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    posted a message on Black marks under command center / planetary fortress

    @zorbotron: Go

    Thanks, I thought so too, however, for some reason the splat automatically fitted to the size of the command center so altering it didn't effect the result. For the planetary fortress this did not happen.

    The reason and the solution for this was that the planetary fortress has its own splat actor created which was not synced to the actor of command center like the splat actor of the command center.

    So if you have that black/dark spot under your minituarized planetary fortress, search for the model Planetary Fortress Splat and change its size to fit.

    Posted in: Data
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    posted a message on Black marks under command center / planetary fortress

    Hi, I changed the size of the command center a bit smaller. Smaller model works well, however beneath it there is black "explosion" marks. Same effect can be seen if you change Art: Model of the command center actor to invisible. I tried to search the data editor to find how to remove those marks without success. I think that there should be quite obvious solution (since no one else has complained about this ?) so please point me in the right direction :) thanks!

    Invisible and visible CC

    Posted in: Data
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    posted a message on O Defense

    Hi, I'm currenlty working on this idea so I decided to put this post in Map Feedback area instead of Map suggestions. Since the most time consuming tasks (unit and upgrade balancing) are still ahead I would like to hear now, if the idea behind this map has any potential to become a fun map and if it's worth of finishing.

    O defense is tower defense like map but if you remember Matrix Defenses from SC I those would be more accurate analogue. As the name suggests map is circular. It is divided into 16 sections, 8 sections (low-ground) for 8 different players and 8 AI-spawn (high-ground) sections. When enemies are spawned they get orders to move through this circle and each enemy unit that succeeds in this will remove life point from players. When players have 0 points left, they will lose the game. See the minimap of screen shots at the end of this post for sections.

    Game starts with the Building phase. Players are able to teleport defending units directly below their flying Command Bio-Dome. Unlike in most tower defense maps, these units can be moved to different positions during the Building phase. Players have only one another building that contains all possible upgrades for units and the Command Bio-Dome. Individual defending units can't be upgraded, modifiers apply to all towers so micro managing every tower is not needed. When the timer runs out the Building phase is over and Defending phase starts. All defending units of all players are frozen still (Command Bio-Dome is not a defending unit). Defending units have footprints so the enemy units will "see" them as obstacles and won't just keep running at them. If a player chooses to build total block on the path of enemies the AI will respond by opening fire on player's units until path is open again (this event won't kill more than 1 player unit so one mistace won't cause endless massacre and ruin the game). Since the Command Bio-Dome (CBC) is able to move during the Defending phase, players are still able to bring more guns into fight at this point. However, placing them should be done with caution since if the enemy path is blocked, event described above will be triggered. Also upgrades, level ups and CBC's skills can and should be used. When all AI units are killed or they have ran through the circle the Defending phase will end, timer is refreshed and new Building phase starts. For now the map doesn't have ending trigger, but it can be added so that players will win if they beat 30 or so waves.

    About units, upgrades and stuff: Each player can combine units from 3 different classes, terran, toss and zerg (more imaginative names under progress). In the beginning of the game, player selects which class he will be using at the beginning and spends 1 gass to unlock that class. Each class contains 9 different units, divided equally into 3 tiers. The first tier will be unlocked when player unlocks class of that tier. Units are purchased with minerals. Upgrades are bought for whole tier at the time. For example player pays 2 gas to get the first damage boost for terran tier 1 units and all 3 different terran tier 1 units will get this bonus. Each tier has upgrades for damage, weapon speed and attack range. Each is scaled depending on the defending unit, so that close combat unit won't get same range bonus as the sniper if they are in the same tier. In addition to tier upgrades players can spend their Level up points to global upgrades for their units. Global upgrades are divided into 3 trees, terran, toss and zerg. For example if player picks terran skill, every terran unit of that player will gain that bonus. Experience for Level ups, minerals and gas are gained by damaging AI-units. Killing them gives bonus income.

    If you like the idea, feel free to give suggestions or even better if you want to help me to finish this map I'm more than happy to share the credit. Since this is not reqruitment area, don't reply to this post but PM me if you want to balance units and stuff.

    Unit teleportation Marine maze

    Posted in: Map Feedback
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    posted a message on Unit altering pathing on map

    Well it truly seems that there's no pretty solution for this since the path finding algorithm in SC does not regocnize units like terrain and buildings.

    Posted in: Data
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    posted a message on Unit altering pathing on map

    @Khalanil1: Go

    When I spawn an invisible dummy to the location of the marine it pokes marine to random direction, usually forward. This seems to be caused by the footprint of the dummy unit. So this kinda works but it will alter unit formations so making lanes etc. will be impossible. I tried with the option ignore placement also without any success.

    If the dummy killing frequency is high I can avoid that poking effect, but I think that will cause game to lag. Let say if 4 players all bring in 200 marines and each marine needs that dummy...

    I'm trying to figure out if there's a way to alter pathing directly with triggers or something since footprints feels kinda limited.

    Posted in: Data
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    posted a message on Unit altering pathing on map

    Hi, I have searched solution for following problem for a while without much success so here it is:

    What I want: when I put an unit on the field I want that unit to change other units pathing.

    Imagine a passage from the point A to the point B with width of 12 marines. Then I add 10 marines in a line to this path so there's only 2 marine gap between these points A and B. Next I spawn an enemy unit to the point A and give it an order to move to the point B.

    If I use normal collision conditions for marines and the enemy unit, the enemy unit will run straight to the marine "wall" and randomly walk along it and maybe finally find the gap and go through. This I don't want, finding the gap takes way too long and its just stupid.

    If I use footprints for marines, the enemy unit will see the change in pathing and run straight for the gap in the wall and go through. This I want.

    However! If I give footprints for marines I can't move them and they are not shooting as they should either.

    Is there a way to give a footprint for an unit that does affect only other player's (AI's) units? Other ways to make units alter map pathing? I'm open to any suggestions and thanks for all replies already :)

    Thanks for Khalanil1 for idea, heres my "solution": I have two phases in my map, build and defend. When build phase is activated there's no need for dummies and units can move freely. In defend phase enemy units start approaching and player unit movement is forbidden by a trigger. After that dummies can be spawned without altering player units placements.

    If unit movement is not forbidden (Movable state off) units can move and shoot, but their movement is really groovy :D it's like Brownian motion of small particles, if someone needs that kind of "random" movement this might be a way to do it.

    Posted in: Data
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