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    posted a message on Hex Based Movement

    I wish to make movement of my units hex based, like the the turn based strategy game Battle for Wesnoth. Below is an example picture: Hex Based Example

    I plan to use behavior stacks to represent the amount of hexes a unit can move, unless a better way is suggested. And I don't need the terrain to be in a hexagonal format, but I would like to track how many hexes it would take to move around cliffs, doodads, etc. as well as determining impassible hexes (cliffs and doodads). I'm thinking of using an array of points (though this may be massive for larger maps) for the center of each hex and precalculating them. Then, when a player issues a move order, I can reorder the move using the closest point. Of course, I may be looking completely in the wrong direction, so please point me accordingly and if I am right, please help me on how to implement this.

    I just recently noticed that this system is used in this map here. I downloaded it and attempted to observe its system, but to no avail, as the triggers are very messy. Could someone else analyze this?

    As a side note, notice that, near the center of the above image, there is the text "4 Slowed" floating above a unit. I've seen this done in SC II, but how do I do it? I will need that for my damage system.

    Posted in: Triggers
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    posted a message on (Solved) Experience and Levels: Defining Your Own

    Ok do you mind explaining how I can accomplish this? I'm relatively new to the data portion, although I do understand triggers decently.

    EDIT: Wait, wouldn't Attach Model to Unit work for the Combat Shield?

    Posted in: Data
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    posted a message on (Solved) Experience and Levels: Defining Your Own

    Ok, thanks. Next question: how can I change the model used each time the unit levels?

    Fir example:

    Marine levels up to 2. Marine changes to Marine with Combat Shield. Marine levels up to 3. Marine changes to War Pig.

    I don't want the unit to change, just the model. I also noticed the Combat Shield is its own model that is added on. I plan to do the same thing to zerglings, etc. once I learn this.

    Posted in: Data
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    posted a message on (Solved) Experience and Levels: Defining Your Own

    I have heard countless times that one can make heroes with custom experience and levels. First off, I can't find this while editing a hero based off a marine. I do see "Kill Experience" under the Combat tab, but how do I modify the threshold at which it levels up? Second, can I apply this to a non-hero?

    Example:

    Siege Tank at level 1 with 20 XP kills a Marine. Marine yields 10 XP. The XP cap for level 1 is 25, so Siege Tank levels up to 2.

    It's obvious that I modify "Kill Experience" to 10, and for that matter, how can I yield 10 XP per level of unit killed? How do I define the levels, and their XP caps?

    Posted in: Data
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    posted a message on Trigger to Exit SC2?

    @TheAlmaity: Go

    Wait a minute: if my map is put on as a screensaver by Windows (as is my intention), shouldn't it be automatically closed once the mouse is moved, thus I don't need exit code or triggers?

    Posted in: Triggers
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    posted a message on Trigger to Exit SC2?

    @Vexal: Go

    Ok two things, how can you start SC2 directly into a map without login? And does a game crash show up with a windows error report, or something else like a "the game crashed" when its restarted?

    Posted in: Triggers
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    posted a message on Trigger to Exit SC2?

    Is there a way to safely exit StarCraft 2 from within a trigger? I'm trying to make a screensaver map that exits out completely once the mouse is moved, or the keyboard pressed.

    Posted in: Triggers
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