Staredit Network

Staredit Network -> Concepts -> Halo Shielding System
Report, edit, etc...Posted by Sie_Sayoka on 2005-11-10 at 22:08:08
Well uh should i post it on maps in production? my necromancer map is on hold at the moment.
Report, edit, etc...Posted by Urmom(U) on 2005-11-10 at 23:16:40
For when the marine gets hit and has shields, I'm going to make it create and kill a kakaru above it or maybe create and remove an observer.
Report, edit, etc...Posted by RedNara on 2005-11-11 at 00:34:06
QUOTE(Sie_Sayoka @ Nov 10 2005, 07:08 PM)
Well uh should i post it on maps in production? my necromancer map is on hold at the moment.
[right][snapback]352808[/snapback][/right]


sure thing you have aim? if you gonna work with me then aim is gonna be the best.. becuase i bet we have to pass the map around a lot of time..
Report, edit, etc...Posted by WoodenFire on 2005-11-11 at 01:28:26
For a shield hitting effect, you could also do a system where a mobile grid is placed around your hero, as you move, 8 DT's around your hero move (allyed to u, no vision, vision to enemys, allyed to enemys, hold position by moving to water DTs) It would be using DT's to simulate shields being hit.

Problem is, how do you have shield health? Dt will die and you will get an undesirable effect of killing a DT, which is its death animation. You want to change hits to burrowed units? Unit death has blood animation! How do you get around this troublesome part.

An easy way to do this system requires some cooldown research. When units come within range, triggers detect unit/units (multipul same units won't work well unless you count each in small areas and have division of movment so they don't move next to eachother) and have a "timer" system for attack cooldown + attack on Dark Templars. This system will first detect that the ranged unit has stopped moving, or melee units are right next to the Dark Templars, and will have seperate counters for each.

Like in cash-income systems where you have burorwed units check all infinte amount of mines or buildings to add up your income, you can tag multipul units with burrowed units as they come within range. This wil check if the unit already has a burrowed unit, and will continuously cycle through all in-range and going-out-of-range units. The virtual hitting will detect cooldown, their range, and melee/ranged status of movment. Together, it will subtract points from a death counter or actual units in the map to represent the life of the shielding. When shielding is down or dead (DT is still full shields but deathcount is at 0) the enemy allys DT's and the units can stream straight into your hero at the center.

Four or Eight DTs would look best and if a unit comes inside the range of your hero, it can be thrown or bounced outside the bubble of shielding using another mobile grid that detects the closest breach from a DT, and moves it to the opposite side of it. This can be aided with sound effect and hallusinations showing the bounce outwards. This could also damage units by spawing cloaked damaging units near the unit before or after moving. This is a good way to have a realistic way to run-over enemys with your shielding bubble, but the bad side might be a decrease in shield power/stability. The result might be an explosion, temperal failure in shielding, or complete death of your hero!

This system would require a timer for cooldown on every unit, and require multipul mobile grid movments. This would be flawless and could expect some errors with enemys if holding position just outside of the square range. This bug may be fixed bying using AI systems for additional movment for a small amount of time to engage the enemy DT's closer, but not melee close.

This system has not been made by me as an experement and only an Idea I had while reading the title of this post.

The HALO system can be used with this to display the death count on the shielding and may ezily be recharged like you said.

This system is only for experenced players and should be considered moderately advanced for average map makers. It contains multipul uses of Mobile Grids to activate complex unit-identifable programs as well as custom unit attack detection based on an income-search system that changes constantly with range from heroes. All systesms must use multipul locations to correct square errors and bugs by having a rectangular group going horizontally, vertically, and squares to have the edges of the range.
Report, edit, etc...Posted by RedNara on 2005-11-11 at 02:44:43
QUOTE
8 DT's around your hero


can your hero even move or am i not getting this
Report, edit, etc...Posted by Sie_Sayoka on 2005-11-11 at 05:54:30
yeah he wont be able to move.

I do not have aim. Ill post it in map productions then.
Report, edit, etc...Posted by Rantent on 2005-11-11 at 06:44:41
The sheild effect was one in that one map demonstrating switching weapons that was in the tips and tricks section in the (U) forums, but the link has disappeared.

It used observers I think and they did, something that made it look like the civilian had sheilds. I forget what it was, it was so long ago.

