Staredit Network

Staredit Network -> UMS Assistance -> Making day-night effects
Report, edit, etc...Posted by IsolatedPurity on 2004-12-09 at 10:03:15
Omg... I guess I'll reveal my night/day system that I WAS going to use in my revolutionary rpg...

Night: Blind the Units. 100% effective because I made blind cost 1 mp, heal cost 255 mp (and they only had 200 mp to start with) and like 5000 hp. A trigger constantly heals them until all heroes have been picked. Heroes will always attack them, they will always get blinded, and they won't attempt to run around healing each other.

Morning: Burrowed zergling that follows them around. I didn't use hyper triggers with instant perserve because that slows the unit down and makes the hero walk all gay. Instead, I had the unit hesitate for a tiny bit. It worked nicely because it didn't give them too much vision anyways. Burrowed units can be pre-placed.

Afternoon: Burrowed Defiler. Super wide vision.

Evening: Burrowed zergling again.

All the while, I used center screen on the heroes because it adds to the realism. You normally wouldn't be able to just scroll over to your friend's position and see what they are seeing, however, if you are in the same screen, you would be close enough to share each other's "light source".

Lisk helped me a bit with this... using a defiler was his idea... I didn't think it had that huge of a vision circle while burrowed.

This system is so damn sexy. I pwn.

If you want to enable running out of stamina, just have two triggers... one with a small hesitation of moving the zergling on hero with a stamina switch, one without. Not entirely sure how you would do that for the night time with no burrowed units though, but you'd have that problem anyways.

QUOTE
also, you can just give the ling to a neutral player instead of a computer, neutrals does nothing if you don't use AI's and Ally settings on them so the ling will just stay unburrowed and you won't have to use any more triggers.

Yeah, better choice of the two... and make them invulerable.

Preplaced as burrowed, invulerable, neutral-owned zergling with shared vision with all human players. It works. They don't unburrow. If they are, you are doing something wrong.
Report, edit, etc...Posted by AqoTrooper on 2004-12-09 at 10:53:15
QUOTE(Deadalus @ Dec 9 2004, 02:53 PM)
Ok, new update happy.gif, I will use blind for night, don't have much choise coz I need slower walking for when you run out of stamina etc.
[right][snapback]108151[/snapback][/right]

erh... but as you said before, and I have to agree, blind units have too much short raged sight, it's not realistic at all that way and I assume you're trying to make it realistic.
Instead, I thought of another idea.
you can create an unburrowed ling in your heros position, set a 1*1 location on him, remove him, and create a burrowed ling at this location.
use hyper triggers so that the unburrowed ling won't be noticed in the replace time.
the idea is that the ling will be create near the hero, and not under it, that way you won't have ANY walking speed problems (again, use hyper triggers to perfect it).
and the unit will have normal sight... and not a 30 pixels sight...

On a side note, isolatedpurity, centering the screen on the hero is not a good idea, because if you use the 'center screen' action the cursor also moves on hero, and if you use hyper triggers it's just impossible to move the cursor...
while without hyper triggers it'll look very buggy and the screen will 'jump' every two seconds.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-09 at 11:57:12
It won't affect the cursor on B.net, only single player.

If you want the Zergling burrowed, you have to go to Players > Special Abilities > Zerg > Burrowing, and set it to Researched. Then, if you used the properties to burrow the ling, it will be burrowed when you start.

If you go with AgoTrooper's idea, have no waits between creating it and removing it, or moving it or w/e you do. That way you get the vision (sometyimes it will glitch and you lose it for a second though), and you can't see it. Also, make sure there are no tight corridors because it would be possible for the ling not to be able to be placed by the hero and it would get vision from on top of one of the walls where it would be made instead. Tight corridors can cause a lot of problems, even with spells like hallucination, they get created above the walls.
Report, edit, etc...Posted by IsolatedPurity on 2004-12-09 at 12:30:09
Vision from an area you had a unit removed from doesn't disappear instantly, so there would be no glitches.

QUOTE
On a side note, isolatedpurity, centering the screen on the hero is not a good idea, because if you use the 'center screen' action the cursor also moves on hero, and if you use hyper triggers it's just impossible to move the cursor...
while without hyper triggers it'll look very buggy and the screen will 'jump' every two seconds.

Uh? In b.net games, I had 0 problems... with the cursor? I didn't have the screen center on the hero instantly, there was a small delay between recenters and it really didn't look too bad.

