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Staredit Network -> UMS Assistance -> Multiplayer VHP + ammo system.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-23 at 03:25:49
It's not common yes, but in narrow terrain it does indeed take place. A player could exploit a multiplayer shooter game by picking a spot where that'd happen, if one was available.


However group displacement is more of a concern, as you'd probably at least want that accuracy as an option rather than not. You shouldn't expect to have less accuracy shooting into a group of air units, for instance. You'd at least want to hit something, I mean.

Though you could always modify the triggers to be able to hit non-target units, of course.
Report, edit, etc...Posted by Gigins on 2006-08-23 at 05:20:12
QUOTE(Lethal_Illusion @ Aug 23 2006, 04:40 AM)
Here's a system that I personally like thought up by WoodenFire:
[attachmentid=20767]

To fire, just hallucinate an enemy.
To pick up ammo boxes, stand near them and hallucinate them.
[right][snapback]548940[/snapback][/right]

Nice system, I like it. But unfortunately I can't use this in my map as well as MC because the target and shooter is the same unit. As it is a PvP map. pinch.gif


Here is something that I made. It's mainly the system that just replaces original unit. But with few upgrades.

The VHP is the unit itself. When it dies it is respawned as invincible and made vincible after 1/4 seconds. This way the unit can't be attacked right after it respawns so the unit can recover. Also this deselects your unit, but it's kinda realistic that you lose your control when you get shot. tongue.gif

The gunner side is that you are always allied with enemy. It's not preserved all the time because this way you couldn't attack your enemy at all, it's once in 5 seconds. This way there is no auto-attack so you have to use Attack command. Just like Swarm firing but a bit faster.

VHP can be counted with deaths. Ammo can be counted with any kills to cash system. This way it's all about how fast and skilled you are.

So what do you think? happy.gif
[attachmentid=20773]

Note this could use some tweaking with timers though. ermm.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-23 at 14:24:30
You can use MC as long as you know there's only supposed to be one of the player's unit in play at any given time. If there's two, you know he's hit someone. If there's none, you know he's been hit.
Report, edit, etc...Posted by Gigins on 2006-08-23 at 14:41:06
No, MC is a bit too mesy. Let's say I "shoot" someone with it. Then I have 2 unis that are the same, which one should I give back to the original player? Even if I make a system that detects which unit is mine and which isn't, it would be pretty messy. sad.gif
Report, edit, etc...Posted by JaFF on 2006-08-23 at 14:47:21
QUOTE(DEAD @ Aug 23 2006, 12:03 AM)
I cant see anything with my vision turned off.

No, it's not about unburrowing, it's about seeing the enemy's VHP unit without sharing vision with enemy.
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How about creating and removing detectors in your unit's location very fast ?

QUOTE(DEAD @ Aug 23 2006, 12:35 AM)
It does add a kill to your unit but doesn't add to kill score or kill count.

ADDITION:
I had another idea about this. Like Tux said, I could just use the unit itself as VHP. And keep spawning it. But the problem is that if for example a rine will start shooting it, the unit wont be able to start a attack as it will keep dieing, that spoils it all. But I had an idea that I could spawn the unit invincible for like 1/3 or less seconds and then turn the invincibility off.

But on the other hand it could lame the game a bit and maybe disturb AIs. What do you think? biggrin.gif
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That will make you unselect it all the time. And the 1/4 second invincibility can make the shotout like this:

P1 shoots P2. P2's unit dies. P2 respawns, shoots P1 while P1 can't shoot him back. P1 dies. Respawns.... and so on. (This can happen only with "1 shot 1 kill" weapons)
Report, edit, etc...Posted by Gigins on 2006-08-23 at 15:12:17
QUOTE(Jammed @ Aug 23 2006, 09:46 PM)
How about creating and removing detectors in your unit's location very fast ?
That will make you unselect it all the time. And the 1/4 second invincibility can make the shotout like this:

