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    posted a message on Teleport using pathing

    Hi there. I've got a very special question.
    I want to create a unit that when touched by another unit will transport the touching unit to another transporter unit; this shall use pathing.

    Imagine it like this. I've got a map (duh) and want to place units, namely subway-stations, on it. These should be connected with each other somehow. Every time a unit (eg a marine) wants to get to the other end of the map, it will look for such a station and when it willingly uses it (and does not simply touch it because the station lies on the way to another, way closer targetlocation), it will teleport the unit to the desired exit station. And now the difficult part: Units should be able to automatically do so by using the move ability. So you order them to go somewhere and they check if it's more efficient to use the subway-stations and then do so.

    I once saw a portal gun video around, but it's not quite the thing i want, as you have to order your units to go there and they will only pop out at one specific destination. Though it's a good start.

    Posted in: Miscellaneous Development
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    posted a message on Anti-Poison

    This one's quite easy actually.

    Make an ability of type Effect - Instant.
    Make a custom button if you want.
    Make an effect of type Remove Behaviour.
    I assume you already have created the poison behaviour.

    Have the Effect - Instant ability target the caster (Unit-Target) and assign the effect under (Effect-Effect). And set the desired button for Execute under (Commands+).
    The effect should have (Unit-Unit+) set to caster, the (Behaviour-Behaviours) should be the posion. Obviously.
    Edit the Unit's commandcard and add the ability. Voila, you're done.

    This is the most basic setup i can imagine for this.
    You could fiddle around with requirements, so the unit could only use the antidote when it's actually applied. Or make the antidote remove several other behaviours multiple times. Whatever.

    Edit: I attached a testmap to show you what i mean. Note: Except for the requirements, this is all basic stuff. For visuals and sounds, you'll have to create actors and fiddle around with them.
    If you don't want the damage to be dealt when the behaviour is applied, simply delete the damage effect from the behaviour field (Effect-Initial). But i guess you already knew that.

    Posted in: Data
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    posted a message on [Dialogs] Really Great Looking Dialogs, Part 1

    I've got to admit that this is one useful tutorial.
    Yet somehow the new height calculation does mess up, though the width is calculated correctly.
    Both use the new formula and only differ in the use of nRow and nCol. However the calculation of nRow seems to work correctly, but the Height-calculation seems to fail the addition of any arithmetic operation including nRow.

    If anyone could come up with a solution, it'd be much appreciated.

    Edit: I'm fiddling around with this at the moment.

    First try: Make nRow a global variable, calculated the same way.
    ... Results are negative.

    Second try: Make nRow have a constant value, like nCol.
    ... Results are positive! I repeat, results are positive! The dialog now shows up correctly!

    My advice: Just take your calculator and decide beforehand, somehow GE does not like integers calculated from integers that were converted to reals. Maybe this was due to some patch or anything.
    I'm not that much of a triggerguy, so i'm probably just overlooking something.

    Edit Edit: Another idea just struck me as i was reading part 2.

    It's possible, no it's even likely, that nRow is probably calculated AFTER cHeight is. This would cause Height to reference nRow as 0. I think. Just gonna test it now.
    ... Result: Affirmative. nRow has to be initiated beforehand. That was the mistake.

    @kmkkmk, simply drag nRow to a place top of cHeight. This will fix it.
    @jaminv, maybe you should put in this little warning there, too, for us trigger-impaired beginners :)

    Posted in: Tutorials
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    posted a message on The Market: At a Fork in the Road

    Alright, that video was indeed helpful.
    I'm actually excited about this map now and i hope that your computer will get fixed soon so you can start working.
    I'm confident that you'll deliver some awesome work there!

    Posted in: Map Feedback
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    posted a message on The Market: At a Fork in the Road

    The video still does not help me with getting an idea of how you're going to do the whole trade system.

    Do you plan on every player having a map on their own and connecting them through a system that's kinda similar to the achievement system used by Blizzard? Read global banks?
    And how's the actual map going to look like?
    Will it be just a small area (64x64) to have the player build some buildings and a few spawnpoints for zerg, or will it be rather huge (256x256) to fiddle around with several players at a time on the same map, maybe decreasing the average modelscale so more can be stuffed into it?

