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    posted a message on Zombie Assualt: House Defense

    Ah.... So it's been a few days since I last provided an update on my map. So heres whats new:

    • *Bilger special zombie is 100% done (Finally), I got it to spawn units on death, which was what was holding me up for the longest time. I might add splash damage to it's attack later, but as of right now I'm so damn irratated with messing with this unit that i'm not going to touch it untill after i'm done. Also I had apparantly spelling "bilge" wrong. Spelling correction made haha
    • Charger Special Zombie is 100% done. The only hang i had been having with this unit was the fact that i was having troubles with my imported sounds. The chargers attack towards buildings now sounds much more impressive; You may actually soil yourself when you hear this guy going to town on your walls.
    • Behemothe special zombie unit 99% done. Basically a boss zombie, this guy is a beast. Insanely hard to kill and can cliff walk. No where is safe from this monster's deadly reach. The only saving grace is it's extremely slow movement/attack speed. You can actually avoid it's attack if your fast enough. Team work/ good microing skills are going to required to kill this guy ;) Is not blocked by other zombies
    • Bilge Rats Special zombie unit 90% done. These little guys spawn out of the bilger upon it's death. Are more of an annoyance than anything alone, but in numbers they're dangerous. low damage, low health, High attacks speed and movement. I'm thinking of later adding the ability for them to morph into bilgers after living for a certain amount of time (wont be implemented untill after first version is completed). Are not blocked by other zombies
    • Human Unit Ice Blaster is very nearly finished. After hours of finaggling with it's attack actors/models I finally got it to spray a ice blue mist instead of a fire orange-red-ish color. Apparantly the devil dog and fire bat share the same flame animation, but different flame models or something. Yeah.... don't ask me how I found it; I have no idea .
    • Human Unit Survivor (Hunting Rifle) is 100% complete. Basically just a ghost that does more damage and only has the snipe ability. You'll need these guys to help take on the special zombies effectively.
    • Human Unit Survivor (Dual Pistols) is 100% complete. Fast attack speed, low damage, Fast movement (You move faster with the pistol, everyone knows that). these guys should be usefull in softening up the zombies before they hit the house. They are cheaper than any other unit, except for the robot drones.
    • Human UnitRobot Drone is 100% complete. These guys build your support structures, i.e.: defensive walls, cloning tank. Repairs are also handled by these guys.
    • Human Unit Rudimentary Drone 100% complete. These guys are basically downgraded versions of the robot drone. The only thing they can build is workshop. They can also do repairs. Can only have 1. Are built by your starting hero.
    • Human Structure Work Shop 100% completed. This is where you build your Mechanical units at. All units here are going to cost alot more than your biological ones, but will have way more health and stopping power. Robot Drones are also built here.
    • Human Structure Defensive wall 100% complete. These are going to be 100% necessary to survive. Not as strong as your houses's wall, but still put something between you and the zombies. Take what you can get ;)

    I only have 2 real things left to do on this map, namely:

    • Make the attack triggers, which I'm going to absolutely hate doing.(hence why im writting this instead of doing it)
    • Making it so that the heros can build the rudimentary drone. (also going to be a pain becuase I already tried this and for some reason the drone wouldn't build)
    Posted in: Project Workplace
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    posted a message on Weekly Terraining Exercise #30: Two-tone

    @Telthalion: Go

    I like that, it sets a sort of desolate feel to the map. I'm sure the map is going to be pretty amazing to play when it's done

    Posted in: Terrain
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    posted a message on Custom building with custom ability issue

    @Kueken531: Go

    I thought of suggesting just deleting the weapon animation && damage, but wasn't sure if thats what he was looking for or not.

    I just did read through the creators original post though and realized that we may have any easier solution with just editing down the the hive mind emulator.

    He can change the actors out/ models, and edit the debuff it throws out to debuff the ability that he wants to.

    Thoughts?

    Posted in: Data
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    posted a message on Custom building with custom ability issue

    @PlasmaSnailtree: Go

    Hmmm.... Okay well that changes things slightly and I may not be able to help completely here.

