Okay I can tell you the full details what I want to do.
It' for my RPG--Fantasia RPG
Each hero can toggle engage mode ON or OFF, where in engage mode they set the computer to enemy and ally the computer when out of it(though computer remains unallied to them).
When engage mode is ON the hero can fight, however they will loose strength(represented by gas). When engage mode is OFF the hero will not return fire at computers, but they can regain strength. If the hero run out of strength(gas) then engage mode will be switched off automatically.
I would like to allow the player to group one single thing(building/ unit) and be able to group recall and hot key a command which can be reconized by the computer, allowing players switching engage mode ON and OFF quickly.
If the hydra turns into a lurker, okay, I assume it turns engage mode ON, so how do I turn it off?
People say they can make the lurker egg take forever to build so players simply have to group recall and press ESC to turn back into hydra--good idea, but what if the hero's strength runs out? How can we force a unit to stop spawning, eh?
I think I have figured out how to do this though--I'll use the burrow trick. The lurker.
Here's how it works:
The lurker has 2 attack, and next to it is a building of 1 hp. If engage mode is on, we burrow the lurker. The building is killed. Boom. Engage mode detected. The building keeps respawning when engage mode is on.
If the computer managed to keep a building for so long, then the lurker is not attacking and thus it is unburrowed--engage mode is off.
Not bad of an idea, eh?
QUOTE(EzDay2 @ Aug 1 2004, 01:32 PM)
Alright I skipped the above posts, so..
I don't entirely understand what terrains are what elevation, seeing as there's 4 levels of terrain, and some tilesets only have 2 or 3.
Here, I'll list 4 terrain types of different elevations to you:
Sunken Desert, Ice, Jungle, Snow, Raised Jungle, Temple, High Dirt, High Raised jungle. Wait, doe sthat last one exist? Would it make a fifth?
Terrain elevations is somehting I've never experimented with...
But burrowed does not affect where a unit is! A Zergling on Med is still on Med if he burrows
Here's a list of terrain elevations if you want them.
Oh well...thanks! Should be a good file to keep.
Anyone else got a better ida than my Lurker burrow method?
wow, thats the most useless referance list i have seen. To think how rarely i use the elivations and even more so not being able to guess what the elivation is.
"High Dirt . . . must be a low elivation "[/sarcasm]
what would darkswarm on water be considered as?
Same thing it would be considered for every other unit. Water is Mid I think.
QUOTE(StealthyDeath @ Aug 2 2004, 09:24 AM)
Here's a list of terrain elevations if you want them.
You should submit it to the map making tricks archive as a reference list.
QUOTE
Same thing it would be considered for every other unit. Water is Mid I think.
Isnt it low?!
for air units, it's low..but what about ground? ..is darkswarm and/or desruption web ground or air?
Should be air, cux units can't walk under land...
I would guess it is ground. And if water is low for air then it is low for ground as well.
Clokr_ I thought about that but then decided i didn't want to put such a useless list there. If you think about it it is extreamly easy to test and most times you can just guess.
Besides what about the person who wants to know about all the tiles on the master pallet? Do you think we need a list of every tile's index number and its elivation, for every tileset? Of course not, it would take less time to test it than it would to look it up.
I've used the elevations a few times, other than the obvious air-only or ground-only locations...
First on defense maps.. if you have units going in say 20 or so directions for 2 players so that you know player 8's units will all end at the bottom of the map in 20 places, you can make those places high elevation and the rest of the "ground" med or low, reducing the need for triggers even if the ends aren't all lined up perfectly, or a path leads between two of them. When I release my defense map (currently in need of some difficulty tweaking - unit hp was calculated by +5% or so per level leading to the "small" units being a lot harder for turrets to kill) you will see how I used it.. I have 56 points where the units can end, arranged all around the map, but I use 6 locations to detect their reaching these points - if I used less it would make the players lose when units spawned, but it's still a lot more convenient. I can just set up 6 triggers to move units from those locations to a general processing area where it does stuff with the total number of them.. the map would be impossible if you had to kill every unit so the players can let ~70 past before they lose, but the number can vary by what they miss.
And then, I've used them on bounds too. Safe points where the player can't be killed, because it's only killing at locations with "low" checked. It saves energy.
Well thats a neat idea, the only problem is vision and pathing.
What's the point of evalation? The only thing you want to distinguish between is air and land, and if you put a location over high dirt, it's high auto(how can a ground unit get to low evlation?). So I think evalation should actually mean something...
QUOTE(Clokr_ @ Aug 2 2004, 03:14 PM)
QUOTE(StealthyDeath @ Aug 2 2004, 09:24 AM)
Here's a list of terrain elevations if you want them.
You should submit it to the map making tricks archive as a reference list.
I think it's quite useless too, but it might be useful to someone sometime. I didn't really test any of them either, since that would take time. I had about 3-5 minutes with nothing to do, so I just opened TileEdit to determine what they were. If anyone wants to submit it, they can do whatever they want with it, as I don't really care.
QUOTE((U)Bolt_Head @ Aug 2 2004, 10:24 PM)
Besides what about the person who wants to know about all the tiles on the master pallet? Do you think we need a list of every tile's index number and its elivation, for every tileset? Of course not, it would take less time to test it than it would to look it up.
That person should get Tiledit, load the tileset, find the flag where elevation is stored and check all the tiles xD
Anyway I think that it goes by tile groups (a tile group is a line of tiles in SF's palette). So all the tiles on that group have same elevation properties.