shield generator-is it possible?
~the idea
making a trigger that has a building, any building create a "shield" when you do some thing...like brind a civ to a beacon?
Um, give a building shields? Or the ability to recharge them?
No, you can't. Not without some sort of modding.
you really have to clarify - seriously. do you mean actual shields(like the protoss have) or are you talking about virtual shields.
virtual
kinda like every thing in location X becomes invincable
Um, set all man in location X invincible?
Or do you mean you want to build buildings and have it so enemies can get close to them and be protected?
for a starwars map i want a building you can make in your base that creates a shield. for example if u build a bunker it has a shield that protects every thing in a 10 foot radius
player commands at least 1 shield generator
enable invinvicbility for all buildings at 'shield generator'
...?
Like set it so all the enemies that hit a wall explode or something?
Define sheild please.
Locations are square. So you either have to work with that, or try to create an oval-ish shape using several different locations.
When the player owns a bunker, you center the location(s) on the bunker, and Enable Invincibility for all units in the field. If you want the bunker not to be invincible, you could just add another location and action to disable invincibility for the bunker after. have a trigger before this one that resets the invincibility status of all units to disabled, so when units exit the "shield", their invincibility status will be removed.
Problem is centering locations on more than one bunker by the same player, though. I expect you'll want more than one of them?
You don't need more locations to center on the bunker...
All you need is to disable invincibility for all units at anywhere, then enable invincibility at the shield generator. I've seen it done before, and it works like a charm.
Well that's assuming you don't want to preserve invincibility to units elsewhere on the map. If so, then you'd need at least 2 locations for the process of making a shield effect over buildings.
QUOTE
You don't need more locations to center on the bunker...
All you need is to disable invincibility for all units at anywhere, then enable invincibility at the shield generator. I've seen it done before, and it works like a charm.
Yes, a rectangular "shield" shows how professional the map would be.
If you have more than one bunker, then just give the bunker to a different player until the current player no longer has any bunkers, then give them back.
Unless you want to have units firing FROM the bunker...
No, you need to give the bunkers (if that's your shield building thing) away to other players at least once. When doing that place a burrowed marker under them, so that way you can center the shield locations over all of those burrowed markers instead of the bunkers themselves (which'd require repeat 'gives'). Then you can use them like normal and still have the shield effect.
So you want a building or unit under the shield to be protected from units outside of the shield; but units inside the shield can be killed by enemies who are under the sheild as well.
EVER HEARD OF DARK SWARM???
QUOTE(L-inspecteur_Chocolat @ Aug 22 2006, 05:48 AM)
Yes, a rectangular "shield" shows how professional the map would be.
If you have more than one bunker, then just give the bunker to a different player until the current player no longer has any bunkers, then give them back.
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I never said it had to be a rectangular "shield." You could do your multiple location trick to make it more oval or whatever shape you want...
---Shield Generators---
When you enter an area (you hear a Power sound louder closer to the generator) and instead of having a burrowed vHP counter under your hero, you would have observers around the shield.
Having observers around the shield (or DarkTemplars if you don't disable mobile grid systems for the shield area) you can make it so that the enemy units attack the rim of the shield (burrowed units closest to them to the shield area (this can be done quite easily with burrowed units around the shield generator) and when the unit attacks a cloaked Protoss unit... gues wut happens?
You see protoss shields being hit! so it will appear as if a shield is protecting you from all directions... might be funny to see enemys from all directions and seeing an outline of a shield from all of the protoss units in the ring of protection...
It would be interesting to test this out, and there would be many ways to setup a static shield generator and a mobile shield generator... both would be quite simple and only require some systems to be turned off for a short time (an example would be mobile grid and vHP turned off)
Just seeing if I could help...
You don't need virtual HP for this...
QUOTE(WoodenFire @ Aug 28 2006, 02:32 AM)
---Shield Generators---
When you enter an area (you hear a Power sound louder closer to the generator) and instead of having a burrowed vHP counter under your hero, you would have observers around the shield.
Having observers around the shield (or DarkTemplars if you don't disable mobile grid systems for the shield area) you can make it so that the enemy units attack the rim of the shield (burrowed units closest to them to the shield area (this can be done quite easily with burrowed units around the shield generator) and when the unit attacks a cloaked Protoss unit... gues wut happens?
You see protoss shields being hit! so it will appear as if a shield is protecting you from all directions... might be funny to see enemys from all directions and seeing an outline of a shield from all of the protoss units in the ring of protection...
It would be interesting to test this out, and there would be many ways to setup a static shield generator and a mobile shield generator... both would be quite simple and only require some systems to be turned off for a short time (an example would be mobile grid and vHP turned off)
Just seeing if I could help...
You don't need virtual HP for this...
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Nice effect, but if you're playing a multiplayer game where players'll be building multiple bunkers that you'd each want to have that effect for, you'd definitely have your work cut out for you.
Certainly not impossible, though.
ADDITION:
QUOTE(dark_templar_99 @ Aug 22 2006, 07:31 PM)
So you want a building or unit under the shield to be protected from units outside of the shield; but units inside the shield can be killed by enemies who are under the sheild as well.
EVER HEARD OF DARK SWARM???
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You can't place dark swarm with triggers. You'd have to make it a manual process, if you wanted that effect. And of course restrict melee units.
Well, actually, the shield generator would be quite easy for a multiplayer game. I would recogmend making the shield generator reach a little farther out (to hold some hugging buildings for protection.
I would also make it so that when you build a bunker or whatever key building you will use to build a generator, I would make it setup a grid, and if their is any problems with setting up the grid of burrowed units via 1/2grid, a message can come up, give back your minerals, and say their is a simple problem with the terrain around the shield generator.
You could even make the build time 1 second and after it checks the terrain, it will place a beacon, a target burrowed unit in the middle, and a computer SCV. The beacon would be the build-site, the scv would be the worker, and the repair damage effect from the scv attacking the burrowed unit would appear that the building is under construction. The invincable SCV's life bars can be the progress on the building of that building.
When the shield generator is ready, the shields are placed (DT's/Obs) and rings of locations may be used.
Now for a game with player against player type interaction, this effect will not be what you would want to use because one of the human players will be seeing the observers/dark templars and thus ruining the koolness of the effect on their side...
Hmm, unless your armies are computer controled? And maybe you moved your army around with Pointer/Cursor (Scourage) and that way it would work...
QUOTE(WoodenFire @ Aug 29 2006, 12:15 PM)
Well, actually, the shield generator would be quite easy for a multiplayer game.
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The effect you were describing earlier wouldn't be
that easy. You'd have to use a process to toggle "invincibility" for players near bunkers, manage the protoss units next to the bunkers for the shield effect, detect the player's range from a bunker to set their sounds accordingly, and hope it won't lag while doing that for each bunker (how many of which could be unknown). Certainly doable, though.