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    posted a message on Hyperion Saboteur

    The reason why I made this "top" look is that thanks to the wall design, you can't see things behind them. I guess I could make some switch between top and regular look...

    Posted in: Project Workplace
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    posted a message on Hyperion Saboteur

    Hyperion saboteur

    The Hyperion misjumps and finds itself in uncharted space sector. Players, playing as the crew of hyperion, are trying to return back. Some of them, however, are secret agents, working for Dominion, and are trying to sabotage the ship.

    Game Basics

    Each of 4 -12 players is playing a single crew member. There are 20 avaiable characters (unique), divided to 4 classes (soldiers, engineers, IT personell and scientists). Each of those classes has a specific role onboard hyperion, and they are all necessary for success (although most characters can fulfill roles of other classes when needed, with lower efficiency). Each time a player dies, he choses a new character to play with. If he can't chose (all characters are already dead or played by someone else), the crew of the hyperion loses.

    Saboteurs

    At the beginning of the game, random players are chosen as saboteurs (depending on number of players, there can be multiple saboteurs). Their goal is to stop hyperion from returning home. They can plant explosives, kill crew members, disable devices, blame other players... Saboteurs don't choose another crew member, they are rather respawn at enemy command, where they can command dominion forces or join them personally in attacks.

    Ship Systems

    Air pressure

    The ship is divided into rooms and corridors, connected by airlocks. If a hull breach occurs, the entire room is depressurized. Such room is uninhabitable without space suit, and needs to be repaired and repressurized immidiatelly. The oxygen reserves are limited.http://www.hiveworkshop.com/forums/attachment.php?attachmentid=98898 You can see doors sealed, as the pressure has dropped too low. I am trying to get away from that area, but I don't have authorization to operate airlocks. :grin:

    Explosives

    There are many different types of explosives avaiable onboard hyperion (frag grenades, EMP charges, ....). All explosives must be equipped with a fuse (there are 3 types of fuses - each can be combined with any explosive), allowing players to turn explosives in proximity mines, or remote-controlled detonators. http://www.hiveworkshop.com/forums/attachment.php?attachmentid=98896 Placing a bomb with a time fuse.http://www.hiveworkshop.com/forums/attachment.php?attachmentid=98897

    Computers

    Ship as big as hyperion has an advanced inner computer network. Each player is assigned into some user groups (depedning on his character), which have different access rights to ship systems. If you have proper access rights, you can take control of devices remotely, restrict other players from accessing certain systems, use turrets...http://www.hiveworkshop.com/forums/attachment.php?attachmentid=98899 The access right setup screen.

    Logs

    Many of your actions onboard the ship are logged. It is the IT personell's responsibility to manage them and check for suspicious activities. Logs of course can be cleared, if one has access rights, to mask past actions.

    Enemy

    The main issue of the crew won't be the saboteur, but enemy units, coming from space, or random events happening on the ship. Important part of the game is space and board combat, where mostly soldiers fight for ship's safety. In space, players will pilot Wraiths and on land, they will use a variety of weapons and suits. Of course it is possible to deal with attackers in some other way, like trapping them in airlock and dumping the air, or planting mines.

    Hyperspace jump

    In order to win the game, Hyperion must jump through hyperspace couple times. (Each of these jumps will take 5-10 minutes to prepare, 5 jumps required, so the game will take between 30 and 60 minutes.) Jumping to hyperspace leaves everything outside the ship behind, even other players in wraiths!


    Progress: Explosives and Air pressure done, terrain done (although more devices will be added(item shops/sentry turrets...), computers almost done, logs have some basic functionality. There are a couple weapons, working ammunition system, enemies board the ship, hyperspace jump works. Alpha version is published on EU for testing (victory conditions are not yet working, so it's not playable). It is unlocked, you can take a look at whatever systems I made.

    I have started a video preview series of the game's systems, here is the first:

    Embed Removed: https://www.youtube.com/v/KQByLbzf7G0?fs=1
    Posted in: Project Workplace
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    posted a message on Naming a unit through triggers

    The error is propably caused by the fact that the field Name should contain a link to a text, not the text itself. Or maybe it is just locked for editing.

    I use the Unit - Set info text to change the unit's sub-name, don't know about the actual name...

    Posted in: Triggers
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    posted a message on Behavior used, get triggering Behavior - Unit.

