Staredit Network

Staredit Network -> Concepts -> Gunner System v2 Prototype
Report, edit, etc...Posted by LazyCoder on 2006-08-19 at 19:19:46
QUOTE(kookster @ Aug 19 2006, 12:49 AM)
hey tux you have some awsome music in your map where did you get it all from cause im looking for some good game music right now
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It says in the credits tongue.gif .
I think it was like: Flashkit, Halflife, Serious Sam, and other free sources. I just know this because I beat it recently (and without a save too, but the replay is screwed).

I know I've left a few off, I just can't remember them. disgust.gif

Hey Tux, have you got a new prototype yet? confused.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-19 at 22:55:39
No. I ran into a few problems with it, however, which seem to be preventing me from finishing it. I'll have to do some debugging to weed them out. With all the other stuff on my plate, it could be up to a month, unfortunately.
Report, edit, etc...Posted by LazyCoder on 2006-08-20 at 16:39:15
I've got kindof a stupid idea for shooting while moving. You could have a burrowed lurker underneath the player and for the rifle they could have 1 lurker, for a machinegun they could have 2 lurkers, and so on....... or maybe not. sad.gif

Or you could have a cloaked flying unit above the player.

Or not.... sad.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-21 at 13:31:58
Nope. It'd be just as well to center a location on nearby units and inflict damage on them automatically. Lurker however has an interesting aspect of going through multiple units.

No I'm justing using a revised version of my old gunner system prototype with the directional shots. Got rid of that stupid slope nonsense and using just the 8 cardinal and ordinal directions. Accuracy isn't as important this time, but you will at least need to shoot in the general direction of your enemy.
Report, edit, etc...Posted by LazyCoder on 2006-08-21 at 20:43:00
QUOTE
Got rid of that stupid slope nonsense and using just the 8 cardinal and ordinal directions


How are you going to do that? huh.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-21 at 21:00:52
Check out the triggers for prototype 3. Mobile grids, basically.
Report, edit, etc...Posted by LazyCoder on 2006-08-22 at 21:18:16
Hmmm... I looked at it and I think I get it... sortof... hmmm... mellow.gif mellow.gif mellow.gif Oh well, I'm used to Warcraft III, I've given up on Starcraft. disgust.gif
Report, edit, etc...Posted by Syphon on 2006-08-22 at 21:32:49
Just use one of the ones I said last night. wink.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-23 at 00:07:34
QUOTE(LazyCoder @ Aug 22 2006, 08:17 PM)
Hmmm... I looked at it and I think I get it... sortof... hmmm... mellow.gif  mellow.gif  mellow.gif Oh well, I'm used to Warcraft III, I've given up on Starcraft. disgust.gif
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lol. You should read up on the tutorial for it. Don't chicken out and take the easy road. wink.gif
Report, edit, etc...Posted by LazyCoder on 2006-08-23 at 21:05:25
I read the tutorial and to me all it said was making 9 units makes a grid, big friggen deal.

The easy road? I'm helping out the Warcraft III community by making some innovative maps for it. Nobody else is making any innovative maps for WC3 because they are all addicted to DotA (which I don't think is any fun at all).

QUOTE
Just use one of the ones I said last night. wink.gif


What? huh.gif

EDIT: I looked at the tutorial again, when you give a unit to another player in a 3x3 grid, is it always the same one every time you do that? I though it was random until now.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-23 at 21:26:07
Real men use Starcraft. If you wanted advanced features for modding or mapping, use the Source engine or something.


There's some rules to the mobile grids, which when you learn you can predict and use. It is a bit tricky at first, though.
Report, edit, etc...Posted by Kookster on 2006-08-23 at 22:15:43
I made a perfect map for your problem a while ago

http://www.staredit.net/index.php?download=5127

This map shows how starcraft creates units and detects them in which patterns but only for air tho i never made a ground one

heres a map which is the perfect grid it never becomes deformed except when to close to the map edge

http://www.staredit.net/index.php?download=5227
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-23 at 23:16:24
According to your second map you say the top left one is the one that is aligned to the grid. Actually the left, top left, right, and bottom right ones also do that (and I think that was all...). You can save a small step by combining those to get your results instead of always doing 3 mobile grid creations for each movement you want to make (though the top right and bottom left will probably require 3 combos in any case).

