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    posted a message on Why no CTF? An explanation.

    I solved the missile issue using this tutorial here. Can't wait to finally make some progress!

    Posted in: Project Workplace
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    posted a message on (Solved) Missiles That keep going

    SOLVED

    For anyone that's wondering how to do it, you can follow the tutorial here:

    Yes, the formatting is horrible, just copy paste into notepad and try to go through it. There's also a map you can download and test for yourself.

    Posted in: Data
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    posted a message on Why no CTF? An explanation.

    I'd love to put a CTF map on the front page of SCII Battle.Net. I'd like to explain here the reasons why there isn't already one. The game mechanic which would make it possible. And finally, motivate you in believing in the potential and join me in this endeavour. I'm a coder by trade but learning every single component of the SCII editor appears to be very time consuming and better suited for a team. The trigger editor is where I feel at home, especially after coming from WC3.

    The reason why there isn't a CTF map available yet is because CTF just doesn't work with the DotA mindset. CTF is about quick decision making and escaping by the skin of your teeth. It's about skill and quick reactions. It's about the excitement of the chase and the few good shots that could save your team from defeat. I don't believe having a hero with HP, gear, etc... is conductive to this type of gameplay (although a more down played hero mechanic could work). This is why we don't have a CTF map in SCII.

    The mechanic which makes a CTF map possible despite being in a bird's eye perspective is slow moving, non-homing, impact detecting projectiles. With this, suddenly all the adrenaline, skill and excitement come rushing back to a CTF map based in a RTS. Especially when a skillfully placed mouse click sends an enemy flag carrier to his death or quick reactions allows your avatar to dodge to the side just in time and score for the team.

    This type of game would play hard and fast and death would be swift and brutal. I have a few more ideas but I'll leave them out for fear of making this post too long. (ok one more idea: Custom Heroes! choose your avatar and then mix and match a set of 5 abilities - I already know how to do this and it works great).

    The first problem I am having are making projectiles that fly past the user's click position (as you've probably seen from some of my previous posts). Otherwise my proof of concept works great, my Marine can run and shoot at the same time, the projectiles are fast but dodgeable - if you've got the skill.

    Send me a PM if you're interested, all contributions, small and big, are welcome.

    Posted in: Project Workplace
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    posted a message on (Solved) Missiles That keep going

    You guys! you're all playing Amalur, that's ok, I get it... it's a really cool game :P.

    I'll let you know if I implement this using units & triggers in a couple of weeks time.

    Posted in: Data
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    posted a message on (Solved) Missiles That keep going

    @Kueken531: Go

    My ability has a missile unit which links to the missile's mover. The mover only has 1 phase and the impact check is set to never.

    It may have something to do with the effects? There is a field called 'Target: Impact Location' and that is always set to 'Target Unit/Point' If I set it to 'unknown' the ability just doesn't fire at all... if only it was that simple.

    P.S. I've attached my testing map if anyone wants to open it and give it a go. Start the map and select your Marine. The 'Pistol Ability' is the one you are looking for.

    Posted in: Data
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    posted a message on (Solved) Missiles That keep going

    So I got the 'throw' driver working thanks to DrSuperEvil's suggestion. Mover:: Throw Forward: 0,-1,0 Throw Vector: 0,-1,0

    In this way, the 'thrown' missile acts like the Yamato missile, but..... The missile still explodes on the mouse click location.

    Posted in: Data
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    posted a message on (Solved) Missiles That keep going

    Thanks guys, here are my results with the mover editor:

    Driver -> Throw (it works for what I want to do but the missile always travels down south of the map no matter where I click or where the unit is facing)

    Tracking -> Linear

    Arrival Test type -> Never.

    Timeout -> 10s

    I guess I'll have another go with the mover like OneTwoSC said, There must be some way to make 'Driver:throw' work properly...

    Posted in: Data
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    posted a message on (Solved) Missiles That keep going

    Sorry DrSuperEvil, I can't figure it out. No matter what I do, the missile always impacts on the location of the mouse click - no matter how close or how far. Whereas I want the missile to continue until it hits an object or times out.

    P.S. I guess the only way to do it is to spawn units (which look like missiles) and make them move in the direction of the source unit's facing direction (or w/e).

    Posted in: Data
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    posted a message on Design Corner - Nexus Wars

    Desert Strike is fine, it does the job. Nexus Wars is just plain broken - why do my units spawn at different times? WHYYYYYYYYYYYYY!!!!!!

    Posted in: Map Review
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    posted a message on (Solved) Missiles That keep going

    Thanks DrSuperEvil. I'll definitely try that because I'm having issues with creating a missile that moves from the unit to the target using Raynor's snipe ability. I can copy flame wave just fine (from the video above) but I'm not getting the theory behind producing a missile.

    What I'm thinking of now is: - Remove the flame model to make the ability invisible. - Create a new missile and event and attach it to the ability.

    This way, the user can see a missile fly and impact but it's Raynor's invisible snipe that does all the work.

    Posted in: Data
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    posted a message on Cast while moving

    @avogatro: Go

    Also increase the ability's 'Arc' if you are having issues.

    Posted in: Data
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    posted a message on (Solved) Missiles That keep going

    @KingRadical: Go

    Wooohooo!!!

    Thanks for that! I copied Raynor's Railgun Snipe ability. I just need to tweak it up a little and I'm set. Thinking of which... I should probably replay the campaign...

    Posted in: Data
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    posted a message on (Solved) Missiles That keep going

    Hi Guys,

    I've been following several tutorials on this site successfully - boy this stuff has changed since W3. I can create a Yamato cannon like ability without a cooldown; give it to a Marine and have the guy shoot like crazy - good fun! The Missile will also hit multiple targets in a line, on the way to it's destination.

    The next thing I want to do, which I can't figure out, is to have the missile continue past it's target point. Currently, if a user clicks at the Marine's feet with the Yamato ability, that's where the missile will go and explode - right in the Marine's face. I want it to take that general direction and keep flying for 5 seconds (or w/e).

    I know of one alternative but reluctant to use it as the data editor is far superior. I could use a trigger to create a unit (that looks like a missile), give it an expiry timer and tell it to move to some far off point.

    Your ideas would be much appreciated. -Sun

    Posted in: Data
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