There is a property that states how hard a unit is shoved out of the way of others. By default they are all the same for every unit, but i cant remember the name...
Anyway, if set to 0 this property makes the unit unpushable iirc.
I havent had an animation play to a behavior, but i would imagine it works like the other animations.
(I dont have access to the editor right now so bear with me)
Actor -> Events-events+
The main thing would be something that has to do with the Behavior activating, like UnitBirth makes the event occur when the unit is created.
This is about infesting. And consuming. And killing things.
Gameplay
It starts off rather chill. You and the other 5 players fall from the sky in zerg jelly sacs and come out as little tiny larva.
This is called the Feederling stage.
Feederling Stage
As a feederling, you can scoot along and dig into people's skin and control their nervous system. Once inside, you can move the host about and you can kill them from the inside. The purpose is to kill terrans and get a stat bonus to your future evolutions. After a couple minutes, the overmind tells you that its time to evolve, and so you do.
Infestor Stage
This is the main part of the game. The infestor has a few abilities:
Consume - Kills the target and gains a new ability based on the target.
Infest - Turns the target to your side over 8 seconds
Call underling - Call upon a Zergling, Roach, Hydralisk, Infested Terran, or Baneling to aid you. Depending on upgrades, Infested Marauders or Infested Medics can be spawned as well.
[Consumed Ability]
Burrow
Evolve to Ultrafestor
Pretty much every unit grants the Infestor a unique attribute when consumed. Marines grant Stim, Marauders grant extra health and armor, Hellions grant a flamethrower weapon, etc.
Underlings require Vespene to summon. Each unit you kill grants 1 gas. The Ultrafestor evolution also requires gas, so a decision must be made as for whether you want to summon more combat units or evolve.
Ultrafestor Stage
This is the last stage, and is completely optional. The Ultrafestor has all of the same abilities of the Infestor. Stat changes include more health, armor, and movement speed while altering the basic attack weapon to attack harder, less often.
Specialization
Upgrades are available to the Infestor, increasing various stats. Each one costs gas. They improve Health and energy max, health and energy regen, movement speed, armor, and weapon damage. There are also two upgrades that allow you to either spawn infested Marauders or infested Medics. Only one can be researched.
The Grand Objective
So what is the point of this game? To kill the other player's Infestors. The game overall starts slow, with everyone just evolving and calling in a few zergies to aid them. But then you notice that your enemy has massed zerglings! Your few hydras are no match for mass zerglings, so you run about and locate some firebats to infest to kill those zerglings.
Its all about knowing what ability is best for what situation and the right units to infest to gain the upper hand.
Place a Warpgate where you can never find it (or just make it hidden), set the cooldown of warp in to 0, and use a trig to order the warpgate to warp in a unit to a random point within the region.
Im guessing the general layout would look and operate like Halo's Forge with editors. Would be cool, but needs a game base that is open enough to support the crazy things people come up with.
You start off as a larva (the glowing fat ones) that likes to dig inside of people and take control of their nervous system. You go around exploring as this little parasite, killing some things until you can evolve into an Infestor, which is the main part of the game.
The Infestor has a few abilities along with a ranged attack:
Assimilate: Impales the target, kills them and grants the Infestor an ability based on the unit. For Ex, marines give it Stim while firebats give it a special fire ability.
Infest: Sprays the target in creep, turning them to the swarm over 20 seconds. This allows you to supplement your infestor with backup.
(assimilated ability goes here)
Spawn Zerg: Zerglings, Banelings, Roaches, Hydralisks, and Infested Terrans can be called on will to aid you. They pop up immediately where you target.
Burrow (ofc)
After a certain point, your infestor can evolve into an Ultrafestor, which is an Ultralisk with an infestor for a head. The ranged attack is now slower but stronger and it gains a melee attack.
New Abilities:
(unnamed pull thingy): Instead of impaling and gaining abilities, the tentacle grabs the target and pulls them to you where you can melee them. Good for sniping key targets.
(other abilities WIP)
anyway, thats what you can do. The setting of the game is a large Terran area filled with towns, civilian and military, along with some forests. EVERY unit grants an ability to the infestor, which includes enemy zerg. The goal is to be the best Infestor and kill the other player infestors. What im hoping to accomplish with this is to start the game on a low key, looking around for good units to get abilities from and to build forces and to swap abilities to take on the enemy forces. For ex, i would get a steal the ability from a firebat for its AoE to counter an enemy who has mostly marines. And then go into fast paced action mode with players bouncing around massacring everything.
(yes the abilities dont have some sort of limit on them. Cooldowns and some sort of cost are being worked)
Most of the super simple maps like "Dont move your X" or volcano run dont see the light of day in the current system. Some already exist, but they are never played.
