QUOTE(DaMiNaToR @ Mar 9 2006, 07:57 PM)
But I think that the original idea was very poorly thought out and very obvious.
[right][snapback]442435[/snapback][/right]
That wasn't very constructive, it was all critisism...
QUOTE(Kumano @ Mar 9 2006, 03:27 AM)
Another thing you could do similar to this, is use a goliath and observer like before, but you can move the observer around (have a big location around the goliath if you want to make sure observer doesn't go too far) and have a location that centers around the observer. The player can shoot the observer with the goliath, and when the player commands 0 observers you kill units at the observer location.
I think this is more effective because it can be used in any map with only 1 rocket launcher per player, which I don't think yours can go past either. No locations needed for the units you're trying to kill, and also more realistic if you shoot and they move out of the observer location before it hits.
[right][snapback]442002[/snapback][/right]
Yeah, and also you could use the technique descibed in that "Upgrade without the buildings" tutorial to so that you could make upgrade the radius of the explosion. Think about it: You bring a unit to a beacon, it clears a switch and starts a new one. That new switch has a new location follow the observer, which is larger than the last. Then, you simply implement the old triggers to the new location, and you have a better rocket launcher. Also, you could blend the 2 methods to make a sort of "lock-on" function (perfect for use with vehicles on a Halo CTF map
) you bring the observer to the location of of the enemy, and have some sort of way that it tracks how long the observer has been there (a countdown would be a simple, yet effective way of doing this). Then, your enemy gets a warning that they've been locked on to (just like a nuclear launch) and as soon as the locking time is over, the observer has a trigger given to it that keeps it in the enemy location until it leaves the sight range of the base unit(the goliath, simply done with triggers). Then, simply blow up the observer and you get a kill. I think it's brilliant