    I think that's a big point when it comes to popularity. The system may work smoothly, but no one would like to have a map with models so small you can't click them anymore.

    Posted in: Map Feedback
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    posted a message on The Market: At a Fork in the Road

    Alright. No further questions about the system until i've seen the video.

    About the criminal scenario:
    I assume that you are going to emulate an economic system and that you want to be as realistic as possible with that. If you want to be realistic, you've got to paint with dark colours as well, e.g. have the downside of society represented as well. So people would have the choice not only between being a CEO, a farmer, a butcher, a salesman and whatever other jobs you're planning to implement, but they would also have the choice to be a mobster. I don't know if you've played the game "Die Gilde" (it's called "Europe 1400" in english i think), but there they tried something similar. Aside to the Blacksmith and the Preacher you could become a Thief.
    What i tried to say was that if you had those criminal professions implemented, alot of people would choose those and therefore imbalance the game for "honest" people. THOUGH, if you had the game to be designed in some kind of dystopian set, this would be okay again, i guess. That's where i brought in Fallout 3, as there seems to be a working infrastructure, too (though you never get to see the real thing).

    The other aspect in that sort of confusing point was, that there are some serious scumbags out there. They would hack banks and exploit flaws, just to boost their selfconfidence and ruin the fun for others. Short: Trolls. I'm afraid that your concept is extremely vulnerable to those.

    Posted in: Map Feedback
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    posted a message on The Market: At a Fork in the Road

    Do I understand this correctly if I assume that You want to do some kind of browsergame within SC2 that will allow people to earn some fictional currency within a closed system?

    I'm intrigued by the idea of creating a huge network of economists which is dependant on the latter. Yet there are a few things bothering me:

    - First of all, how the heck are you going to do this?! It may be due to my own limited intellectual capacity or my lack of understanding for the editor and its possibilites, but i can by no means imagine how you would accomplish the technical aspects of this project. One thought would be alot of banks, but those are stored locally as far as i know. Can't see how you'd let other players know of each other's existence

    - Hands down, there are way too many immature individuals out there in SC2 that would search for ways to bomb your idea or even other people. Kinda like a felt 60% of society being criminals. ( And i guess if there's the option of actually being a criminal would lead to a society mostly consisting of such. Though having a post-apocalyptic, Fallout3-esque game environment would be kinda cool, too. That'd take away the Eco-Sim feeling and give it a nice badass, "everyone's for himself" touch.)

    - The currency. Do not - i repeat, DO NOT - tell me, that you're speaking of hard coin in any way connected to this project. Let this be entirely virtual. Think of Second Life without the real money aspect.

    - The boni. These should be entirely optional and shouldn't give any advantage whatsoever. I don't want to play a round of Colonial Line Wars (<- example!) where a player starts out with another 100 additional minerals, basically spoiling the gameexperience due to the balance being destroyed. Just give him some kind of e-peen, like a custom model for the builder unit, so everyone can see his greatness. Think Blizzard's profile-pics here.

    - The stocks. Seems like a nice idea for the overall custom map system, but it doesn't suit the mapidea that well. See, you got the image of an economy planted in my head, producing goods, selling them, having branches connect and build on top of each other. And then you get something in there that doesn't have a thing to do with economy at all. Just saying, seems kinda odd to me. Got to see the finished product though.

    Alright. I hope you got this as polite, constructive criticism and not as a flame. The conclusion of all this is:
    It sounds interesting, but i'm afraid you are overburdening yourself.

    Sincerely,
    ParanoidPenguin

    Edit: It took me 6 posts to write this one, so I apologise if i wrote anything that has already been said.

    Posted in: Map Feedback
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    posted a message on Would you play my map, or find it too offensive?