P1 shoots P2. P2's unit dies. P2 respawns, shoots P1 while P1 can't shoot him back. P1 dies. Respawns.... and so on. (This can happen only with "1 shot 1 kill" weapons)
[right][snapback]549340[/snapback][/right]

Download the test map.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-23 at 15:19:03
QUOTE(DEAD @ Aug 23 2006, 01:40 PM)
No, MC is a bit too mesy. Let's say I "shoot" someone with it. Then I have 2 unis that are the same, which one should I give back to the original player? Even if I make a system that detects which unit is mine and which isn't, it would be pretty messy. sad.gif
[right][snapback]549333[/snapback][/right]

You should have a location for each player's unit (a really tiny one). All you need to do is center it on the unit within its own tiny space at all times (should always follow your main that way). That way you can tell which is your main, or if there's none, whether you got hit. You'd have to do something similar for a burrowed vHP system in the first place.
Report, edit, etc...Posted by Gigins on 2006-08-23 at 15:20:40
Tux what do you think about this?
http://www.staredit.net/index.php?showtopi...ndpost&p=549078
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-23 at 15:30:26
QUOTE(DEAD @ Aug 23 2006, 02:20 PM)
Tux what do you think about this?
http://www.staredit.net/index.php?showtopi...ndpost&p=549078
[right][snapback]549358[/snapback][/right]

It's ok. A respawning vHP implementation.

However it plays out to be basically a tedious game of snipers, as players might end up standing in one spot shooting each other as they pop up. One'll die, become invincible, kill the other, then he'll die, become invince, start shooting the other, etc.

Needs something more to turn it into proper gameplay. Too bad units can't move and shoot at the same time. sad.gif
Report, edit, etc...Posted by Laser_Dude on 2006-08-23 at 15:34:58
I don't think the death methods are the best for this, because you have to reselect your unit every time you get hit.

Maybe since halluc creates two units, we could detect whether or not it's a real one at the location. I'm working on a test for it.
Report, edit, etc...Posted by Urmom(U) on 2006-08-23 at 15:41:37
DEAD I didn't really like teh method in the map that you posted for the reasons that Tux posted. I got camped by blue. sad.gif
Report, edit, etc...Posted by Gigins on 2006-08-23 at 15:43:23
QUOTE(Tuxedo Templar @ Aug 23 2006, 10:30 PM)
It's ok.  A respawning vHP implementation.

However it plays out to be basically a tedious game of snipers, as players might end up standing in one spot shooting each other as they pop up.  One'll die, become invincible, kill the other, then he'll die, become invince, start shooting the other, etc.

Needs something more to turn it into proper gameplay.  Too bad units can't move and shoot at the same time. sad.gif
[right][snapback]549367[/snapback][/right]

Well, it would be exactly the same with dark swarms or hals, wouldn't it?

ADDITION:
QUOTE(urmom @ Aug 23 2006, 10:41 PM)
DEAD I didn't really like teh method in the map that you posted for the reasons that Tux posted.  I got camped by blue. sad.gif
[right][snapback]549374[/snapback][/right]

You just lack the skill then. I owned blue. biggrin.gif
Report, edit, etc...Posted by Urmom(U) on 2006-08-23 at 15:52:33
Yea I suck at snipers maps. I think it was because blue was allied to me and I had to press A+Click on the ghost.
Report, edit, etc...Posted by DrMaybe on 2006-08-23 at 15:52:47
what about blind, parasited zerglings? you could see what they see, and they couldnt see outside of the immediate area around the vHp guy
it wouldnt be that bad to always know where your enemywas
and being able to fireat them on cliffs isn't that bad
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-23 at 15:54:37
Halluc would need some extra work triggering to get proper unit distinction. If each player is using the same unit you'd have use the method I stated above for keeping track of the main unit and hope that having more of the same unit around (as halluces) won't mix it up somehow.

