Right now I'm making a "brief" RPG (thats what I like to call it
). I'm incorporating these extended triggers so you can change weapons and things; makes it more awesome and... awesome-oh-er.
One downside: When making large scale maps you are probably going to use deaths and setdeaths as conditions and actions. But, you need the new data files for SF, so you always need to memorize the # of deaths for everything you use death triggers for because there aren't any names. Not really much of a concern, but its a small inconvenience.
QUOTE
Q: Uses for EUD triggers
A: Little or none until memgraft comes out for 1.13
Yeah, for one, thats a Q & A question; YOU aren't suppose to answer it. Also, extended triggers have nothing to do with Memgraft.
Whoops, mr.bob's ava confuses me.
Remember that each unit has two different weapons, one for shooting air, one for shooting ground, so even if they are the same weapon [IE: Marine] there are two different levels to it, remove both and only change the ground one and you won't be shooting any air.
zerglings that mine minerals,
zerglings with suicide attack,
zerglings that can morph into buildings,
lings that lay mines,
lings with stim pack,
medics that have gause rifles, + stim packs,
marines that shoot acid spores,
hydralisk with stim pack,
firebats that gause rifle air attack, while firebat ground attack,
scourge with gause rifle,
supply depot/bunkers,
turrets where you can load units inside,
scourge dropship,
marine, where you can load marines in..., ie. the marine has load bunker ability...
you can do some crazy shiet...
Medics with Gauss Rifles will crash, since they don't have an animation...
Firebats with air attacks will too.
Scourge with Gauss Rifles will be :censored:ed-up. Try changing their weapon in Arsenal 3 and seeing what it does- they'll crash, not attack units, or just run up to them, explode without doing damage, and then just sit there.
And what's special about Acid Spores that makes Marines with them worth mentioning? We already know you can change weapons.
In fact, the only good idea I see there is recursive-Marines.
You know, it's possible to change a unit's IScript pointer, so that an animation can be given to the medic. You just have to find which suits it.
Yout can use the death counts to cause a units action (wether it is an attack, walk, death, etc..) to read form a different area in the iscript.bin file. So, by entering the correct deaths, you can make it so when a medic is given the command to do a ground attack, it will say look at the portion of the iscript.bin file for the marine's attack and then follow the actions there by displaying frames in the sequence.
Continous Ages Rpg(or whatnot)
You could have a map where you defend a the center town for an hour or two, each ten or however many minutes designating one "age" or "period", and for each of these you get a new hero with a different name, sprite, spells, etc, and even different terrain. Normally you'd need to use twelve different units for the hero alone, which means you'd be stretched to make low-unit spells that don't seem to repetitive so that you could still have a few units left for the town and for the enemies, but sicne you can just change the main unit's sprite, upgrades, stats, name, weapon, etc. in-game...
Avalanche the game, run from falling rocks.
Scrolling shooter games, with real terrain moving by.
Better virtual hp is always a plus.
As is upgrading vision areas.
Make any unit able to pick up items and carry them around.
Make enemy units movement paterns different, i.e. Zerglings that stop comming for you when they reach a certain distance, I don't know what use this could be, but it would make for a weird rpg.
And the all time favorite, dropping macs.
Everyone would just need these words
"No Macs" or even "NM"
or Mac Unfriendly "MU" would be fitting
A useful feature in how you can tell what level mana a unit has is to use units like Ghosts as indictators for on/off switches, and you could use upgrades in buildings as real upgrades in the game, [think the upgrades for Civ maps, you'd no longer be moving units, but clicking a button]
"Universal" Defense Units
In a defense map, you could have a weak, cheap unit, but everyone can use that unit, and so everyone can upgrade it.
Or in a competition defense, it could be a strong cheap unit, that way you can get the best unit and upgrade that, but also be helping other players, or get weaker units and do things on your own.
ADDITION:
Changing Unit Scores.
This could be extremely valuable for unit-based(as opposed to kill-count) scoring in Rpg's or perhaps Defense maps.
For example, Level One Enemy could be worth 1 point. Player has atleast 1 killscore, player has atmost, say, 99 killscore, subtract 1, add 1 mineral.
Level Two Enemy could be worth 100 points. Player has atleast 100 killscore, player has atmost 4999 killscore, subtract 100, add 3 minerals.
This would allow you to space the scores such that the chance of getting enough kills of a low unit fast enough to have them equal a large unit or higher are near 0.
QUOTE(.Coko[CK] @ Aug 4 2005, 08:35 AM)
Everyone would just need these words
"No Macs" or even "NM"
or Mac Unfriendly "MU" would be fitting
A useful feature in how you can tell what level mana a unit has is to use units like Ghosts as indictators for on/off switches, and you could use upgrades in buildings as real upgrades in the game, [think the upgrades for Civ maps, you'd no longer be moving units, but clicking a button]
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It would also be possible to trigger some kind of "switch" that goes off only if it's detected by extended triggers. If it's not set of then you could have the map end in defeat, because the user is a Mac.
For example maybe have a trigger that detects the hp of a unit and have it set a switch.
It wouldnt work, because when mac users fire ex. trigs they freeze or crash and create incredible lag.
Oh I see, so that's what happens when a Mac tries to use extended triggers.
What did you think happened?
Mac's will just create havoc, so best to try without them, or say "NO MACS".