Blind units don't have much sight... yes... but it's the middle of the night! Night = very dark. It's fun. And besides, if you so hated the night, you could be a relatively cheap torch from the wonderful shop of goodies.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-09 at 13:22:41
AqoTrooper in multiplayer games the curser doesn't move when you use center screen. Also the screen doesn't 'scroll' over to the spot. It jumps there, and therefore it isn't a blocking action ither.

Just another one of those differances between single player and multi.
Report, edit, etc...Posted by Daedalus on 2004-12-09 at 13:44:40
QUOTE(isolatedpurity @ Dec 9 2004, 04:03 PM)
Omg... I guess I'll reveal my night/day system that I WAS going to use in my revolutionary rpg...

Night:  Blind the Units.  100% effective because I made blind cost 1 mp,  heal cost 255 mp (and they only had 200 mp to start with) and like 5000 hp.  A trigger constantly heals them until all heroes have been picked.  Heroes will always attack them, they will always get blinded, and they won't attempt to run around healing each other.

Morning:  Burrowed zergling that follows them around.  I didn't use hyper triggers with instant perserve because that slows the unit down and makes the hero walk all gay.  Instead, I had the unit hesitate for a tiny bit.  It worked nicely because it didn't give them too much vision anyways.  Burrowed units can be pre-placed.

Afternoon:  Burrowed Defiler.   Super wide vision.

Evening:  Burrowed zergling again.

All the while, I used center screen on the heroes because it adds to the realism.  You normally wouldn't be able to just scroll over to your friend's position and see what they are seeing, however, if you are in the same screen, you would be close enough to share each other's "light source".

Lisk helped me a bit with this... using a defiler was his idea... I didn't think it had that huge of a vision circle while burrowed.

This system is so damn sexy.  I pwn.

If you want to enable running out of stamina, just have two triggers... one with a small hesitation of moving the zergling on hero with a stamina switch, one without.  Not entirely sure how you would do that for the night time with no burrowed units though, but you'd have that problem anyways.
Yeah, better choice of the two... and make them invulerable.

Preplaced as burrowed, invulerable,  neutral-owned zergling with shared vision with all human players.  It works.  They don't unburrow.  If they are, you are doing something wrong.
[right][snapback]108168[/snapback][/right]

Eeerhm... Constantly centering screen is iritating pinch.gif and I have scrolls, spells, quests objects, herbs, potions, atributes (Strength, Inteligent, etc.) and more of that stuff which are all visible in the map so centering isn't a good idea for me happy.gif.
You can easily use stamina with this idea, also at night, coz you can simply use a ling from a player who has no shared vision with you. It does require an other neutral player thou, but I already have them happy.gif.

But that 'sexy' system of yours is good smile.gif. What RPG is that going to be ?

ADDITION:
QUOTE(isolatedpurity @ Dec 9 2004, 06:30 PM)
Blind units don't have much sight... yes... but it's the middle of the night!  Night = very dark.   It's fun.  And besides, if you so hated the night, you could be a relatively cheap torch from the wonderful shop of goodies.
[right][snapback]108187[/snapback][/right]

You are absolutely right, it is dark at night... But if you can raise dead body's, mind control enemy's, 'ether walk', killing simple units with one word, then I think you also will be able to see more then you hand when it is dark happy.gif. Youre LOS (Line Of Sight) increases during the game (not alwasy thou, depends on youre choices and stuff).

ADDITION: @isolatedpurity: If that player which owns the medics doesn't use heal you can simply disable it for that player, some for restoration (just to be sure).
Report, edit, etc...Posted by Lisk on 2004-12-09 at 13:46:59
you give players nightvision an make some blurr effects smile.gif

also if you have a 'scenery' player you might have 2 : white(day)/black(night) color

different monsters for day/night and different ambient sounds
Report, edit, etc...Posted by Daedalus on 2004-12-09 at 14:09:17
QUOTE(Lisk @ Dec 9 2004, 07:46 PM)
you give players nightvision an make some blurr effects smile.gif

also if you have a 'scenery' player you might have 2 : white(day)/black(night) color

different monsters for day/night and different ambient sounds
[right][snapback]108212[/snapback][/right]

Hmmm it doesn't look like you read whole the thread coz I already said that I use different sounds happy.gif. I don't like blur effects. But eerhm could you explain what you mean with you second line confused.gif