    So are you looking for a spell that will auto cast in the presence of an enemy unit

    OR

    A passive aura

    • edit* I'm going to assume that this is an area effect spell that autocast in the presence of enemy units and disables the enemies abilities.

    Now for the behavior casting "trigger" I'll have to play around with this for a bit, but i'm pretty sure it'll be easy to figure out.

    For the last part where it disables the enemy ability; what i said before still stands.

    Posted in: Data
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    posted a message on Custom building with custom ability issue

    @PlasmaSnailtree: Go

    So if i understand you right, what you want is to have a turret that cancels out an units ability.

    That is easy enough, all you need to do is apply a behavior to the structures attack that adds a behavior to it's target. Then go to your target unit's ability and go to it's "validators" (Not positive on the wording here. I'll have to look at this when i get back to my laptop) and add the structures debuffing behavior to list.

    I'll make this much clearer and easier to follow when i get back to my laptop, I'm pretty much writting this off the top off my head in case i forget what i was thinking, becuase as far as i know this is the smoothest (lag and program hassle wise) way to do this.

    Posted in: Data
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    posted a message on Zombie Assualt: House Defense

    @voodude2008: Go

    Hmmm I'm at the weapon for the firebat and and in in the events window, but can't seem to find any way to add a new event to this. Ctrl + W isn't working either :(

    AH! Never mind just found it! lol sorry it's early in the morning and I'm kinda tired still

    Update #2

    I'm having an issue saving my map now :(. It keeps telling me that it's being used in another aplication, but as far as I can see theres nothing using it. Any suggestions on remedying this problem would be greatly appreciated.

    • Update* Never mind, restarting my computer fixed this problem, luckily I didn't lose any work. Still no idea what caused this in the first place tho :\

    Update #3 The above mentioned problem seems to occur when i try to implement an imported sound to one of my special zombies. It's very annoying and i have no idea why it's doing this. As I said before, if anyone would be willing to help me with this i'd be very greatful.

    Posted in: Project Workplace
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    posted a message on Zombie Assualt: House Defense

    Sorry for the long wait between the reply guys, I was taking a break from my map becuase the editor was getting on my nerves. Plus I don't really like posting here unless I have something to update on. First and foremost: Replies.

    @Sephiex: Go

    Yeah i realize my spelling is pretty bad at times. You got me :( Also I'd like to avoid using the hellion's upgraded blue flame attack if possilbe, as it doesn't quite convey the effect i'm going for.

    @zeldarules28: Go

    Thanks for the advice #'s 1,4, & 5; I really do appreciate it

    As for the tinting suggestion goes, i had actually managed to stumble across in the data editor at some point earlier when i was working on another unit. Unfortunately I haven't been able to get back to the tinting options since then. I was wondering if you'd be able to give me instructions on how to get there please :)

    @Usernameisntworkingright: Go

    I honestly can say I have no idea, I never really played wc3 :(

    @capnflummox: Go

    :O I'll have to look in to that then. lol That's actually one of my finishing touches I plan on implimenting to this and was more or less curious on weither or not it was possible.

    SO any way heres the status update on where I'm at right now:

    • I have finished the "Unit Creating Building" ; It looks and sounds pretty cool in my OH SO humble oppinion :)
    • I have finished 1 Special Zombie: The hunter (Name Pending) It's pretty basic, slightly faster, packs more of a punch then regular zombies, and is good at ambush type attacks. Thinking of making an alpha version of this to make it a sorta pack animal threat thinger.
    • I have 1/4 finished 1 Special Zombie: The Builger (Keeping Name cuz i like it :O) It would have been 3/4's finished but i've met some complications. Namely it's damn attack deals out about 500 damage even though it's damage is 16 and there are no bonuses. The other issue I'm having with this unit is that i want it to spawn zombies upon it's death, but i can't find my way to the units behavior death effects. Last time I attempted this it took me about 30 minutes of sifting through the forums to find a decent lead on this :(

    Thats about where I'm at right now.

    Things should start speeding up now that I realized I might as well just edit down the original units instead of trying to duplicate things; which invariably leads to wasted time and headache :(

    Posted in: Project Workplace
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    posted a message on Zombie Assualt: House Defense

    Well heres the low down with this map. I had originally intended to recreate the Broodwar Zombie Neighborhood map, or whatever it was called. After getting about about 60% done with it however, I realized that the map lagged like a mofo due to the sheer number of zombies I had on the map.

