Aw man hope someone can something like Evil Genius with this system. Would rock. Just need to figure out how to make it appear as if these blocks are inside a mountain that disappears when you hover over it.
Could you explain the Raynor Penetration Rifle ability? It seems it has some behaviors that should be applied to a missile, but I think those might be deprecated or unused, as they changed how they were going to do the ability further down the line.
I just can't figure out how the search area it uses moves with the bullet animation.
What does Jump and Run even mean? A platformer? Similar to Mario or Banjo and Kazooie? I don't see why having 3 possible variations of height would put such a project on hiatus.
This happens on a number of abilities that use multiple phases or sets of abilities. The best solution is just to turn the trigger firing off while the trigger is in action (so it only catches the first attack and ignores the rest until the trigger is done).
What I'd like is to make a slow lumbering vehicle that both turns slowly and cannot move and turn at the same time. The more important thing is the slow turn rate however. I've tried changing the "Movement - Turn Rate" from 360 (siege tank default) to any number but it doesn't seem to do anything.
What do I need to do to change the turn rate?
Set Turning Rate to 0 and Stationary Turning rate to like 70. This should require the tank to turn before moving. Change the acceleration and deceleration and you have a pretty nice "lumbering" effect for a large mechanical unit.
-Panic and Berserk states (your teammates die -> lose control of your soldier -> AI script for running around aimlessly -> panic / berserk) (Idea from user Smokazzi)
Since it seems the author of the XCOM thread has disappeared, I've decided to make my own thread here about my project.
-----------
Mechanics:
Simply put, it's a turn based engine, but instead of something similar to Final Fantasy Tactics' grid style, this engine uses Time Units (Just a name I stole from XCOM, not exactly the same thing) to determine what a unit can do.
When a unit moves or attacks, changes it's facing direction, or casts a spell, the time unit (TU) cost of the ability or move is deducted from the units total TU and the move is made (If the unit lacks the TU, the move is not made and an error is shown)
Rounds, or Turns, are determined by a timer, and can also be ended by the player voluntarily. When all units owned by the player are devoid of TU on the player's turn, the player will voluntarily end their turn and the next turn will begin for the next player (Currently only room for 2 players in-game). This turn end will refresh all TU on the players units. (This system is not completely implemented)
The attack system takes unit range into account (Attack moves only deduct movement costs if the unit has to move to get into range) so a unit that is already in range only takes a TU reduction equal to whatever the cost of the attack is (current placeholder is 15)
-----------
Bugs:
-Bug related to spamming the Attack order, in that it can circumvent costs, and can also be cast when the unit lacks the TU for the attack.
-Bug related to unit selection: Selecting more than one unit and giving orders creates problems
----------
Undecided aspects open for debate/discussion/suggestion
-Factoring facing into attacks: If a unit has to turn to attack or use an ability, should there be an extra deduction to the attack? Should this deduction be based on how far the unit has to turn or be a static number, or a mixture of the two, only deducting if the unit has to turn more than a certain amount of degrees.
----------
The To-Do list for the engine itself is as follows:
-Finish the spell system, deduction and special cases, etc
-Add demonstration spells
-Forcing the selection of only 1 unit
-Finishing the turn system
-Create a cone/arc like line of sight for each unit to give more use to unit facing
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NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
oh nevermind my avatar is in tact.
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Aw man hope someone can something like Evil Genius with this system. Would rock. Just need to figure out how to make it appear as if these blocks are inside a mountain that disappears when you hover over it.
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You also did not see the tutorial request thread, apparently.
http://forums.sc2mapster.com/development/tutorials/510-tutorial-request/
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@ezbeats: Go
Could you explain how you did this? Revealers? LOS blockers?
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Could you explain the Raynor Penetration Rifle ability? It seems it has some behaviors that should be applied to a missile, but I think those might be deprecated or unused, as they changed how they were going to do the ability further down the line.
I just can't figure out how the search area it uses moves with the bullet animation.
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What does Jump and Run even mean? A platformer? Similar to Mario or Banjo and Kazooie? I don't see why having 3 possible variations of height would put such a project on hiatus.
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This happens on a number of abilities that use multiple phases or sets of abilities. The best solution is just to turn the trigger firing off while the trigger is in action (so it only catches the first attack and ignores the rest until the trigger is done).
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Set Turning Rate to 0 and Stationary Turning rate to like 70. This should require the tank to turn before moving. Change the acceleration and deceleration and you have a pretty nice "lumbering" effect for a large mechanical unit.
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It's a visual library that has yet to be released, it says it in the OP (vignetting)
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nominating attacking into Fog of War and an Attack Ground type move since it didn't make it on the list this week.
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-"Attack Area" attacks like Meatwagons from WC3.
-Panic and Berserk states (your teammates die -> lose control of your soldier -> AI script for running around aimlessly -> panic / berserk) (Idea from user Smokazzi)
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This sounds like.... Infestation from Warcraft 3, actually.
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PRDeltoid.264 (US)
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Since it seems the author of the XCOM thread has disappeared, I've decided to make my own thread here about my project.
-----------Mechanics:
Simply put, it's a turn based engine, but instead of something similar to Final Fantasy Tactics' grid style, this engine uses Time Units (Just a name I stole from XCOM, not exactly the same thing) to determine what a unit can do.
When a unit moves or attacks, changes it's facing direction, or casts a spell, the time unit (TU) cost of the ability or move is deducted from the units total TU and the move is made (If the unit lacks the TU, the move is not made and an error is shown)
Rounds, or Turns, are determined by a timer, and can also be ended by the player voluntarily. When all units owned by the player are devoid of TU on the player's turn, the player will voluntarily end their turn and the next turn will begin for the next player (Currently only room for 2 players in-game). This turn end will refresh all TU on the players units. (This system is not completely implemented)
The attack system takes unit range into account (Attack moves only deduct movement costs if the unit has to move to get into range) so a unit that is already in range only takes a TU reduction equal to whatever the cost of the attack is (current placeholder is 15)
-----------Bugs:
-Bug related to spamming the Attack order, in that it can circumvent costs, and can also be cast when the unit lacks the TU for the attack.
-Bug related to unit selection: Selecting more than one unit and giving orders creates problems
----------Undecided aspects open for debate/discussion/suggestion
-Factoring facing into attacks: If a unit has to turn to attack or use an ability, should there be an extra deduction to the attack? Should this deduction be based on how far the unit has to turn or be a static number, or a mixture of the two, only deducting if the unit has to turn more than a certain amount of degrees.
----------The To-Do list for the engine itself is as follows:
-Finish the spell system, deduction and special cases, etc
-Add demonstration spells
-Forcing the selection of only 1 unit
-Finishing the turn system
-Create a cone/arc like line of sight for each unit to give more use to unit facing
----------Map page located here
If you have any questions about the map, feel free to ask here.
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@ProzaicMuze: Go
I nominate cone/arc line of sight. Units only being able to reveal fog of war in an arc from their viewing position.