Here was a map I was working on a long time ago, that I never finished.
Maybe some people will find parts of it useful.
The major pieces of it were the Mouse controlled Turret/fire with Right Click, a somewhat collision detection on the projectile, and WASD controlled tank movement. Also the movement and fire doesnt work at the moment, so you have to stop to fire.
The idea of the game was going to be the Tron Tank game, but I got distracted by school and other games.
Could'nt you make this MPI by making the ability only apply the buff to units owned by Player, and limiting the global search to only units of the same player of the caster?
I think the idea with the Sacrifice units for building would be more one of, the Item to be built would be on the Unites that would be sacrificed to build it. Greyed out with a requirement saying that you need the correct units selected before it can be built.
Then once the right units are selected the option for them to build becomes available and they would sacrifice themselves in the construction of the building, maybe have then sort of queue up for the building, so enemies could stop/slow building by destroying units waiting to sacrifice themselves into the building.
I think nevjmac was trying to get away from the Select Unit, have it build something idea for this WDE, see if it is possible to get away from the norm.
Sorry I'm not experimenting with a map on this, busy busy.
I knew my towers only targeted one other target, that is why I mentioned it. I didn't crash, and I got multi-target working, I think. I didn't do extensive testing on it. But it looked like it works(And doesnt seem to back target, though actors might break). :o
Also Channeled spells are still just persistent effects, I don't see how they are much different from just a persistent.
Here, have another look, maybe you can find useful stuff in its.
I see you guys working on power line stuff, I made something similar a long time ago. With visuals and such, but haven't worked on it in forever.
Its also difficult for me to work on stuff because the editor crashes my computer in about 5 minutes. But, here's the map anyways, maybe there's some useful stuff in it you guys can use as well.
One Idea I do remember having for solving the Self powering close pylons was to add a debuff, say 1 second or so, after power is lost, where something cant be re-powered. I don't remember if I left that in or not. I do know this version only has the single target towers.
I haven't played in the Editor for a long time, interests moved elsewhere for a while, but You do Not need a separate program to add your own Attachment points.
You can create locations to attach to on the unit anywhere, I believe they are SiteOperations(Site). You just tell them what Site to normally attach to, then move it to where you want it to be, It will move with the site its attached to.
Some of these beginner towers don't seem all that beginner to me. I have the Hydra tower almost working.. But it has a bug of units that are close to it for some reason.
I can't work on this anymore, but here is the buggy version of the Hydra tower. It has issues with hitting targets close and at its maximum range, and I'm not sure why.
Everything you see, whether it be an Attack or a Unit are done through Actors, you might want to look at the Archons Psionic Shockwave Actors, and that should lead you in the direction your looking for.
I'm sorry I didn't get time to clean this up or make a video.
Notes: This doesn't work with multiple units using the combo abilities, This is because of the clear/change target effects. It will clear combo points of everyone. I couldn't find a validator similar to Buff From Caster, or similar.
So take it as is and learn something. :) I did have fun making this.
The best advice I can give is go into a Programming or Art Degree(Based on computer design) or a hybrid of the two, which would be the best, and set yourself up to Intern at game companies, like Blizzard, or one of the many other Computer game companies, you wont really know how fun the job is until you intern at it.
The good thing about internships also is, the company is more likely to hire you after you intern with them.
Why not look at the Shield Ability from the Campaign I believe Tosh gets? Im pretty sure it lasted a duration or absorbed 300 damage.
Edit: But thinking about it you dont need a periodic.
Steps:
Make a Behavior that lasts 30 Seconds.
Create a Validator that checks to see if Shields are >= 0.
In the Behavior add to Behavior-Remove the validator you just created.
The only issue would be if you added shields to something that already has shields.
0
Here was a map I was working on a long time ago, that I never finished.
Maybe some people will find parts of it useful.
The major pieces of it were the Mouse controlled Turret/fire with Right Click, a somewhat collision detection on the projectile, and WASD controlled tank movement. Also the movement and fire doesnt work at the moment, so you have to stop to fire.
The idea of the game was going to be the Tron Tank game, but I got distracted by school and other games.
