If the player units are only used by the players, maybe something like im using:
Trigger |
Players: |
¤ Players Force |
Conditions: |
¤ Current Player kills 1 Sniper |
Actions: |
¤ End in defeat for current player |
and repeat for each selectable unit, therefore if they kill a friendly unit they instaly get kicked
QUOTE(High @ Sep 22 2004, 07:38 AM)
If the player units are only used by the players, maybe something like im using:
Trigger |
Players: |
¤ Players Force |
Conditions: |
¤ Current Player kills 1 Sniper |
Actions: |
¤ End in defeat for current player |
and repeat for each selectable unit, therefore if they kill a friendly unit they instaly get kicked
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I was thinking something like that, the only problem would be that they would be taking off 2 players, 1 good, one bad, and also if someone attacks you you can either let them, or attack them back and get booted. I'm starting to think that the player ban player system might be better.
Yeah, bans work better than that crap.
I didnt get a chance to work on it yesterday, my mom took over computer and played AvP2 alot until the baby cried, but expect that today I will have updates later.
EDIT: i just noticed, about 2 pages of topics go in front of my last one over the duration of 9 hours...
Sounds really good. But I think towords the end the elevator should break down then enemies fall through the roof while the hacker re-sets the elevator. Sounds good right?
I was thinking of having the elevator break down about 3/4's of the way and then they here noises on top, so the hacker has to reset the system whilst you fight off the mutations, and then because you want to get out of the elevator in case of another breakdown you have to go up the last few levels. And then you get outside.
Some more ideas to add to the RPG:
A search and rescue team from whoever sent you comes and backs you up.
A boss or two..or five... (Duhh...it's an RPG)
SOME LEVEL UP SYSTEM! (Again this is an RPG right?)
..Just some ideas.
IT'S UPDATE TIME!!!!
Okay, I've started the tedios work of triggers, got the first level done and Have made a few of the special abilities fot the comtech, the problem is thatI havent tested this yet. There are going to be a few bosses, maybe 1 every 3 levels, and at the end you get out to the open and a team is there to back you up, you get to use a stationary manual turret to blast them as they come near, and then you have to retreat and it goes on to the ending cinematic, also I wanted to know what you think are good strength for monsters for say lvl 1 and up so that they do not make it too easy and when your like mega upgraded with your weapons you can still lose, I want to make this a good defence so I need suggestions on these things, P.S. shouldI include protoss in the mutant army?
Mutants should be a mix of Zerg and Protoss.
Make it so that every level up, or money used to buy ups, the monsters will get stronger and in more numbers.
IE:
1 Upg = Enemy 10% HP and 10% More enemies
2 Upg = Enemy 20% HP and 20% More enemies
These are just examples.
Also make it so that every X upgrades the monsters will change to Hero mosnters which have more HP, more DMG and faster attack/move.
QUOTE
Quick Question; Should I have a banning system for bsers, and if so is there a way to make it automated effectively without waiting for the player to die, or have it so that when the player kills a unit owned by a player it bans him and gives the player his unit back. Plausible? or do I have to make it the flawed player controlled way?
If you have firebat as one of the units that you can pick don't implement the automatic banning, because firebat has splash and could therefore accidently kill a teammate, resulting in ban. However, you should have a banning system, pray that you don't need it.
Shotgun could also be tank, since tanks do less damage to small units (about 1/2 or 1/4 off) which would be realistic for a shotgun. Just disable siege and make sure the halls are big enough for him to fit. (If you use halls)
Also, the hacker should be a unit that doesn't attack.. or controlled by a computer that won't attack the enemies, since he's focusing on hacking rather than attacking.
I also had an idea but I forgot what it was.
Good luck on your map, it might be something I'd want to play.
i wanted the hacker to be "hacking", aka Have it a probe that attacks a burrowed unit (defiler).
A SCV working on a doodad or close to it (such as those green tanks or a computer thing..but thats not a doodad) would be perfect for "hacking"...
Are you going to have a timer for how much more time the hacker needs to hack the elevator? Or are you going to have times where it will tell you his progress?
I would somehow do a progress meter using the leader board. Like the label would be "Percent hacked." and the score would be custom so you could customize it.
I'm going to have a timer at the top...

Looks Good I like the Story line. I might play it soon!
If your going to have a timer then the hacker should have 1 HP, and every time he dies the timer goes up 1 minute or something. And the hacker only has five lives. Every time the hacker dies everyone gets +1 Marine or something.
No, +1 marines everytime a hacker dies would start to make things rigged at the end.
I don't think that if the hacker dies time should go up one minute. If he dies you should restart the level. If he does get attacked however, add 1 second for every second the hacker was attacked because he got distracted.
The hacker shouldn't have 1HP because ranged attackers would kill him very quickly.
How could you use an air strike in a building?
like seriously in a bulding?
Ok, to end this dillema I will explain the "hackers" functions;
First-He will have 500HP
Second-He will only have one life (Might change)
Third-He will not defend himself
Fourth-There will be no time increasing unless someone can give me a good reason
Fifth-Stop talking about the hacker and start talking about how I might make other parts better.
Make Medtech able to attack.. cuz even medics in Team Fortress (not the map) get guns. (it's actually my favorite class)
Make medtech a marine or some other unit that can attack but he also has medpacks (limited per level maybe?) that would either spawn a medic for a set time or fully heal everyone around him. Your pick ShadowSnipe4.
Oh btw what unit is comtech? Or is he some guy that's safe from all the mutants and aids the defenders with his turrets, radars, pulse nades, and targets from his little computer or w/e he's at?
Also when the elevator raises to the next floor don't just kill every mutant inside the elevator.. leave the mutants inside alive and do whatever with the ones outside.
QUOTE(Talrathis @ Sep 27 2004, 06:56 PM)
Make Medtech able to attack.. cuz even medics in Team Fortress (not the map) get guns. (it's actually my favorite class)
Make medtech a marine or some other unit that can attack but he also has medpacks (limited per level maybe?) that would either spawn a medic for a set time or fully heal everyone around him. Your pick ShadowSnipe4.
Oh btw what unit is comtech? Or is he some guy that's safe from all the mutants and aids the defenders with his turrets, radars, pulse nades, and targets from his little computer or w/e he's at?
Also when the elevator raises to the next floor don't just kill every mutant inside the elevator.. leave the mutants inside alive and do whatever with the ones outside.
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Medtech is a medic that is not helpless, all the other units excepting the comtech have to kill to get points, but the medtech and comtech get points automatically, the comtech can place turrets to aid but can be attacked by the mutants, I wasnt planning on killing the mutants inside the elevator when it rises, and the medtech can use specials which will kill the enemies effectively. Comtech is SCV with 50 attack ( just cuz I can)
As I said in my post the hacker gets attack like any other unit.
The hacker will start to defend itself thus giving a pause for his hacking.
The timer could be stopped for a while so the equivalent of that would be to add the number of seconds the hacker was being attacked to the timer.
QUOTE(BeeR_KeG[eM] @ Sep 27 2004, 07:44 PM)
As I said in my post the hacker gets attack like any other unit.
The hacker will start to defend itself thus giving a pause for his hacking.
The timer could be stopped for a while so the equivalent of that would be to add the number of seconds the hacker was being attacked to the timer.
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Do you know of a way to detect attacking?
Make Hacker Invincible and create a burrowed zergling under the hacker with 1HP.
make sure the zergling is viewable and attackable by the computer.
When the zergling dies just create another one under the hacker. Have a 2x2 location follow the hacker.
For every zergling that died it's 1 HP that the hacker lost.(You can use death counters to keep track of hacker's HP).
For every zling that is killed add 1 second to the timer.