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    posted a message on Sliding on ice trigger

    I am aiming to get an effect like in teh Arcade game Ice Baneling Escpae (DeltaVelocity). I am first just working on sliding on ice. I will ahve a starting region and when teh unit leaves the starting positon region, these triggers will activate. It is for my Insane arcade map idea explained here. http://www.sc2mapster.com/forums/player-zone/map-feedback/72316-insane-arcade-map-idea/#p4

    I want a baneling to slide on any light ice anywhere on map. I want yo be able to control it like ice skates but with perpetual motion until your off ice or die on an obstacle.

    Here is what i have so far...

    Slide Movement Options: Action, Create Thread Return Type: (None) Parameters Slider = No Unit <Unit> Direction = 0.0 <Real> Speed = 0.0 <Real> Grammar Text: Untitled Action 001(Slider, Direction, Speed) Hint Text: (None) Custom Script Code Local Variables Actions General - While (Conditions) are true, do (Actions) Conditions (Texture at (Position of (Triggering unit))) == Kaldir Ice Light Actions Unit - Move Slider instantly to ((Position of Slider) offset by {Speed / 10.0} towards Direction degrees) (Blend) General - Wait 0.05 Game Time seconds

    Ice Skating Events Unit - Any Unit Leaves Ice Rink Local Variables Conditions Actions Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders) Slide Movement((Triggering unit), (Facing of (Triggering unit)), ((Triggering unit) Movement Speed (Current)))

    Ice Rink is a starting region for each ice bane section. it will be normal movement on grass, once you leave region, ice skiating on light ice only begins!!

    Its not working tho... any tips???

    Dtown

    Posted in: Triggers
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    posted a message on Insane Arcade Map idea

    This is still a rough idea and i appreciate any and all feedback. I'm not making seperate games because they already exist. The point of this insane map is to incorporate all our favorite maps that already exist into one insane map. You will be able to race your friends with your ice bane skills against their skills to max lvl a hero, or be the AI and try to hinder the RPG groups progress. or show off your town management skills to produce an impressive income and wheel and deal with other factions for items and armor. I am aiming it to be a 45 - 60 min game, maybe even with a timer.

    It will be an original idea with unorthodox ending victories. Who wins? rpg group is max lvl hero but did not beat ending boss (AI player maxed out boss abilities), ice bane is max lvl but did not complete final escape (AI player upgraded all obstacles) and AI player prevented everyones final victory. This would end in a victory for all factions.

    Every faction has ways to affect other factions too. for example, an ice bane completes an escape section of the map and gains a bonus lvl. That bonus lvl also upgrades the armor for protoss, income for terran, and extra sends for AI zerg. Each new area the ice baneling unlocks may reveal or close an area for the other factions, and vice versa. (The rpg group mission 'kill the murlocs' at the end will break down some rocks that close off a pathway for the ice baneling. The ice baneling will have to escape a side area to hit a button that rebuilds the rocks opening his own pathway and resetting the 'kill the murlocs' rpg group mission)

    The AI player zerg will be sending waves of squads to disrupt the town and the RPG base. the AI player will be able to equip items bought onto challenge bosses. the AI player will also be able to lvl up boss abilities during combat but will not be able to micro zerg units. the AI player can also spend its mins on obstacles on teh ice bane race maps throught the entire map. The zerg player may alos hover an overlord spreading creep over the ice bane map sections hindering the ice bane. the ice bane will be able to spend a lvl to kill the overlord lowering the zerg supply to send at the town.

    The terran NPC player will be able to slightly control the wandering civilians in town. Keeping them near a building will enhance that building. Example: armory to create better armor to sell, blacksmith to create better weapons, or by the mins to mine faster. The leveling system for this faction will be exp points spent on the cost of items for sale, for insatnce, spend one exp point on minor health potions and you will get 6 mins instead of 5 mins when tehy are sold. Drops from the RPG group are sold to the item shop. The RPG group uses that money to buy items made by the terran player, and the terran player will use these drops to make items and sell upgrades to the AI zerg palyer.

    The RPG group is much simpler. They are the game catalyst. Everything happens for or around the RPG group. The way they will affect other factions is mroe direct. attking the AI in missions. Saving the town from zerg attacks assisting the terran palyer to make items. And when areas open for the RPG group, they will close for the ice baneling.

    Every faction has ways to affect the other while they play to win their own game. A complex game using familiar game mechanics that already exist.

    Great Ideas for the slide trigger. I like that you have found a way to make it correct. It seems as tho your way will have a slight deceleration to it due to a percentage of velocity. this allows me to implement an ability to boost. I will have to tinker twith triggers to figure out how to affect that level of physics. I was aware of the texture at position point to trigger on ice. Where do i start with the altering of that level of physics in the game?

    Posted in: Map Feedback
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    posted a message on Problem with sliding trigger

    lol ok. i didn't notice that. Thanks. I did create a post in map ideas...

    Posted in: Triggers
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    posted a message on Insane Arcade Map idea

    So I have an insane Arcade map idea that intertwines all our favorite arcade games. I have medium knowledge about the editor with many hours tinkering around. My idea is to make an RPG ( with missions, items, abilities, and class tree) with a few players assisting the AI against the RPG group (nexus wars style) with another faction controlling the stores that sell items, and the townspeople (macro income style) with an intertwined ice baneling race with obstacles (ice bane escape style, bonuses will also affect other factions)

    I know........

    Insane.......

    To recap....

    FACTION<sub>,HOW TO PLAY</sub>,HOW TO WIN

    Protoss RPG group 3-4 plyrs<sub>,finish missions, help town, lvl up</sub>,complete all missions, max hero

    Zerg AI 1-2 plyrs<sub>,harass town, lvl AI boss, obstacles</sub>,prevent all other factions from winning

    Terran NPC 1-2 plyrs<sub>,manage shop, items, armor, townsppl</sub>,income based victory

    Ice bane 1-4 plyrs<sub>,escape on ice with abilities, dodge obstacles</sub>,reach the end of the race

    The genius of how to tie it all together and balance it will come later.

    1. Will this map take 2 days to load? Is this too much coding? My map is 256 256.

    2. I can't seem to get a baneling to slide on ice. Ideas and suggestions? I've tried, deceleration, terrain friction, triggers moving points, triggers changing behavior, changing data info on units, changing physics of terrain, changing baneling into a missle, and others i can't remember. I haven't tried pathing, changing minimum speed (i would have to create attribute), but i have started with an event that triggers when any unit is ordered to move, conditions any unit = baneling, and triggering unit is terrain type ice on position of unit. The action gets tricky....

    Thank you for any input you might have...

    DtownPunk

    Posted in: Map Feedback
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    posted a message on Problem with sliding trigger

    Yup i really am trying to make an ice slide effect only on ice... I tried your trigger dobs2... I had no condition option for slide bool array.... and im confused on the variables... I'm sorry im learning! lol

    Posted in: Triggers
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