    German here.
    I personally do not think that this map is offensive, though the WW2 setting may bore some people and scare them off.
    Yet I do look forward to playing this map, as it sounds quite interesting due to the Norse mythology background. As long as you don't take the whole thing too seriously, there shouldn't be a problem. I feel reminded of the Wolfenstein Series, which is plain awesome! And they didn't take themselves too seriously either.
    Though of course there WILL always be some people that are offended by pretty much everything. Don't let them spoil your mapcreating enthusiasm.

    This all is based off the info given by you; if the map contains the usual forbidden stuff (pr0nography, Nazi symbols [*cough* psistorm looks like an SS-Rune *cough*], racist paroles), it will be taken down solely due to the legal stuff. Just keep that in mind.

    Posted in: Map Feedback
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    posted a message on Automated Escort Behaviour

    The problem is, that it is mandatory that the building is doing the recruitment, so giving the ability to the truck is not a viable option.

    I guess there is some sort of error in it concerning the targetunit/caster/targetpoint thing, which i just can't figure out. That's why i'm asking around here, so a more experienced one can help me point out that mistake.

    Posted in: Data
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    posted a message on Update Validators

    And therefore a new behaviour for every upgrade?

    Guess that means back to redesigning the system.

    Thanks though.

    Posted in: Data
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    posted a message on Update Validators

    Hi there.
    I've been wondering if there's a way to change a validator's value ingame, like via upgrades.

    To be more specific:
    I've got a building that takes an amount of resources and produces another resource from it via behaviour. That behaviour is disabled via a Validator which checks if the player's got enough resources in the bank to afford that production. If not, the behaviour is removed and can only be applied if the validator turns true. Got this part working so far.
    But: The validator seems fixed to that preset amount. So when i upgrade the behaviour to take for instance 8 minerals instead of 4, the validator will still check for 4 and allow production, though the player will only have to pay, say, 6 minerals instead of 8. Since i have that building being upgradeable to produce thousands of resources, this is a major flaw in the system.
    Sure, i could go the complicated way and make a behaviour and validator for each of the production levels, but that seems just "unnecessary" to me. I'd love to hear that there's an easier way.
    Any help is much appreciated.

    Posted in: Data
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    posted a message on Automated Escort Behaviour

    Porting my question from this thread over in the tutorials section.

    For those who don't want to read through the thread, here's my post:

    Quote from ParanoidPenguin: Go

    Hi there.
    This tutorial is pretty well made and quite useful, yet i've got a problem adapting the system to suit my needs.

    I'm trying to have a building that can recruit units that follow around other units using the Bovine Warptroopers' example.
    I tried doing the following so far:

    -Created Unit:
    Name: Marine
    Duplicate of a normal Space-Marine + Behaviour Escort

    -Created Unit:
    Name: Basic Truck
    Attributes: Mechanical, Armored
    The doodad as unit. Can move and all that, but not attack - that's what the escorts are for.

    -Created a behaviour buff:
    Name: Escort
    Phase: 2
    Effect Initial: Escort Search Area
    Effect Periodic: Escort Set

    -Created Search Area Effect:
    Name: Escort Search Area
    Area: Arc 360; Range 5; Effect: Escort Attack Forward
    MaxCount: 1
    Filters: Mechanical, Armored, Player, Visible; Exclude Self, Dead, Enemy, Ally, Neutral
    Target: Targetunit

    -Created Create Persistent Effect:
    Name: Escort Forward
    Flags: Random Offset
    Periodic Effect: Escort Attack
    Periodic Offsets: 1,1,0; 1,0,0; -1,1,0; etc...
    Phasedurations: 0
    Phasecount: 1
    Target: Targetunit

    Created Issue Order Effect:
    Name: Escort Attack
    Ability: Attack
    Target: Targetunit/Targetpoint
    Player: Source
    Unit: Source

    Created Set Effect:
    Name: Escort Set
    Effects: Escort Keep Going, Escort Forward

    Created Search Area Effect:
    Name: Escort Keep Going
    Search Include: Escort Search Area, Target
    Filter: Excluded Self, Dead, Enemy, Ally, Neutral
    Area: 360; Max 1; Radius 10; Effect Escort Forward
    Maxcount: 1
    Mincount: 1

    So the idea is to basically have the marine initially search for the truck unit and apply the Forward effect for the first time. Then it would always refer to that unit via Keep Going and hold onto the truck.

