Staredit Network

Staredit Network -> UMS Showcase -> Offical "The Matrix" production thread
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-21 at 07:25:13
I did, but I'm just wondering if anyone else wants to see any.
Report, edit, etc...Posted by .Coko[CK] on 2004-05-21 at 07:55:19
Well, i guess they would, people are very nosy!
Report, edit, etc...Posted by FamDav on 2004-05-21 at 23:38:50
Just wondering...

How will it be handled when a unit goes behind a bulding? Or will that simply not be an option?
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-21 at 23:48:16
It is not an option. We cant do that because it'll look really ghetto if we have a transport trigger or something. You just cant go behind buildings wink.gif
Report, edit, etc...Posted by Tuxedo Templar on 2004-05-22 at 18:57:55
Hmm, if you needed to you could make a sprite-only building (like in clokr_'s example of the elevator, though not transparent).

Oh, and stay tuned for my club map. Maybe it'll give you some ideas. wink.gif
Report, edit, etc...Posted by FamDav on 2004-05-23 at 00:34:09
Yes, but the characters would pop out near the bottom (or was it top?) of the sprites.

Since all sprites have that same property, it wouldn't look good.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-23 at 00:35:09
Theres a max of about 256 sprites anyway. We cant use it for all the buildings or the units wont fire.
Report, edit, etc...Posted by Clokr_ on 2004-05-23 at 08:05:57
I'm not sure if the max is 256. Someone must test it.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-23 at 09:31:25
If I weren't making this map, developing a program, and managing this website all at once, I'd do it tongue.gif
Report, edit, etc...Posted by .Coko[CK] on 2004-05-23 at 09:47:38
There is a limit to the number of sprites, and this i know for a fact, since a very good Starcraft Total Conversion Creator explained a lot about it, named Mesk, he found that it had a limit and after it units will just not fire.

It is about 512 or something, though may be 256 but i'm not sure, however once over it, things just stop firing, or having effect, like Dragoons/Battle Cruisers, units will not set on fire, which is why on some Diplomacy Maps (with Starforge used to convert Doodads into Sprites) units do not fire...
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-23 at 11:12:26
SPECIAL ABILITY "BULLET TIME" COMPLETE

It was a pain in the ass to trigger because I had to take into account may variables.

The bullet time gives the units surronding the one to another player, thus they cannot attack which gives you an advantage.


CONDITIONS FOR BULLET TIME TO START:
  • You have enough energy to do it
  • its not a during a cutscene
CONDITIONS FOR BULLET TIME TO END:
  • You've killed all the units in bullet time in the general location you started
  • You've run out of energy
  • You've triggered the bullet time ability when its already running
  • A cutscene is starting
Report, edit, etc...Posted by .Coko[CK] on 2004-05-23 at 12:12:02
That must be annoyed, therefore requiring almost double triggers with slight differences? Or do you have an override switch to represent any Cutscenes/ or anything else?
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-23 at 12:29:43
Its weird how I have it working, its better not to ask happy.gif
Report, edit, etc...Posted by .Coko[CK] on 2004-05-23 at 12:43:30
Sure, with my Campaign i have certain set Switches which appear if anything that would create bugs if actions worked with it turn on, and so stop it!
Report, edit, etc...Posted by Pinecone on 2004-05-23 at 14:14:52
I thought bullet time is when the enemies shoot scourges and you avoid them.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-23 at 14:23:22
No, that was never the plan. Whats the point in that anyway? It doesnt benifit you or anything.
Report, edit, etc...Posted by MindArchon on 2004-05-23 at 15:07:32
You should'nt call it bullet time then.. it should be called freeze time or something, because in the movies, they can still move, but its a lot slower.

How big is the area for bullet-time?
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-23 at 15:25:46
Bullet time is the best I can do. Im out of ideas for it tongue.gif. The location size is dependant on level.

level 0 - 1 unit in a 3x3 radius
1 - 3x3 all units
2 - 4x4
3 - 5x5
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-23 at 23:41:14
I couldn't help myself:

The sound before neo flys
The sound when neo flys for the first time
Report, edit, etc...Posted by @:@ on 2004-05-24 at 15:37:00
I get to be part of this map, woooot ! smile.gif cool1.gif
Report, edit, etc...Posted by Zombie on 2004-05-25 at 22:54:09
yo yosh, how much triggers you think are going to be in it?


10000 tongue.gif

even more w00t
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-25 at 22:55:30
Theres a max of like 2000.

I'm trying to make it as efficent as possible. I'm currently working away on Bullet dodge and fixing some stuff up.
Report, edit, etc...Posted by Pinecone on 2004-05-25 at 23:02:18
I hope you dont pump it with so many sounds it becomes super long to download. Unless you compress it for us non-high speeders.
Report, edit, etc...Posted by Zombie on 2004-05-25 at 23:02:50
i didn't know there was a trigger max lol tongue.gif well thats going to suck because it sounds like ur going to need allot of them just for 1 function am i right?


Edit:God damn you pinecone! i wanted to post crybaby.gif
Report, edit, etc...Posted by Yoshi da Sniper on 2004-05-25 at 23:06:30
There will be many sounds mind you (soundtracks, big sounds etc) however in the final version of the map, all starcraft related sounds will use the 0 size technique and most of the soundtracks will use my MPQ installation method.

EST on final map size: Less than 400kb. No greater than 500kb.
EST on MPQ installation: roughy more than 30 megs. MAYBE.
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