Still, it sucks not having a good way to move and shoot simultaneously. Without it any system of vHP shooting amounts to basically a tedious game of snipers. If you're gonna use respawns, might as well randomize them to a different part of the map and treat them as lives.
Report, edit, etc...Posted by Laser_Dude on 2006-08-23 at 15:55:45
Is there any way to get an AI to cast a spell other then dark swarm, recall, and disruption web?

like ensnare, plague, psi storm...

It would seriously help, it would instantly kill all hals, but leave the regular one normal, the only problem I'm getting is when two people come near each other.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-23 at 15:58:02
QUOTE(DEAD @ Aug 23 2006, 02:43 PM)
Well, it would be exactly the same with dark swarms or hals, wouldn't it?
[right][snapback]549375[/snapback][/right]

Which is why I never made a PvP gunner map before. tongue.gif

ADDITION:
QUOTE(DrMaybe @ Aug 23 2006, 02:52 PM)
what about blind, parasited zerglings? you could see what they see, and they couldnt see outside of the immediate area around the vHp guy
it wouldnt be that bad to always know where your enemywas
and being able to fireat them on cliffs isn't that bad
[right][snapback]549380[/snapback][/right]

Um, you ever play snipers before?
Report, edit, etc...Posted by Lethal_Illusion on 2006-08-23 at 18:27:30
Couldn't you still use the hallucination trick on PvP?
Report, edit, etc...Posted by Laser_Dude on 2006-08-23 at 19:05:37
whew, finally. My gunner system. It only works for P1 shooting P8 so far, it isn't too complex, I just had to work out a number of bugs.

EDIT: forgot attachment

ALSO: I fixed the problem of people coming near each other with a simple melee hit system.

I also think I should've added a bit more to touch it up a bit; some sounds, hit animations, but it's just a quick'n'dirty
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-23 at 19:57:01
QUOTE(Lethal_Illusion @ Aug 23 2006, 05:27 PM)
Couldn't you still use the hallucination trick on PvP?
[right][snapback]549520[/snapback][/right]

Yes, as I mentioned above. But it's still fundamentally a game of snipers. PvP gunners won't work much better than ordinary snipers until you can find a way to move and shoot at the same time somehow.

Unfortunately, there doesn't appear to be such a method as of yet (and if there was it'd have been one of my first 2 v2 gunner system prototypes). At least, not one that's affective.

Not without some kind of modding or EUDs, at least.
Report, edit, etc...Posted by Gigins on 2006-08-24 at 04:37:06
Well, PvP gunner system is better than regular snipers with that you have to use a command to attack and aim at your target instead on auto attack.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-24 at 05:11:12
You could just set units as allied in regular snipers to achieve the same effect. tongue.gif
Report, edit, etc...Posted by Laser_Dude on 2006-08-24 at 12:19:53
Well, there is one difference, that being you can track each shot a player takes, and add an ammo system and VHP, which is very flexible allowing for many more item pickups i.e. shields, 50% extra health, 10% extra health, ammo, you can add different weapons like Tux did for rush, the possibilities go as far as your imagination.

I think I'll continue fixing up my gunner system.

ADDITION: Come to think of it, if you were trying to acheive a snipers affect i.e. no detecting shots, one hit kills, you could easily use the same defiler swarm system that was use in "Rush" since everyone has the same gun, but the only problem would be that people could "commit suicide" by casting it on themselves.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-24 at 12:59:04
Yes, HP would let you do extra flashy stuff, which might add some new depth to the equation, but the core gameplay remains as snipers. The thing with alternate weapons choices though is that they are only meaningful if they're produced from a unit's natural attacks or emulated by a free-range shooting system (swarms and dwebs, specifically). If you have to specificially target a unit to produce the effect, things like rapid fire or area effect are moot to begin with. It's still an accuracy game of being first to click on the other unit, as with the usual snipers.

Until there's a way to work with the free-range gunner systems somehow to produce uniquely identifyable shots (working on that prototype, by the way), or if someone comes up with a good way to move and shoot simultaneously otherwise, the gameplay prospects for PvP remain slim.
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