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There is a property that states how hard a unit is shoved out of the way of others. By default they are all the same for every unit, but i cant remember the name...
Anyway, if set to 0 this property makes the unit unpushable iirc.
0
Most of the altered melee games, like Phantom Mode or games like Parasite
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I havent had an animation play to a behavior, but i would imagine it works like the other animations. (I dont have access to the editor right now so bear with me)
Actor -> Events-events+
The main thing would be something that has to do with the Behavior activating, like UnitBirth makes the event occur when the unit is created.
Then the mid part would be playing the animation
-No clue what Actororphan is
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Never wanted one
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To Infest and Consume
This is about infesting. And consuming. And killing things.
Gameplay
It starts off rather chill. You and the other 5 players fall from the sky in zerg jelly sacs and come out as little tiny larva.
This is called the Feederling stage.
Feederling Stage
As a feederling, you can scoot along and dig into people's skin and control their nervous system. Once inside, you can move the host about and you can kill them from the inside. The purpose is to kill terrans and get a stat bonus to your future evolutions. After a couple minutes, the overmind tells you that its time to evolve, and so you do.
Infestor Stage
This is the main part of the game. The infestor has a few abilities:
Pretty much every unit grants the Infestor a unique attribute when consumed. Marines grant Stim, Marauders grant extra health and armor, Hellions grant a flamethrower weapon, etc.
Underlings require Vespene to summon. Each unit you kill grants 1 gas. The Ultrafestor evolution also requires gas, so a decision must be made as for whether you want to summon more combat units or evolve.
Ultrafestor Stage
This is the last stage, and is completely optional. The Ultrafestor has all of the same abilities of the Infestor. Stat changes include more health, armor, and movement speed while altering the basic attack weapon to attack harder, less often.
Specialization
Upgrades are available to the Infestor, increasing various stats. Each one costs gas. They improve Health and energy max, health and energy regen, movement speed, armor, and weapon damage. There are also two upgrades that allow you to either spawn infested Marauders or infested Medics. Only one can be researched.
The Grand Objective
So what is the point of this game? To kill the other player's Infestors. The game overall starts slow, with everyone just evolving and calling in a few zergies to aid them. But then you notice that your enemy has massed zerglings! Your few hydras are no match for mass zerglings, so you run about and locate some firebats to infest to kill those zerglings.
Its all about knowing what ability is best for what situation and the right units to infest to gain the upper hand.
Project page: http://www.sc2mapster.com/maps/infest-and-consume/
[update 4/29/11]
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Super mario 64, Banjo-Kazooie, and Bomberman 64
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Place a Warpgate where you can never find it (or just make it hidden), set the cooldown of warp in to 0, and use a trig to order the warpgate to warp in a unit to a random point within the region.
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We can bicker when we cant access the editor.
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Im guessing the general layout would look and operate like Halo's Forge with editors. Would be cool, but needs a game base that is open enough to support the crazy things people come up with.
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Only 1 ability can be taken from a unit at any time. They arent all abilities either, like a Hellion replaces the ranged attack with its flame.
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From your description i am picturing Special Forces, have you ever played a SF map?
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I haven't done much with auras, but Guardian Shield would be a good example to check out.
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Working title for something i am working on.
Works like this:
You start off as a larva (the glowing fat ones) that likes to dig inside of people and take control of their nervous system. You go around exploring as this little parasite, killing some things until you can evolve into an Infestor, which is the main part of the game.
The Infestor has a few abilities along with a ranged attack:
After a certain point, your infestor can evolve into an Ultrafestor, which is an Ultralisk with an infestor for a head. The ranged attack is now slower but stronger and it gains a melee attack.
New Abilities:
anyway, thats what you can do. The setting of the game is a large Terran area filled with towns, civilian and military, along with some forests. EVERY unit grants an ability to the infestor, which includes enemy zerg. The goal is to be the best Infestor and kill the other player infestors. What im hoping to accomplish with this is to start the game on a low key, looking around for good units to get abilities from and to build forces and to swap abilities to take on the enemy forces. For ex, i would get a steal the ability from a firebat for its AoE to counter an enemy who has mostly marines. And then go into fast paced action mode with players bouncing around massacring everything.
(yes the abilities dont have some sort of limit on them. Cooldowns and some sort of cost are being worked)
Anyway, you likey?
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Most of the super simple maps like "Dont move your X" or volcano run dont see the light of day in the current system. Some already exist, but they are never played.
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Battle.net has forced lag to ensure that the people with very low ping will stay at the same speed. There will always be lag.