0
@Kueken531: Go
Could'nt you make this MPI by making the ability only apply the buff to units owned by Player, and limiting the global search to only units of the same player of the caster?
0
@DrSuperEvil: Go
You can count the total Number of a Specific unit using a requirement. This could enable the build ability too, yes?
0
@DrSuperEvil: Go
I think the idea with the Sacrifice units for building would be more one of, the Item to be built would be on the Unites that would be sacrificed to build it. Greyed out with a requirement saying that you need the correct units selected before it can be built.
Then once the right units are selected the option for them to build becomes available and they would sacrifice themselves in the construction of the building, maybe have then sort of queue up for the building, so enemies could stop/slow building by destroying units waiting to sacrifice themselves into the building.
I think nevjmac was trying to get away from the Select Unit, have it build something idea for this WDE, see if it is possible to get away from the norm.
Sorry I'm not experimenting with a map on this, busy busy.
0
I knew my towers only targeted one other target, that is why I mentioned it. I didn't crash, and I got multi-target working, I think. I didn't do extensive testing on it. But it looked like it works(And doesnt seem to back target, though actors might break). :o
Also Channeled spells are still just persistent effects, I don't see how they are much different from just a persistent.
Here, have another look, maybe you can find useful stuff in its.
0
I see you guys working on power line stuff, I made something similar a long time ago. With visuals and such, but haven't worked on it in forever.
Its also difficult for me to work on stuff because the editor crashes my computer in about 5 minutes. But, here's the map anyways, maybe there's some useful stuff in it you guys can use as well.
One Idea I do remember having for solving the Self powering close pylons was to add a debuff, say 1 second or so, after power is lost, where something cant be re-powered. I don't remember if I left that in or not. I do know this version only has the single target towers.
0
@aczchef: Go
I haven't played in the Editor for a long time, interests moved elsewhere for a while, but You do Not need a separate program to add your own Attachment points.
You can create locations to attach to on the unit anywhere, I believe they are SiteOperations(Site). You just tell them what Site to normally attach to, then move it to where you want it to be, It will move with the site its attached to.
0
Some of these beginner towers don't seem all that beginner to me. I have the Hydra tower almost working.. But it has a bug of units that are close to it for some reason.
I can't work on this anymore, but here is the buggy version of the Hydra tower. It has issues with hitting targets close and at its maximum range, and I'm not sure why.
0
I don't believe he is making it as a pass around map but a joining of many different maps into one complete map.
0
Everything you see, whether it be an Attack or a Unit are done through Actors, you might want to look at the Archons Psionic Shockwave Actors, and that should lead you in the direction your looking for.
0
I'm sorry I didn't get time to clean this up or make a video.
Notes: This doesn't work with multiple units using the combo abilities, This is because of the clear/change target effects. It will clear combo points of everyone. I couldn't find a validator similar to Buff From Caster, or similar.
So take it as is and learn something. :) I did have fun making this.
0
The best advice I can give is go into a Programming or Art Degree(Based on computer design) or a hybrid of the two, which would be the best, and set yourself up to Intern at game companies, like Blizzard, or one of the many other Computer game companies, you wont really know how fun the job is until you intern at it.
The good thing about internships also is, the company is more likely to hire you after you intern with them.
0
@BorgDragon:
Why not look at the Shield Ability from the Campaign I believe Tosh gets? Im pretty sure it lasted a duration or absorbed 300 damage.
Edit: But thinking about it you dont need a periodic.
Steps:
Make a Behavior that lasts 30 Seconds.
Create a Validator that checks to see if Shields are >= 0.
In the Behavior add to Behavior-Remove the validator you just created.
The only issue would be if you added shields to something that already has shields.
0
I will clean up something and post it here in the next few days but.
I built a Data Only Combo Point System, I want to see if I can make a cleaner finisher(Not having 5 different effects).
0
@Southpaw444
Create a new Actor of Type Model Attachment(The non Static one)
Events+
-Behavior.Scorched.Start
->Create
-Actor Creation
->Play Animation <Ect> Play Forever
-Behavior.Scorched.End
->Destroy
Or something of that nature, Then make sure you choose a proper fire model, and the <Ect> the proper animation for fire.