think. "Inner Radius" determines their collision size with buildings.

    Posted in: Miscellaneous Development
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    posted a message on Making a rocket launcher (missile that collides with objects in its way)?

    Didn't look at the map, but this shouldn't be too tough.

    Have the ability create a unit. The unit has an actor with a missile model and is triggered to constantly move in one direction (until it times out I guess). The unit should also have a Behavior of the "Buff" type with a periodic effect. The periodic effect should be a "Search" with a minimum target of 1 and no error message. The effect will be a Set consisting of doing damage to the search target (or doing another search and damaging everything in an area if you want it to aoe) followed by the missile destroying itself.

    Hope this all makes sense. I haven't tried, but I'm pretty good with Behaviors and Effects and I think this will work.

    Posted in: Miscellaneous Development
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