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Staredit Network -> UMS Showcase -> Tanks Reloaded
Report, edit, etc...Posted by LegacyWeapon on 2004-12-01 at 21:10:24
There's another way you might like,

Make the ghost invicible, then have a unit under it, like a ling, that has like 1 hit death.

When that ling dies, then you have "shot" at that person.
Report, edit, etc...Posted by D-Von on 2004-12-02 at 15:55:50
QUOTE(CheeZe(U) @ Nov 30 2004, 08:42 PM)
I'm not sure why told me this first but you could have 8 scourges following a player, if the player(important) shoots the scourge, then it will shoot in that direction. or you could try to use a corsair following the ghost around and shooting in that area only.... or you could use the dropship thing like moose did in his one map...or you could think of a better way wink.gif
[right][snapback]105147[/snapback][/right]


I told ya that biggrin.gif because I didnt like Moose's dropship system too fugly tongue.gif and the shooting would be via explosions using the 9 overlord system. but then still you have only 8 directions but thats enough.

QUOTE(LegacyWeapon @ Dec 1 2004, 09:10 PM)
There's another way you might like,

Make the ghost invicible, then have a unit under it, like a ling, that has like 1 hit death.

When that ling dies, then you have "shot" at that person.
[right][snapback]105582[/snapback][/right]


This really doesnt apply in any way to what he is saying. You cant lock the ling if
it is under the ghost so you would have to make the game normal shots as in autolock. Now the game would have no skill left to it, but you could use your ABS and incorporate so that depending on the accuracy of the hit it will kill so and so lings which represent your health. as in just preserve it to give you so and so health when you have so and so lings.

Beacons would be bad, good thing you dropped that. if you have the fog of war revealed they have unlimited range so you could randomly fire into the wilderness unless you well actually you could easily anti that.
Report, edit, etc...Posted by MillenniumArmy on 2004-12-02 at 16:11:06
How about using Nydus Canals for your firing system...?

Only drawback to that is to provide creep
Report, edit, etc...Posted by .Coko[CK] on 2004-12-02 at 17:45:13
Which would require Creep Colony's but i favour this one, seems fun, however you'd also need to Control Tab them, as after you've made it...it stays there until one is destroys which destroys them both!
Report, edit, etc...Posted by LegacyWeapon on 2004-12-02 at 19:11:27
Isn't like this the same concept as beacon COP system except the Nydus Canals are 2x2 grid instead of 2x3?
Report, edit, etc...Posted by BeeR_KeG on 2004-12-02 at 19:38:15
It's pretty much the same except one part of the canal doesn't go away and you need creep.
Report, edit, etc...Posted by DoomPenguin on 2004-12-03 at 17:34:18
Wow, this map looks/sounds awesome so far. One thing though, is about the speed. Snipers maps are pretty fast paced, can this map be as fast as them? Either way, it sounds promising. Good luck with it.
Report, edit, etc...Posted by BeeR_KeG on 2004-12-03 at 17:36:30
Thats what I'm trying to get.
I want speed and presicion and chances are I'll have to come up with another whole system.
Report, edit, etc...Posted by BeeR_KeG on 2004-12-05 at 09:44:00
Snipers are now discarded Since the system I am trying to use and test can shoot over cliffs.
I will now be using tanks and to fire you need to be in siege mode. You can the move to tank mode and move around freely.
The triggering won't change much.
This is no longer a snipers map but a new breed of tanks map.

After this I might make a 3-D Tank map using Binary calculators calculation speed, and angle. It won't be easy but I'll try to do it after finish this one.
Report, edit, etc...Posted by TheOddAngel on 2004-12-05 at 09:54:15
Couldn't if you were shooting over clifs use locations set to be as medium ground only?

That shoud work and if you have an air unit as the weapon/shot. You can center the location on it so when it goes onto high groudn it dies.
Report, edit, etc...Posted by BeeR_KeG on 2004-12-05 at 10:04:50
I could do that but then people will just move the reticle(observer in this case) around the cliff and not over it.

A sniper can shoot another one on top of the cliff.
A sniper cannot shoot another one on the other side of the cliff.

That why I changed to tanks. Tanks can shoot another tank for almost anywhere and the system I was going to use for snipers was somewhat slow. I started thinking of tanks and indeed the ABS system is better suited for tanks.
Report, edit, etc...Posted by Kashmir on 2004-12-05 at 13:42:44
what you can do is use Psi's sniper system but with tanks:

Obs is always over the tank unless moved by the player.
You have 5 seconds (or more) to find your target.
Then a unit appears and its killed and any enemy under it dies too.


Trigger
Description:
Setting the locations!
Players:
¤ P1
Conditions:
¤ always
Actions:
¤ move 'location X' on unit 'obs'
¤ preserve trigger



Trigger
Description:
Moving so you don't shoot!
Players:
¤ P1
Conditions:
¤ P1 commands at least 1 tank
¤ P1 brings exactly '0' tanks to 'location 1'
Actions:
¤ move 'location 1' on unit 'tanks'
¤ move 'obs' to 'location 1'



Trigger
Description:
Shooting!
Players:
¤ P1
Conditions:
¤ P1 commands at least 1 tank
¤ P1 brings exactly '0' obs to 'location 1'
¤ P1 brings exactly '1' tank to 'location 1'
¤ switch '1' is cleared
Actions:
¤ start countdown timer for 5 (or more) seconds.
¤ set switch '1'
¤ preserve trigger



Trigger
Description:
getting the shot!
Players:
¤ P1
Conditions:
¤ P1 commands at least 1 tank
¤ P1 brings exactly '1' tanks to 'location 1'
¤ switch '1' is set
¤ countdown timer is exactly '0'
Actions:
¤ create '3' scourges
¤ kill all scourges
¤ kill all 'enemy' 'units' at 'location X'
¤ move all 'obs' to 'location 1'
¤ clear 'switch 1'
¤ preserve trigger



Trigger
Description:
Cancelling the shot!
Players:
¤ P1
Conditions:
¤ P1 commands at least 1 tank
¤ P1 brings exactly '1' tanks to 'location 1'
¤  P1 brings exactly '1' obs to 'location '1'
¤ 'switch 1' is set
Actions:
¤ clear 'switch 1'
¤ move 'obs' to 'location 1'
¤ preserve trigger
Report, edit, etc...Posted by BeeR_KeG on 2004-12-05 at 14:05:03
is it possible to implement this system with my ABS system? I don't think so.

I already have most of the triggers then only system I need is the one that will be your aiming reticle not the whole shooting system.

BTW: Those trigers have some conditions/actions that aren't needed and some of those triggers are not needed.
Report, edit, etc...Posted by LegacyWeapon on 2004-12-20 at 16:48:17
I just had the greatest idea. You can have a dropship method, where there is a "chain" to the tank. The dropship cannot go past cliffs or go out of the sight range of the tank. Then when the dropship drops a unit, it will shoot at that place.
Report, edit, etc...Posted by Fortune on 2004-12-20 at 18:14:13
_Well, compared to the normal sniper maps (although enhanced) I'm sure this and any system of firing will blow them away; they are just too simple. It is just a pacing up and down the map and knowing when and when not to hit attack, or move, or lock, etc.

_If this works out I think it will be a hit.
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