    Yet, that doesn't work.
    What happens is that the marines do find the point where the truck stood initially, but when i move the truck, the marines will keep escorting that point, so it would look like they were dancing around that spot. And sometimes they go even further than i thought they would...

    However, i hope you can help me point out my mistake.
    Thanks in advance,
    ParanoidPenguin

    Posted in: Data
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    posted a message on Mafia: Lies and Murder

    It's quite an awesome map. Period.

    Though there are two things bugging me:
    For one, the repick host seems bugged. It would continue to pick the same guy over and over again (though there were 12 people playing).

    And the second, which cannot be blamed on you: We need more players for this! ^^

    Posted in: Map Feedback
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    posted a message on [Data] AI - Simple Behaviors

    Hi there.
    This tutorial is pretty well made and quite useful, yet i've got a problem adapting the system to suit my needs.

    I'm trying to have a building that can recruit units that follow around other units using the Bovine Warptroopers' example.
    I tried doing the following so far:

    -Created Unit:
    Name: Marine
    Duplicate of a normal Space-Marine + Behaviour Escort

    -Created Unit:
    Name: Basic Truck
    Attributes: Mechanical, Armored
    The doodad as unit. Can move and all that, but not attack - that's what the escorts are for.

    -Created a behaviour buff:
    Name: Escort
    Phase: 2
    Effect Initial: Escort Search Area
    Effect Periodic: Escort Set

    -Created Search Area Effect:
    Name: Escort Search Area
    Area: Arc 360; Range 5; Effect: Escort Attack Forward
    MaxCount: 1
    Filters: Mechanical, Armored, Player, Visible; Exclude Self, Dead, Enemy, Ally, Neutral
    Target: Targetunit

    -Created Create Persistent Effect:
    Name: Escort Forward
    Flags: Random Offset
    Periodic Effect: Escort Attack
    Periodic Offsets: 1,1,0; 1,0,0; -1,1,0; etc...
    Phasedurations: 0
    Phasecount: 1
    Target: Targetunit

    Created Issue Order Effect:
    Name: Escort Attack
    Ability: Attack
    Target: Targetunit/Targetpoint
    Player: Source
    Unit: Source

    Created Set Effect:
    Name: Escort Set
    Effects: Escort Keep Going, Escort Forward

    Created Search Area Effect:
    Name: Escort Keep Going
    Search Include: Escort Search Area, Target
    Filter: Excluded Self, Dead, Enemy, Ally, Neutral
    Area: 360; Max 1; Radius 10; Effect Escort Forward
    Maxcount: 1
    Mincount: 1

    So the idea is to basically have the marine initially search for the truck unit and apply the Forward effect for the first time. Then it would always refer to that unit via Keep Going and hold onto the truck.

    Yet, that doesn't work.
    What happens is that the marines do find the point where the truck stood initially, but when i move the truck, the marines will keep escorting that point, so it would look like they were dancing around that spot. And sometimes they go even further than i thought they would...

    However, i hope you can help me point out my mistake.
    Thanks in advance,
    ParanoidPenguin

    Posted in: Tutorials
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    posted a message on [Map idea] Rules Of The Trade

    Aw well.
    Before i start seriously working on this and probably wasting lots of hours and days, i figure asking around here if the idea would please some people can't be wrong.
    The following post won't be extraordinarily well sorted by the way, as it is quite late and i don't want to make this post prettier than it needs to be.

    So the idea i've got in my mind looks kinda like this:

    The roles:
    It's a 4v4 with everyone playing a certain role in the team, such as
    - the Farmer (gains food needed to supply factories, mines and all the other stuff)
    - the Miner (mining minerals, used for more expensive buildings, techs and so on - think of it like stone opposed to wood in other rts-games)
    - the Recruiter (producing weaponry from minerals, hiring soldiers to escort deliveries and defend bases; it's also used for the most expensive tech)
    - the Researcher (though everyone can apply some upgrades to their buildings, trucks and so on, he holds the powerful tech to get the most powerful upgrades, which still need to be sent as an item to the respective teammember. Also he is some kind of embassador, hiring mercs to harass the opponent team and delivering the credits to the T.W.I.N. company.)