@AgoTrooper: Eeerhm, as far as I understand it I have to make a location on the hero, then remove then hero and create a ling.... but that's not what you mean I think huh.gif . Could you explain it more clearly for me ? thx happy.gif
Report, edit, etc...Posted by AqoTrooper on 2004-12-09 at 14:52:07
QUOTE(Deadalus @ Dec 9 2004, 10:09 PM)
@AgoTrooper: Eeerhm, as far as I understand it I have to make a location on the hero, then remove then hero and create a ling.... but that's not what you mean I think  huh.gif . Could you explain it more clearly for me ? thx happy.gif
[right][snapback]108219[/snapback][/right]

I sure you know, that if you tell the editor to place a unit in a place where there's already a unit, it will place the other unit near that unit.
but if you tell it to create a burrowed ling it will create the unit at the same place as the other since they can be in the same spot, like air units.
so, you have a location that is constantly moving on your hero, right? if you create an unburrowed ling in that location, the ling will appear near your hero.
than, place another location on the ling that appeared, and remove it.
and than, create a burrowed ling at that location.
if you'll do that using hyper triggers, the unburrowed ling won't be noticed, all of this will happen too fast too see, so this is 1 advantege over blinding - you don't need to wait while your hero is in some corner of the map.
also, the burrowed ling that you will create, at that location will be near your hero, no under it, and than you won't have any walking speed problems.
and 1 tile difference of sight is unnoticeble, so what you'll get is a shorter sight in a milisecond without any bugs.

get it now?
you can use it if you belive me... the only problem that might occure, is that if your hero stands near a cliff the ling will appear up the cliff, but I personal think that couldn't happen since cliff is 1.5 tiles wide and the ling will be placed in the 1 tile wide away where you came from instead.
Report, edit, etc...Posted by Daedalus on 2004-12-09 at 15:21:29
QUOTE(AqoTrooper @ Dec 9 2004, 08:52 PM)
I sure you know, that if you tell the editor to place a unit in a place where there's already a unit, it will place the other unit near that unit.
but if you tell it to create a burrowed ling it will create the unit at the same place as the other since they can be in the same spot, like air units.
so, you have a location that is constantly moving on your hero, right? if you create an unburrowed ling in that location, the ling will appear near your hero.
than, place another location on the ling that appeared, and remove it.
and than, create a burrowed ling at that location.
if you'll do that using hyper triggers, the unburrowed ling won't be noticed, all of this will happen too fast too see, so this is 1 advantege over blinding - you don't need to wait while your hero is in some corner of the map.
also, the burrowed ling that you will create, at that location will be near your hero, no under it, and than you won't have any walking speed problems.
and 1 tile difference of sight is unnoticeble, so what you'll get is a shorter sight in a milisecond without any bugs.

get it now?
you can use it if you belive me... the only problem that might occure, is that if your hero stands near a cliff the ling will appear up the cliff, but I personal think that couldn't happen since cliff is 1.5 tiles wide and the ling will be placed in the 1 tile wide away where you came from instead.
[right][snapback]108235[/snapback][/right]

It works EXELENT !!! Good job clapping.gif cool.gif thumbup.gif And works at clifs to, I've try'd it everywhere and it does work perfect biggrin.gif. Kinda logic coz the clifs are 1.5 tile and the ling won't be anyfurther then 1 tile (less I think) away from you.

But there is one problem thou.... one which hurts the realistic-factor in the game.... you will see a black hole from a burrowd ling constantly at your side blink.gif and that's not good sad.gif
But it does work perfectly and it requires only one trigger. Nice job.
Report, edit, etc...Posted by AqoTrooper on 2004-12-09 at 15:32:16
QUOTE(Deadalus @ Dec 9 2004, 11:21 PM)
It works EXELENT !!! Good job clapping.gif cool.gif thumbup.gif And works at clifs to, I've try'd it everywhere and it does work perfect biggrin.gif. Kinda logic coz the clifs are 1.5 tile and the ling won't be anyfurther then 1 tile (less I think) away from you.