Does anyone have the map I'm talking about?
Report, edit, etc...Posted by WoodenFire on 2005-11-11 at 10:17:11
8 DT's around your hero using mobile grid system... your not understanding how that works... they would be spaced out about 1/3rd block from a 1 block radius, your hero would never be obstructed... Your hero moves, and the DT's follow you in the ring, they are removed to the locations, thus buildings/terrain don't obstruct your shielding.
Report, edit, etc...Posted by Sie_Sayoka on 2005-11-11 at 14:10:56
Yes but wouldnt the dts mess up if your hero goes into a corner? it just seems to complicated.
Report, edit, etc...Posted by WoodenFire on 2005-11-11 at 18:19:30
Mobile grid moves the DT's to the spots, if it can't be moved to that exact mobile grid location of 2x2, it isn't placed... corners have no problems.
Report, edit, etc...Posted by Rantent on 2005-11-11 at 18:49:11
Well they would displace in a crowded area with units, not terrain.
Report, edit, etc...Posted by WoodenFire on 2005-11-12 at 00:17:34
Then never have a crowded area with units. Lol.
Report, edit, etc...Posted by Ultimo on 2005-11-12 at 01:39:30
I remember a map where it made it look like there was a rain effect, which was protoss shields getting hit. You could use that to imitate shield getting hit.
Report, edit, etc...Posted by RedNara on 2005-11-12 at 02:00:47
QUOTE(Ultimo @ Nov 11 2005, 10:39 PM)
I remember a map where it made it look like there was a rain effect, which was protoss shields getting hit. You could use that to imitate shield getting hit.
[right][snapback]353941[/snapback][/right]


that sounds hella tight it might be a nice effect for anything pretty much

anyone know how to do it? i mean can you make a effect where a shield is just getting hit...
Report, edit, etc...Posted by Ultimo on 2005-11-12 at 04:33:13
I think he took a bunch of corsairs and constantly attacked an observer, and moved it to the unit and back really fast. So you could see the shield getting hit. To show that in a span of one second, simply move it there for one second and move it back. O_O
Report, edit, etc...Posted by RedNara on 2005-11-12 at 11:33:39
ah i see... and make it so you cant see observer either

but what does he mean by rain effect it seems like there must been more then 1 of these...
Report, edit, etc...Posted by nightmaremage99 on 2005-11-12 at 14:27:14
QUOTE(WoodenFire @ Nov 10 2005, 10:28 PM)
For a shield hitting effect, you could also do a system where a mobile grid is placed around your hero, as you move, 8 DT's around your hero move (allyed to u, no vision, vision to enemys, allyed to enemys, hold position by moving to water DTs) It would be using DT's to simulate shields being hit.

Problem is, how do you have shield health? Dt will die and you will get an undesirable effect of killing a DT, which is its death animation. You want to change hits to burrowed units? Unit death has blood animation! How do you get around this troublesome part.

An easy way to do this system requires some cooldown research. When units come within range, triggers detect unit/units (multipul same units won't work well unless you count each in small areas and have division of movment so they don't move next to eachother) and have a "timer" system for attack cooldown + attack on Dark Templars. This system will first detect that the ranged unit has stopped moving, or melee units are right next to the Dark Templars, and will have seperate counters for each.

Like in cash-income systems where you have burorwed units check all infinte amount of mines or buildings to add up your income, you can tag multipul units with burrowed units as they come within range. This wil check if the unit already has a burrowed unit, and will continuously cycle through all in-range and going-out-of-range units. The virtual hitting will detect cooldown, their range, and melee/ranged status of movment. Together, it will subtract points from a death counter or actual units in the map to represent the life of the shielding. When shielding is down or dead (DT is still full shields but deathcount is at 0) the enemy allys DT's and the units can stream straight into your hero at the center.

Four or Eight DTs would look best and if a unit comes inside the range of your hero, it can be thrown or bounced outside the bubble of shielding using another mobile grid that detects the closest breach from a DT, and moves it to the opposite side of it. This can be aided with sound effect and hallusinations showing the bounce outwards. This could also damage units by spawing cloaked damaging units near the unit before or after moving. This is a good way to have a realistic way to run-over enemys with your shielding bubble, but the bad side might be a decrease in shield power/stability. The result might be an explosion, temperal failure in shielding, or complete death of your hero!