    The background:
    The T.W.I.N. (Trading With Iconic Neutrality) company sent you to Kaurava VII, a completely artificial planet, to test you and 7 others in terms of G.R.E.E.D ( General Resource-Management, Risk Consideration, Economic Espionage, Evasive Diplomacy, Diligence ), which is vital to passing the "Advanced Resource Searching and Exploiting" -test. The winner will be who first sent T.W.I.N. a certain amount of Credits.
    Unluckily for you, there have been discovered three major problems.
    Number one, there are Zerg on Kaurava VII.
    Number two, there are mercenaries in the area you were sent to. They can be bribed, of course, but will also try to capture some loot from your trucks and will take a toll from your deliveries when they pass through their base. Will also attack your base at times.
    Number three, the beacon to send T.W.I.N. the Credits landed EXACTLY in the merc's base and hit the virtual transportation node that is required to share resources and technology with your team.
    All of these problems were caused by accident and are by no means intended by T.W.I.N.

    The resources:
    - Credits: Money. That's all that is to it. Uses: Can buy everything but love and true friendship.
    - Food: Your factories, mines, farms and labs are powered by both humans and equipment. The biological part's got to eat. Uses: Required for actually producing something. Though farms don't need food to produce food. Also, escorts and mercenaries dig something to eat.
    - Minerals: It's actually a quite big array of what is understood by Minerals. Basically it's everything you can use to produce something better. Uses: Taken to craft weaponry. Also used as payment for mid-class buildings and items.
    - Weaponry: Everything that may hurt someone. Produced from Minerals. Uses: Give a man a gun and he'll shoot another man. Or use it to finance mercs or very useful technology. Or sell it for profit. The uses are unli- no, they are actually quite limited.
    - Energy: (The actual energy for units) Created by the generator that everyone should have standing in their base. Uses: Powers your buildings.

    The system:
    I plan to have the resources having to be delivered by trucks to your allies. Those trucks can and should be escorted by soldiers to defend against Zerg and bribed mercs. Additionally, one should have to slowly build up defenses in case the Zerg or mercenaries plan to raid your base.
    The transport system should actually work something like this, though i doubt i'll be able to get this working without a few days of sudatory effort:
    You've got a transport center at the entrance of your base. This center's got a storage room of pretty much unlimited (due to hypercube storagedevices or sth like that) where idle trucks are parked. When you choose from that storage room (which you can fill with new purchases of new and better trucks, though you can also stay with an old model if you please and just get more of those), the truck is sent to the loading bay, where it can be filled with cargo (which should be like containers filled with resources) and escorts (soldiers actually loaded into the truck) and "equipped" with external escorts, which should follow the trucks on the outside. This way vehicle escorts should be possible too.
    The escorts would have their own center, right next to the transport center. There they've got a huuuge restroom for idle soldiers, maybe underground, i don't know how i'll explain that later - if at all. When soldiers are picked to escort a truck stowed in the loading bay, they will first fill up the escortspace within the truck, then follow the truck outside.
    There will be limits on that, so that for example a courier type of truck cannot be escorted at all, but is hella quick and can only load one canister of resources, as opposed to a heavy transporter, which could have lots of soldiers inside plus alot of cargo, though it is moving very slowly and will be tolled by the mercs by 40%.
    I plan on having this map not have any really controllable units for the players at all. Everything should be kinda passive, like giving the units orders only via buttons. Guess i'll have to work a lot with triggers there.

    So, tell me what you think, what could be improved, if it's even worth a try or if i should just file it under P for Paperbin.

    - Hope my writing isn't too horrible.

    €dit: If there already is a map like this, wether for WC3 or SC2, please tell me, i'd really like to see if someone already created this ^^

    Posted in: Project Workplace
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