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Staredit Network -> UMS Assistance -> Making day-night effects
Report, edit, etc...Posted by Daedalus on 2004-12-07 at 11:12:42
I'm working on a RPG (a ROLE playing game, not a hero action/adventure) and I need a good day/night cycle because the story requires that (in most cases, depends on how you play it happy.gif). And I'm 'smart' (tongue.gif) enough to show the time with the countdown(then it would be countup exactly tongue.gif) timer but is there a way to make it more realistic with smaller line of sight, lantarn effects in city's, no 'tail of sight' behind you (I think this is imposible but never try'd never won huh), etc.
Is it possible to trigger such things ?
Report, edit, etc...Posted by Daedalus on 2004-12-07 at 15:41:51
Hmmm since nobody repley's I'll do it myself happy.gif
I couldn't figger out how to DEcrease your LOS (Line Of Sight) at night so I INcreased it when it was day, genius huh tongue.gif NOT, okey..... I dont care....
It's simply done by teleporting a observer, or something, constanlty above you from a other player with shared vision.... piece of cake. And you can also give other LOS when it is midnight/midday or when it is fullmoon or something simply by using a observer from a player with extra LOS for the observer researched, or use cloacked overlords, etc.
Report, edit, etc...Posted by AqoTrooper on 2004-12-07 at 15:45:50
if you're gonna do that, just remember that observer and overlord are flying units and will cause you seeing over cliffs...
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-07 at 16:24:29
I would blind the unit and for day, have it have shared vision with a neutral burrowed unit constantly under it. When you want bight, stop getting its vision and you get the small blinded range. Or, you can have the vision go off for teh player and have them travel through black by having it hotkeyed, but I doubt that's what you want.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-12-07 at 17:03:52
Since those two guys are right, here's another method. You can decrease the line of sight at night by having it unvision the players from themselves and then moving a burrowed unit constantly between two places. In this way you won't be able to see over cliffs and you can see only the shortened vision range of a burrowed unit.
Report, edit, etc...Posted by BeeR_KeG on 2004-12-07 at 18:58:15
You can also blind the unit so it doesn't make the unit walk slower becaue of the burrowed unit.
Have a normal unit for day and a blinded one for night.
It's not easy to blind units during a game but you can do it.
Report, edit, etc...Posted by LegacyWeapon on 2004-12-07 at 19:01:12
It's not that hard
http://www.staredit.net/index.php?act=tuto...linding%20Units
Report, edit, etc...Posted by BeeR_KeG on 2004-12-07 at 19:03:13
That doesn't always work. You need to separete the unit and medic in pairs because two medic can blind one unit.
Also medics tend not to blind, I've tried this in UMS Melee with a hyper trigger of 100% energy and I don't get blinded always.
Report, edit, etc...Posted by LegacyWeapon on 2004-12-07 at 19:05:23
They usually take around 2 seconds.
But yea, you can always check if they are blinded.

Move it somewhere where there is a unit, then if the unit gets killed, it isn't blinded. If it doesn't, then it is.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-12-07 at 20:46:44
They always blind if you follow that tutorial.
Report, edit, etc...Posted by Loser_Musician on 2004-12-07 at 21:03:30
2 words:
Death Knights
Report, edit, etc...Posted by alazyguy on 2004-12-07 at 22:57:47
ehh??? don't you mean three words?

death knights 3

happy.gif
Report, edit, etc...Posted by Daedalus on 2004-12-08 at 04:11:39
Your unit can, if you've trained enough, teleport(almost working :S) and, if you have weapons etc with you, can change into other characters. It is also(almost done) possible to switch body's with a enemy and some more of that kind of stuff. I don't think this will interfear much with the burrowing stuff but the blinding with the medic would cause some problems I think. Coz you constantly have to teleport the unit to a medic and when it is blinded, which takes about 2 secs you said, teleport it back again.... That's imposible when you're going on a body changing frenzy, or even when you do it once....
Will the burrow unit trick slow down the unit much ? Is there a other way ?
I'm currently extreemly bussy with school, starcraft, maps, etc. So I don't have much time to think of something by myself, I've more importent triggers to get working biggrin.gif happy.gif
Thx for all your comments, I just got a cool idea biggrin.gif.

@Zerg Playing Dead: I already thought of that (that you don't see anything) for using in dungeons and stuff, but I'm not going to use it outside.... It would be a really iritating spell for the enemy thou happy.gif

ADDITION: Hmmm censored.gif , teleporting is off the list cry.gif it works way to slow blink.gif crazy.gif it looks like body changing is only going to be for special situations, but it's still going to be fun biggrin.gif IF it works....
Report, edit, etc...Posted by LegacyWeapon on 2004-12-08 at 14:51:37
Did you use hyper triggers?
For the blinding effect, have 2 copies of your unit. Then blind only 1. Switch units when it is day/night.
Report, edit, etc...Posted by AqoTrooper on 2004-12-08 at 15:26:23
QUOTE(LegacyWeapon @ Dec 8 2004, 10:51 PM)
Did you use hyper triggers?
For the blinding effect, have 2 copies of your unit. Then blind only 1. Switch units when it is day/night.
[right][snapback]107876[/snapback][/right]

but then the unit will use two healths, one for day and one for night... you can almost die in the end of the morning and power up to full life in the night... ugh...