I'm not saying that to nitpick so much since mobile grids are known to causing lag, so the lesser the better. You also probably would want them traversing as little space as you can if there's other air units sitting around.
Report, edit, etc...Posted by Kookster on 2006-08-23 at 23:21:07
i realized that about a month after submitting the map but i didnt care enough to change it, it works well
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-23 at 23:55:37
I know, but I'm saying if you're making a game where you often need frequent or large traversals with mobile grids (like for tracing a path), the less the better. It hits lag pretty hard. A little something I got critized myself for earlier.
Report, edit, etc...Posted by LazyCoder on 2006-08-24 at 18:45:23
QUOTE(Tuxedo Templar @ Aug 21 2006, 11:31 AM)
Got rid of that stupid slope nonsense and using just the 8 cardinal and ordinal directions.


What do you mean by 'slope nonsense'? You were going to have more than 8 directions for shooting? How would you do that?
Report, edit, etc...Posted by Rantent on 2006-08-24 at 19:43:49
Simply have more locations around you... pinch.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-24 at 21:22:22
QUOTE(LazyCoder @ Aug 24 2006, 05:45 PM)
What do you mean by 'slope nonsense'?  You were going to have more than 8 directions for shooting?  How would you do that?
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Take a look at that old prototype. It's My Maps in my sig under Experimentals section. It calculates the slope of a swam's position relative to the player's, and then uses that slope to trace a line from the player in that direction to the end of the map. The first true unlimited gunner system (though buggy as hell, I'm afraid tongue.gif).
Report, edit, etc...Posted by LazyCoder on 2006-08-26 at 11:01:46
Aww I'm too lazy. Probably wouldn't have used it anyways.

Wait? Why would you use the 8 directions one when the slope one is fine? huh.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-26 at 17:28:21
Because it isn't. Something was bugging it up, and heck if I know what.

I don't intend to make a truely unlimited system either, really. Don't really need it to run shots across the map.
Report, edit, etc...Posted by LazyCoder on 2006-08-26 at 19:57:52
Is that prototype done yet? Why don't you post up your idea up here before you go to the trouble of making a map for it.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-26 at 21:02:23
No, it failed to work right. I'll just clean up method 3 and be done with it. I'll include a prototype for the new multiplayer gunner system though, which is probably the most important thing I need to resolve at the moment.

After I finish the contest map, though. tongue.gif
Report, edit, etc...Posted by LazyCoder on 2006-08-26 at 23:40:00
Do you even need to destroy the competition? Everyone knows your name already.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-29 at 23:10:07
Well, unless I can finish it in 24 hours you probably needn't worry...



Anyway, here's the outline for prototype 2d:
  • Detect player's swarm
    • If not exclusively within player's own firing range:
      • Check if no other players within range have ammo to fire
      • Check who is moving and who is still (moving players can't be firing):
        • Clear firing turn for moving players
      • Check if player has fired within the last 1/4 second (minimum delay between shots)
      • If shot found from still players with ammo within same firing range, check whose firing turn it is:
        • First player that has stopped moving gets the first turn
        • If player with turn has since stopped firing for 1 second, turn is cleared
        • If player reloads, turn becomes forced active once reload complete
        • Reload activated turns last for 1 second of unuse
        • Missed shots count as non-shots; 1 non-fire second timer runs through them
  • Detect firing direction (via. upgraded method 2c)
  • Target unit in found along directional line
  • Hit unit (based on weapon)
Report, edit, etc...Posted by Kookster on 2006-08-30 at 04:03:54
ive been thinking of a way to detect players swarms, that looks good really good the chances of it causing a fire from another player are so small it would have to be computer generated tux hats off to you cant wait to see the prototype
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