    So after realizing this would be unplayable to most people (and more importantly, me!), I decided to scale the whole thing down from a neighborhood, to a singular house. I've got the whole terrain laid out mostly (I'll paint the grass & side walk when get near completion), but I've run into some walls implimenting the ideas I'm having; most of which I wouldn't even begin to know how to search the answer for. I also realize that most of the solutions I've come up with are probably very crude and could cause the game to lag.

    Sooooo this is what I'm going to do: I'm going to post my ideas, problems and solutions here and if anyone sees anything and has a suggestion to make it run smoother I'd greatly appreciate. So without further adue, heres what I'm looking at...

    1. ---Constant spawn of zombies running toward the front door of the house.
    2. Occasional inclusion of special zombies
    3. I want the house to have two levels & a basement (so technically 3 but w/e)
    4. -Some sort of mineral system so that you gain money slowly to build up troops
    5. -I want to make a structure that you have to build in order to create said troops
    6. --I want to make the firebat shoot blue flames
    7. I want to be able to make it that when a player enters the game his hero spawns (instead of manually placing the unit in the map editor) and do so without causing the game to end in defeat.
    8. To be able to cause a defeat setting for each player that occurs when his hero dies (without out writing out 4 seperate triggers)
    9. To have one of the zombies to spawn 4 other units upon it's death
    10. - To have a zombie die with the baneling death effect (i.e the acid splash damage)
    11. Decent attack triggers that cause as little lag as possible, but also don't have the zombies acting like morons.

    Update #1:

    • Finished special zombie Hunter (Name Pending)
    • Production Building Created

    Update #2:

    • Finished special zombie Charger
    • Finished special Zombie Behemothe
    • Finished Human Unit, Ice Blaster
    • Decided on using mineral per kill system for resource gain.
    • Fixed Issue where certain zombies could gain acces to the upper level of the house.

    --------------------

    Proposed solutions/implementations/problems to above list

    1. Simple enough I'll have a spawn point and have zombies spawn and be directed towards the front down. I'm thinking a massive ammount spawned; Allowing me to have the attack order trigger occur much less often. Which I hope will cut down on lag greatly. The problem would be that I would like to increase the ammount of zombies over time that are spawned but have no idea how to do so.

    2. The special zombies i was thinking of having spawn at random points using regions and have them go in waves. I'm thinking of doing it this way merely becuase I have no idea how to add certain units to the above's method of spawn and becuase I want to have it happen periodically after a certain ammount of time has passed.

    3. The above ground is covered well enough, but I would really like to implement a basement that the zombies can crawl up from. The only way i can figure how to do this while still keeping some semblance of a house is by creating a completely new area off the map. The problem is that I don't want that to show up on the minimap while your on the top two levels of the house. Also I'd like it to solely focus the minimap area on the basement while your in the basement. That I don't know is possible.

    4. The mineral system I haven't quite worked out yet; as I don't want it to easy or to cause to much lag. I could go with the reward system like in Special Forces, but that might make it to easy. I also thought of going with a nexus wars approach and just having a structure that gives you money over time, but at a significantly greater rate than in said game. The problem here is that I noticed in DarkDeeds (which uses said system only with animals), that this can cause massive ammounts of lag; which I dont want :(

    5. This one is tricky becuase I want to create a custom unit that uses a doodad model. Dont know if that possible either.

    6. Again pretty simple one, I just firebats to shoot blue flames instead of orangish red ones. This i don't know is possible without the use of a seperate program to mess with character models and what not.

    7. This I can do, but I'm not sure if it will result in an insta-fail.

    8. I've been having problems with this one. I tried in the first map to make a unit spawn 4 small units upon death. I believe I had it set as an effect that was triggered upon death, but for some reason the effect never ran.

    9. Same as the last problem. No idea why the effect wouldn't run. [Update] Haven't figured out how to do this yet, but i've decided that the baneling was the best unit to use for the zombie i had planed any way.

    Posted in: Project Workplace
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