    I think the triggering unit function works for this event. Beware though, it is called attribute points changed, but it only fires when a unit gains a behavior that modifies attributes, not it loses one.

    Posted in: Triggers
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    posted a message on Beam Actor Events - Need Help Plz

    What I do is create the Beam at Effect.Start, "At target". For Launch and Impact Host fill in _Unit and Scope Target/Scope Caster respectivelly. Works fine.

    Posted in: Data
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    posted a message on [Tutorial, Trigger, Data]Show/Hide/Destroy Any Given Actor For Specified Players Only

    Don't forget about the Selection Update event, it has a asynchronous version, which also could be used for a workaround.

    Posted in: Tutorials
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    posted a message on 12 player Traceline and Terrain Collision. CPU friendly

    This is so ineficient!!! I don't know where you got the idea for such a traceline, but it is just a wrong solution. Also rrowland already posted this same algotrithm here. By the way, here is how it's done : http://www.hiveworkshop.com/forums/starcraft-ii-editor-help-zone-647/simple-2d-traceline-function-167915/

    Your main problem is calling "Units in region" 50 times. Do you realize the engine goes through every unit in game when you call this function? That means for 500 units in game, 25 000 unit position test are run. That is the cause of FPS dropping to 1 in FP mode, even without any terrain.

    What you should do is pick all units in a big region, that covers the range, and test for each unit, how far it is from the line of fire.

    Posted in: Triggers
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    posted a message on checking inventory empty slots

    If you need to check that EVERY slot is empty, then use the Unit group "Items carried by hero", and count number of units in it.

    Posted in: Triggers
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    posted a message on Weird game crash related to dialog item: panel

    True, it's simpler to use multiple dialogs, as there are no helper functions for Dialog Item creation. I just don't get why they didn't fix it in 1.2.1 (maybe no one ever used them, so they didn't see the problem)

    Posted in: Triggers
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    posted a message on Weird game crash related to dialog item: panel

    It seems that it crashed on exiting the game (that's why it crashed if starcraft was running before). For me it crashes even with one panel in dialog. Also it crashed if item is hooked up in unexisting panel.

    Posted in: Triggers
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    posted a message on Start listing things that annoy you about the editor and I'll give to Blizzard

    Maps in player screen - in b.net player screen, new tab should be added with all (public) maps that were published on this account, along with some stats. The author name on all maps should be a link to the author, rather than just a name. (So that players can see what other maps the author made, if they like some of his work). There could be a mini-discussion or at least some way to tell the author anything. That's actually part of my next point:

    Way to communicate with author - There should be a way to leave feedback for the author. There should be some way players could message author directly from the game (if there is a contact they could use, no one would ever say anything. There needs to be a single-click way to post messages, then there is a slight chance of getting any kind on feedback on the map)

    Bug reporting - if there is a bug, players click according button, write a message and author gets a replay and the comment about the bug.

    Map stats - I would like to see some statistics for my map, as number of games played, how often players leave.... I just would like to know what is going on with my maps.

    Posted in: General Chat
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    posted a message on Number Loop.

    The function he uses (Player (picked integer) from Team1) is exactly what you talked about - it returns Xth player from player group. The only problem here is that the loop should go from 1 to (Number of players in team 1), instead of always 4.

    Posted in: Triggers
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    posted a message on Number Loop.

    Have tested it alone or with 7 other players? I can image the function (Player (picked integer) from Team1) would end with an error when (picked integer) is 4 and the group only has one player. (Same of course for team 2)

    Posted in: Triggers
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    posted a message on DotA 2 by Valve
    Quote from Eiviyn: Go

    Try making a profit off something you make with the editor that isn't a donation. See what happens.

    That is something slightly different - if you make a map and charge players for playing it, you also charge them for using starcraft, and that you can't. However if you create a RPG wth good story and someone wants to buy the story and write a book of it, you can do that. And the same goes for systems - you can sell your map system/idea to anyone (the EULA "just" says that blizzard can sell your ideas, too)

    Posted in: General Chat
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    posted a message on DotA 2 by Valve
    Quote from Eiviyn: Go

    (they do own everything you create in the map editor).

    This is not true, not even for starcraft with it's outrageous EULA, thus it can't apply for warcraft. Whatever you make, YOU own. That is the constitution (in like 99% of countries), so no license agreement of any kind can change that. (Like if there was a agreement that blizzard has right to end your life if they want to, it wouldn't apply for the same reason)

    Posted in: General Chat
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