But there is one problem thou.... one which hurts the realistic-factor in the game.... you will see a black hole from a burrowd ling constantly at your side blink.gif and that's not good sad.gif
But it does work perfectly and it requires only one trigger. Nice job.
[right][snapback]108246[/snapback][/right]

yea, but this "black hole" doesn't effects gameplay and after 5 minutes of playing you'll just ignore it... so I don't think it's that a problem.
infect, you can use many different burrowed zerg and typing different things in their name, so that if you wanna see further information about your character you won't have to always look at the mission objects box, you can just press the spot that is following you biggrin.gif
Report, edit, etc...Posted by Daedalus on 2004-12-09 at 16:15:25
QUOTE(AqoTrooper @ Dec 9 2004, 09:32 PM)
yea, but this "black hole" doesn't effects gameplay and after 5 minutes of playing you'll just ignore it... so I don't think it's that a problem.
infect, you can use many different burrowed zerg and typing different things in their name, so that if you wanna see further information about your character you won't have to always look at the mission objects box, you can just press the spot that is following you biggrin.gif
[right][snapback]108249[/snapback][/right]

ghahahaha, that's right happy.gif but I will try to find a way without any bugs happy.gif, but it IS a perfect way to show lots of info like ammo, level, exp !!! I think I'm going to use it happy.gif.
When I looked at the trigger I thought "what the heck, how stupid can I be !!" well, I think that most of the day but that doesn't matter tongue.gif. But why should we first create-remove a unit with a LOS and then create a burrowed unit to get his LOS ! You can create-remove a spider mine for at night and most longer units for normal range and some special units for longest range.... I'm going to try which units have long/medium/short LOS now happy.gif

ADDITION: Spider mine has shortest range, then comes zerg eggs and larves, then powerups, and then normal units.
I detected some bug in 'my' way thou. When I simply create-remove a unit at my hero's location there will be somekind of flash after about 5-10 secs and you won't have the hero selected anymore w00t.gif which is really iritating blink.gif. Does anyone knows of this bug and knows how to 'cure' it ?

ADDITION: After some trying I found out that the bug is that the marine (the hero) is moved to the location where he is in so it is still the same marine (it keeps hotkey), very strange... But the spider mine works perfect as night LOS coz it's further then blinded but not to far happy.gif.

This are the triggers I use:

Trigger 1:
Always:

Center location 'You' on 'marine' at everywhere.
Execure AI script turn ON shared vision for player 2.
Execure AI script turn OFF shared vision for player 1.
Preserve Trigger

---------------

Trigger 2:
Player 1 brings atleast 1 men to 'day':

Set 'Day'
Preserve trigger

---------------

Trigger 3:
Player 1 brings atleast 1 men to 'night':

Clear 'Day'
Preserve trigger

---------------

Trigger 4:
'Day' is cleared:

Create 1 'vulture spider mine' for player 2 at 'You', apply properties (invunlerable and hallucinated)
Remove 1 'vulture spider mine' for player 2 at 'You'
Preserve trigger

---------------

Trigger 5:
'Day' is set:

Create 1 'zerg egg' for player 2 at 'You', apply properties (invunlerable and hallucinated)
Remove 1 'zerg egg' for player 2 at 'You'
Preserve trigger

---------------

And that's it, it all works wonderfull exept the strange bug sad.gif
Report, edit, etc...Posted by LegacyWeapon on 2004-12-09 at 16:26:04
Have you tried using some of the other units?
Report, edit, etc...Posted by IsolatedPurity on 2004-12-09 at 16:35:04
QUOTE(Deadalus @ Dec 9 2004, 12:44 PM)
Eeerhm... Constantly centering screen is iritating pinch.gif and I have scrolls, spells, quests objects, herbs, potions, atributes (Strength, Inteligent, etc.) and more of that stuff which

As did I. Move a hero on a becon to buy a spell, etc... the game will create a chooser at whatever location and center the screen on the chooser instead. Basically, I had it set up so
If Player 1 has 0 choosers... Center screen on Hero
Esle Center screen on chooser

Spells / Items wouldn't make a difference because of the drop ship casting system, which is a lot better than forcing your players to jump around the entire map to cast spells and use items anyways. Now that is some irritating shiznet.

QUOTE
You are absolutely right, it is dark at night... But if you can raise dead body's, mind control enemy's, 'ether walk', killing simple units with one word, then I think you also will be able to see more then you hand when it is dark happy.gif. Youre LOS (Line Of Sight) increases during the game (not alwasy thou, depends on youre choices and stuff).

See though... that's why they buy a torch! Anyways... why should players deserve a lot of vision at night? Just because spells might require it? That's not realistic. I'm sure players could manage.

It is your map though, whatever works for you smile.gif.

QUOTE
ADDITION: @isolatedpurity: If that player which owns the medics doesn't use heal you can simply disable it for that player, some for restoration (just to be sure).

The simpliest things never come to mind first smile.gif.
Next Page (2)