This system would require a timer for cooldown on every unit, and require multipul mobile grid movments. This would be flawless and could expect some errors with enemys if holding position just outside of the square range. This bug may be fixed bying using AI systems for additional movment for a small amount of time to engage the enemy DT's closer, but not melee close.

This system has not been made by me as an experement and only an Idea I had while reading the title of this post.

The HALO system can be used with this to display the death count on the shielding and may ezily be recharged like you said.

This system is only for experenced players and should be considered moderately advanced for average map makers. It contains multipul uses of Mobile Grids to activate complex unit-identifable programs as well as custom unit attack detection based on an income-search system that changes constantly with range from heroes. All systesms must use multipul locations to correct square errors and bugs by having a rectangular group going horizontally, vertically, and squares to have the edges of the range.
[right][snapback]352972[/snapback][/right]



question what is this mobil grid thing and how does it work and how can you use it?
Report, edit, etc...Posted by LegacyWeapon on 2005-11-12 at 23:48:40
We have tutorials for everything!
http://www.staredit.net/index.php?tutorial=137

That explains a static grid. A mobile grid is just one that is spawned at a location (spawning some kinds of units will create square formations).
Report, edit, etc...Posted by I-X-King-X-I on 2005-11-13 at 04:19:12
sounds extremely interesting
Report, edit, etc...Posted by nightmaremage99 on 2005-11-13 at 13:51:32
LegacyWeapon i read the tut but i still cant understand how it will work in this situation.. how it will be possible that the dt will move while there around? i think the hero.

but i get how in bounds you can do that
Report, edit, etc...Posted by WoodenFire on 2005-11-15 at 22:33:26
Devourerers/Overlords when spawned in a group spawn in a block/grid formation, that is each takes up exactly 2x2, there are more complicated ways to make a more perfect and more advanced 1x1 blocked grid using scourages and overlord flipping transitions, but requires far over the limit of 64 actions per trigger and would be a string of triggers, to do the work of 1 mobile grid action for the 1x1 grid spawn.

You create 9 devoureres/overlord, center location A on devourerer/overlord (top left is identified with a 2x2 location) then remove 1 devourere (top left one), then center location B on devourerer/overlord (2nd in from top left)... etc until you fill all spots.

The grid must be an odd number for the center to be a hero, or the rows will be out of sink and not equal eachother (scattered outside ring)

They spawn 1 in center first, then 8 must go around that middle 1 to make the simplest 3x3 mobile grid ( 6x6 using devourerers/overlords, and 3x3 using scourage/observer flipping mobile grid)

This system has been pioneered by many including Rantent, Bonelesskid, GoldFish, (U)Bolt_Head, c17, and many other notable people on SEN in other SC mapping networks. It is a very usefull system that will be protected from nublets until the end of time. I expect no one to truely use this in its intended manner for use in real-games like Defenses, War Maps, RPGS, Bounds, and other areas where a Mobile Grid, can add spell effects, special effects, special commands, army movment, mercinary movment, bound changes as you move to different areas, autowarp, special stun/paralize effects, and much much more.

Hope that helps some of you out.
Report, edit, etc...Posted by Tanos on 2005-11-18 at 15:48:37
Probably already been said but... do your marine thing and a location that follows it.... and make a observer for another player follow u all the time. When the observer is alive your unit is invicible and when it dead it will become vunerable.

You get ur shield effect on the marine.
You get your shield disabled effect (observer dies)

Make it so u cant se the observer but the enemy can.... this way it makes it look better. Dont forget to upgrade the speed of the observer. w00t.gif
Report, edit, etc...Posted by Sie_Sayoka on 2005-11-19 at 08:18:17
Well theres a better system that sacrafices the effects of the shield. and yeah... its already been said.

The location following the marine will move a burrowed zerg unit. This will be better than an observer because:
1. Air will not cause the observer to be misplaced.
2. Observes distort the marines
3. Observers suck
4. Burrowed units are better
Report, edit, etc...Posted by LegacyWeapon on 2005-11-19 at 12:36:56
Let me do a comparison:

Observer:
Ground units cannot attack it.
Has a blur effect (good or bad)
Will always be above the Marine (if ordered)

Burrowed Unit:
Impossible to always be under the Marine unless you want him to be slowed
Report, edit, etc...Posted by Sie_Sayoka on 2005-11-19 at 16:14:48
There is more sacrafice from the observer then the burrowed yawn.gif
Next Page (2)