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Staredit Network -> Concepts -> Gunner System v2 Prototype
Report, edit, etc...Posted by Kookster on 2006-07-26 at 21:07:56
Im almost done, im just making changes for the turret part its a bit to easy if its auto. but if its not auto its hard cause zergling and infested guys are hard to hit. So what do you think i should do to it??

make it auto but have it be super easy especially with the boss, or not auto and try to find a way to make that way easier?? or something else
Report, edit, etc...Posted by The_Lead_Factor on 2006-07-26 at 23:45:25
Go with making it auto-hit stuff but try to limit it or hinder it to keep it from being too easy.
Report, edit, etc...Posted by Kookster on 2006-07-26 at 23:49:46
ok this is the issue, if i make it auto it takes out all the mulch to fast, but if i make its cool down to long it cant take out the command centers/guardian thingy/ mini boss so i cant screw with the cool down, i could make it click madness
Report, edit, etc...Posted by LazyCoder on 2006-07-27 at 21:34:27
Now that I think about it, EUD's wouldn't be such a bad idea. I seriously doubt that Blizzard cares about Starcraft anymore. They aren't making any serious cash off it. That's WoW's job now. I don't think they will release any newer versions of Starcraft ever. Even if they do, when you are adding in the EUD's, you could modify the comment of the trigger to tell you what the EUD is REALLY doing, so in the event that Blizzard does release a new version, it would still be a bit of work, but it wouldn't be near as hard, plus you could reap the benefits of EUD's.

But it is your call in the end.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-27 at 23:15:09
QUOTE(LazyCoder @ Jul 27 2006, 07:34 PM)
I don't think they will release any newer versions of Starcraft ever.
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why would you say that... have you never heard of the 1.13* patches?

i [I]thinkI] tux's concerns aren't over the work, but the fact that there would be tons of Rush 2s that don't work when a new patch is released.
Report, edit, etc...Posted by Kookster on 2006-07-27 at 23:58:51
I agree, and as long as there are things that you can explote in starcraft aka hacks blizzard will patch them, and once in a while might change something here or there or add new features like in bnet etc etc, but they havent forgotten they just arent focusing.

ADDITION:
Ok back to MoD world, i found a way i can do auto for close using another unit and not auto for far, im doing a bit of testing and then ill just run through the rest of the map to make sure its clean, then ill post and all that happy stuff!!!
Report, edit, etc...Posted by lll on 2006-07-28 at 15:08:27
If you want to go with a auto aim type system...I have perfected one with a ghost hero unit. You have to be cloaked at the start and when you uncloak you fire. For this to work very nicely you need a comp for every player in the game. PM me if your interested in this...and I'll tell you how it can be done.

Your system works well with the deflier but it can be done with a ghost. Instead of using dark swarm for the shot...you auto lock-on and can fire with uncloak.

Another idea is just have the players allied to the comps so your unit doesnt auto fire and use 'a' and the ghost will attack. You can also use cloak as a reload.

What I have figured out is how to detect cloak. Gl with it.
Report, edit, etc...Posted by Kookster on 2006-07-28 at 16:27:47
And Tux has already considered auto targeting methods, but it just doesnt seem like a real shooting if something does it for you automaticly.

one problem with the second way you said you cant control damamge with that method so you would be stuck with only type of weapon instead of having multiple weapons you can "Change too" by doing many triggers to detect where your shooting and what weapon you choose to shoot with

in regards to your cloak shoot system, what do you use to detect when he uncloaks, i use in my mod version carriers to detect when its cloaked, when the carrier isnt attacking he must be cloaked then it causes a reload, but if the carrier is attacking he must not be cloaked
Report, edit, etc...Posted by Tuxedo Templar on 2006-07-29 at 05:27:28
QUOTE(Zeratul_101 @ Jul 27 2006, 10:14 PM)
why would you say that... have you never heard of the 1.13* patches?

i [I]thinkI]  tux's concerns aren't over the work, but the fact that there would be tons of Rush 2s that don't work when a new patch is released.
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Basically. More specifically, the work involved in getting them to sync with the new versions. I'd have to track down memory addresses again, which'd be kinda a pain.

I am however open still to EUD/automodder options, though. Why don't you go ahead and release your mod, kookster. I don't care if it's finished, but if you wait to long I might not get to see it for awhile (gonna be really busy soon... again).

ADDITION:
QUOTE(kookster @ Jul 28 2006, 03:27 PM)
And Tux has already considered auto targeting methods, but it just doesnt seem like a real shooting if something does it for you automaticly.

one problem with the second way you said you cant control damamge with that method so you would be stuck with only type of weapon instead of having multiple weapons you can "Change too" by doing  many triggers to detect where your shooting and what weapon you choose to shoot with
[right][snapback]533586[/snapback][/right]

Well the auto targetting pains me a bit, but I'd rather give the player the experience of mowing down enemy units in the triple digits than focusing on nitpicking aim issues. I find it kinda took away from the experience for a lot of people to have to worry about quick aiming for Ep.1, for instance (even after I added limited auto-aiming measures... see the rifle and minigun for examples).