instead, you can can have the unit in an ordinary mode, and in the night lights off and a burrowed unit gives you sights, it's not such a problem because it also makes cense that you walk slower at night...
but if you want the unit speed to always stay the same you can put the burrowed unit under it in the day and the night, than the speed will stay... on the other hand you'll be a slowass...
but you can go back to trick 1 with burrowed unit only at night, and in the trigger moves the unit under your hero make a 200 ms delay or something, it won't effect the sight too much and the unit will walk with 95% normal speed.
Report, edit, etc...Posted by Daedalus on 2004-12-08 at 15:29:05
QUOTE(LegacyWeapon @ Dec 8 2004, 08:51 PM)
Did you use hyper triggers?
For the blinding effect, have 2 copies of your unit. Then blind only 1. Switch units when it is day/night.
[right][snapback]107876[/snapback][/right]

Yes I use HT, but coz you can use spells like body changing (with your enemy) and more of that kind I have to make blinded versions of all units, but that's easy afcourse happy.gif. But I don't know for sure if I really want them blinded coz the vision range is really short. I think I'll stick to the burrow unit smile.gif.
Report, edit, etc...Posted by Deathknight on 2004-12-08 at 15:40:59
Alpha(MC), "Death Knights" is not a way to fix this trouble. Stop spamming your noob map and go do something worthwhile.

For the Day/Night, use a map revealer for the day(you would remove/create them, they can't be moved), and remove it for night. Seeing over cliffs is ok for the day. I don't see what's so bad about seeing more in the day as opposed to night. In the day, play random bird sounds and such. At night, play random howling and owl sounds.
Report, edit, etc...Posted by D-Von on 2004-12-08 at 15:54:52
Hey Salacious my credits for the blind tutorial were taken out, that 81 hp was a censored.gif to figure out
sad.gif
anyway, if you use burrowed units you would either need a comp for each or just assume vision to be shared. and medics dont always like to cast their blind cuz they are teh censored.gif es
Report, edit, etc...Posted by LegacyWeapon on 2004-12-08 at 16:45:38
Your credits weren't taken out...
I submitted the tutorial first, then you added on to it.
Your name is on the submitter along with mine.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-08 at 21:24:39
QUOTE( Ðeathknight)
(you would remove/create them, they can't be moved)
map revealers can be moved. I do it a lot, and it can be proven through, ummm Yoshi's 3D building tutorial. That ahd a location being moved over the ling, and it worked. So you can move revealers if you want. Only problem is you can see up cliffs.

I really like the bird and owl noises idea, biggrin.gif

If a unit isn't being blinded, make sure it is not invincible. It took me a while to figure it out (I never thought of it for a while), but invincible units can't be blinded. You can have blinded units turn invincible and stay blind. For darkness, you could have vision turned off for you, and on the side there are lanterns or something that become owned by a player that visions you when you go near them. If you walk away, you lose that vision there and go into the blackness. Only problem is the unit must be hotkeyed or you have to wait until day again.
Report, edit, etc...Posted by Loser_Musician on 2004-12-08 at 21:41:41
QUOTE(Ðeathknight @ Dec 8 2004, 03:40 PM)
Alpha(MC), "Death Knights" is not a way to fix this trouble. Stop spamming your noob map and go do something worthwhile.[right][snapback]107884[/snapback][/right]


Ya, it is a noob map. sad.gif
Report, edit, etc...Posted by Bringer on 2004-12-09 at 00:42:43
Deathknights is an answer to his problem. Its system is the best night/day system I have ever seen and it always works. His map isnt a noob map its one of the best maps I have seen. But just Observers all around the map where map revealers would be in Starforge if you put revealers on. Then create a huge location around your character. Then when you characters location touches the observer have a location center on the obs then remove the obs at that location and create a map revealer and you can use that one trig for the whole time for that part. Then during day have your character have vision with the player that has the map revealers, have the obs belong to a player you dont have vision with. Then at night turn vision off with revealers and have your character be blind. And Waa-Laa night/day system that works just set the time how you want.
Report, edit, etc...Posted by Daedalus on 2004-12-09 at 06:25:45
  • Create observer/map revealer above unit: No, coz I don't want the unit to see above clifs etc.
  • Blinding unit for night: No, coz I don't want so small vision range.
  • Using Death Knights 3 idea (with obs and stuff): No, coz the vision range is way to big then.
  • Moving burrowd zergling under unit: YES !!! but that freaky ling doesn' burrow !!!!! I try'd to make a burrowd zergling in the editer and move it constantly under you but then he starts unborrowd, I try'd to create a burrowd ling with triggers but then he also starts UNborrowd w00t.gif w00t.gif
helpsmilie.gif . helpsmilie.gif . helpsmilie.gif
It workd a long time ago thou, that was when I was 12 or something, I founded that trick for myself (for an other reason thou smile.gif ) and it did work if I remember good....
@Ðeathknight: Yeah I already used them in other maps, it sounds cool happy.gif but I think I lost the wav's sad.gif
Report, edit, etc...Posted by AqoTrooper on 2004-12-09 at 06:52:26
just use hyper triggers and create a trigger that tells the ling to always burrow, it'll never have the time to unborrow bcuz of the hyper trigger.

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.
Report, edit, etc...Posted by Daedalus on 2004-12-09 at 06:53:48
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.
@AqoTrooper: Ah so that was it, the ling was from player 2 which was neutral but in the same force as me.

Ps: But how can you order a ling to burrow ?
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