I think the key here is that an ability that causes HP regen will eventually use a behavior no matter how you do it (unless you wanted to make it complex and unprofessional by using triggers to do what the behavior does just fine... trust me, you don't). If you wanted to make it all official, you could attach the ability to the behavior, but you can skip a step by creating the button and the behavior, and then changing them both when the unit levels up the ability. You don't actually need an object of the data type "ability" at all to produce the desired game experience for this passive ability.
Lol. Yeah, at first he was the biggest of the four, but while messing around with stuff, I thought it looked best (and makes me chuckle my pants off) to have him be the smallest, and in back :P
Ignore the random stuff all over the map. I used a project i was playing around with as the start for this, since i had some basics set up that I wanted to use, and I didn't see any reason to bother removing all the other stuff :P. to get the picture, type go in chat.
@progammer: Go
when working on the bejeweled puzzle, the camera should be directly overhead or only very very slightly off. This'll fix the cluttered look.
Not to ruin the fun (cause I obviously really love the work that the OP put into this), but I'm curious how many people have attempted turn based combat on the editor? Are there any other cute little TBC engines running around in diapers?
I had started something that kept track of action points, but I was just messing around and never really got anywhere with it. Anyone else?
I know how it would be done, but not sure if it would help. I tried this at one point, but wasn't able to get it working very well. Basically, you make everything that is outside of the region that is a circle around the target of the camera hide or unload its model, then, anything that is within that region, you unhide/show its model. Note that when you hide stuff... that changes what happens in the game... so only use it if you know you don't even want anything going on with that unit.
.... when I said to check out the party mode ability, I was serious. Did you check it out? Cause it looks to me like you didn't, based on what you've said since then.
Well, I hate to be the bearer of bad news, but I can't find a way to do it. I think your best bet may be creating a duplicate unit with that attribute (mechanical zergling) and replacing the unit with the old unit's vitals.
That is a terrible solution, though. This is the kind of thing that makes me think there'll be some major updates to the editor in years to come.
@Hamstroman: Using one unit to represent an army wouldn't be that hard. You store a unit group as a variable in an array (UnitGroup[Player#][Group#]), and replace it by a unit when not in combat, then replace that unit with the unit group when in combat. (You could even just hide them to keep vitals, etc, the same).
Also, are you planning on releasing this engine for the public? Please say yes. :) If it gets into general circulation, it'll probably get put into a lot of maps. Just request that people give you proper credit, and I believe any serious map makers will.
General Suggestion:
Since unit control is turn based, camera work could be a focus of games using this technique.
Game suggestions:
I'd very much like to see a remake of one of the following:
Battle for Wesnoth (the game was pretty cool, except being terribly balanced. You had to save and load literally every round, sometimes multiple times, or you couldn't make it to the last level, and sometimes, even that didn't do it.)
Ogre Battle
Final Fantasy Tactics
Other games using this style include Baldur's gate and Dragon age (optional). Also, as noted previously, Heroes of Might and Magic and other games used turn based combat. But honestly, despite the quality of BG and DA as games, I'd rather see ogre battle or Wesnoth remade as a mod.
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@o3210: Go I just read your post a little more carefully. Looks good.
Basically, o3210 is teaching you how to make the right Passive ability button show up... = good. :) Do it.
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I think the key here is that an ability that causes HP regen will eventually use a behavior no matter how you do it (unless you wanted to make it complex and unprofessional by using triggers to do what the behavior does just fine... trust me, you don't). If you wanted to make it all official, you could attach the ability to the behavior, but you can skip a step by creating the button and the behavior, and then changing them both when the unit levels up the ability. You don't actually need an object of the data type "ability" at all to produce the desired game experience for this passive ability.
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@Lennywing: Go
Lol. Yeah, at first he was the biggest of the four, but while messing around with stuff, I thought it looked best (and makes me chuckle my pants off) to have him be the smallest, and in back :P
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Ignore the random stuff all over the map. I used a project i was playing around with as the start for this, since i had some basics set up that I wanted to use, and I didn't see any reason to bother removing all the other stuff :P. to get the picture, type go in chat.
check out: http://gameslatest.com/wp-content/uploads/2009/10/beatles_abbey_road.jpg
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@progammer: Go when working on the bejeweled puzzle, the camera should be directly overhead or only very very slightly off. This'll fix the cluttered look.
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Not to ruin the fun (cause I obviously really love the work that the OP put into this), but I'm curious how many people have attempted turn based combat on the editor? Are there any other cute little TBC engines running around in diapers?
I had started something that kept track of action points, but I was just messing around and never really got anywhere with it. Anyone else?
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Glad to have an experienced modder around. Now get to work! Lol. j/k... kinda :P I am excited to see what you come up with.
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I know how it would be done, but not sure if it would help. I tried this at one point, but wasn't able to get it working very well. Basically, you make everything that is outside of the region that is a circle around the target of the camera hide or unload its model, then, anything that is within that region, you unhide/show its model. Note that when you hide stuff... that changes what happens in the game... so only use it if you know you don't even want anything going on with that unit.
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.... when I said to check out the party mode ability, I was serious. Did you check it out? Cause it looks to me like you didn't, based on what you've said since then.
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Well, I hate to be the bearer of bad news, but I can't find a way to do it. I think your best bet may be creating a duplicate unit with that attribute (mechanical zergling) and replacing the unit with the old unit's vitals.
That is a terrible solution, though. This is the kind of thing that makes me think there'll be some major updates to the editor in years to come.
If anyone knows of a way, praytell.
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He wants 2 pet lings and marine gear.
:P
Actually, check out the party mode ability from the ability contest.
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I got a text tag to move with a unit. I think it was the attach text tag to unit trigger.
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@Hamstroman: Using one unit to represent an army wouldn't be that hard. You store a unit group as a variable in an array (UnitGroup[Player#][Group#]), and replace it by a unit when not in combat, then replace that unit with the unit group when in combat. (You could even just hide them to keep vitals, etc, the same).
Also, are you planning on releasing this engine for the public? Please say yes. :) If it gets into general circulation, it'll probably get put into a lot of maps. Just request that people give you proper credit, and I believe any serious map makers will.
0
General Suggestion: Since unit control is turn based, camera work could be a focus of games using this technique.
Game suggestions:
I'd very much like to see a remake of one of the following: Battle for Wesnoth (the game was pretty cool, except being terribly balanced. You had to save and load literally every round, sometimes multiple times, or you couldn't make it to the last level, and sometimes, even that didn't do it.)
Ogre Battle
Final Fantasy Tactics
Other games using this style include Baldur's gate and Dragon age (optional). Also, as noted previously, Heroes of Might and Magic and other games used turn based combat. But honestly, despite the quality of BG and DA as games, I'd rather see ogre battle or Wesnoth remade as a mod.
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Nice. Thanks for the help.
Lol. Love the video you grabbed to demonstrate. I can tell its very, very important to you ;)