Anyway with the second method I can control range, damage, rate of fire, ammo, weapon types, as well as adding other context-based options (like a melee attack system).
Report, edit, etc...Posted by Carlsagan43 on 2006-07-29 at 13:12:15
Im not up to date on the other posts in this thread, but the first map you posted was better in my opinion.
Report, edit, etc...Posted by Kookster on 2006-07-29 at 14:32:52
well its finished anyway tux except im gonna change the turrets life and one little thing, so it should be up in the next hour latest Garenteed!!!
Report, edit, etc...Posted by LazyCoder on 2006-07-29 at 15:45:20
Next hour... Oh yea... happy.gif Just kidding
Report, edit, etc...Posted by Kookster on 2006-07-29 at 18:33:18
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Rush with MoDs v1


Here it is Rush 1 v1 with Mods

Following Changes:
-defiler has been replaced with a ghost
-ghost reloads using cloak
-auto attack and lockdown for invisible targets
-turret now shoots things

there are additional changes but these are the most major

::Warning this map sometimes crashes if you repeat things over and over, like holding down a key or trying to move the screen while it centers, so in automated scenes just let it do its thing, and if it does crash just reload the map::

These crashes seem to only happen on lower end computers so if you have a fast computer dont worry too much


Heres the map:
Rush Episode 1 v1.0.MOD.V1.scx

Note: you must change the file name to make it short enough so starcraft can read it when downloading from this site just delete everything before Rush

Heres the program you use to play it in:
SCMLoader


Hope you enjoy

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Glitch Fixed!!
Report, edit, etc...Posted by Laser_Dude on 2006-07-29 at 19:30:53
I know you said no EUDs, but I gotta say this one.

Have a reticule constantly being shown on your screen, and make it so that when you press a button, it detects where the screen is, and fires there.

Btw, I don't really like the second system, it involves nothing but keyboard mashing, and the hotkeys are all random, maybe if there was a mod that allowed the marine to build things that the triggers detect, and made the hotkeys like, w,a,s,d.
Report, edit, etc...Posted by Kookster on 2006-07-29 at 19:38:54
you can do that when firegraft comes out, and when is the key question

Firegraft is like memgraft but will work for the newest patch of starcraft so youll be able to add remove buttons at your pleasure
Report, edit, etc...Posted by Tuxedo Templar on 2006-07-29 at 21:32:37
Well it's very crude I'll admit, so I'll try to make a better implementation of it in a bit (as well as show some weapon ideas). I'll start a fresh thread for that.
Report, edit, etc...Posted by Kookster on 2006-07-29 at 21:36:12
Hey Tux tell me what you think of the modifications when you try it.

Sorry it took so long, alot of the modifications required changes in your trigger systems and that required me to actually figure out how they work, reloading was anoying and the turret firing system was anyoing!!!!
Report, edit, etc...Posted by Tuxedo Templar on 2006-07-29 at 22:09:16
Well the triggers are complex, no doubt about that. Often I had to handle exceptions by adding triggers in weird places, so yeah it is unfortunately a bit messy. Not much I can do about that at this point, I'm afraid (check my site under News for a download with the lists of death counters, switches, etc., if it helps.)

I'm good at getting to the point of things, so just do what I do and make a crude prototype and save yourself some time/energy. Unless you want it to be playable for other people, of course.
Report, edit, etc...Posted by Kookster on 2006-07-29 at 22:20:50
no worries im done remember now go try it already
Report, edit, etc...Posted by Tuxedo Templar on 2006-07-29 at 23:57:19
...

Where is it? Did you PM/email it to me?
Report, edit, etc...Posted by LazyCoder on 2006-07-30 at 02:04:20
I found an irritating glitch with that. My ghost kept trying to move to the upper right it seemed. It was moving to the left and kept doing survival mode until I was fast enough to stop it. Then in the main game, it was moving up and around and I couldn't attack anything. crazy.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-07-30 at 02:19:23
Oh em gee, I didn't even see the post above. You had it posted all along. tongue.gif



I'll check it out now. Sorry about that.
Report, edit, etc...Posted by Kookster on 2006-07-30 at 03:30:14
hmmm try downloading it again and if this happens again let me know and ill see if its happening to me too.
The first version i posted it had a problem, i was moving a KEY location when i shouldnt of been moving it but i fixed that so it should be good unless its another problem.

Also where is this happening, in the begining???
Report, edit, etc...Posted by Tuxedo Templar on 2006-07-30 at 16:52:58
Ok kookster, I have to get my old SC CD back before I can get SCMLoader to work properly, so hang in there.


Anyway, here's a third prototype. I was kinda hasty with it so it might be buggy, but in a nutshell it's basically combo of the 2nd one and the original. You fire shots with the usual swarm casts, and anything in that general direction gets hit. Basically removes much of the aiming involved, but allows for ranged shots and makes the gunner system more newb-friendly. Plus, direct hits with swarm casts can still be recognized, which might allow me to add some kind of "headshot" system.

I dunno about this one. I'm still leaning towards the 2nd one, but I think the deciding factor is what actually works instead of what should. Ideally I'd like to allow the triggers to handle limitless range and simultaneous movement/shooting, but I might have to compromise and just go with what works.


Anyway give this a shot and tell me what you think:
Report, edit, etc...Posted by Kookster on 2006-07-30 at 20:51:03
hey you could always thro in mods too
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