QUOTE(axblader @ May 12 2005, 07:03 PM)
Sounds cool! Though the most efficient weapon system I've ever thought of is using air units above you to shoot. Make it invincible and it cant move, but can still shoot. And your main dude takes the hits. I once made a map that used that... your main dude took the hits and you had a weapon above you. I also made it so if your gun mvoes out, it goes back above you. You cant keep ordering it above your or else it wotn shoot. The weapon is invincible (or not, depending if you want to maek it so it can be broken). And you main person is the "secondary" weapon. Or you dont need to...
This is good because you can swyich weapons without healnig to full health eac htime.
Though I'd make the gun above you blinded. That way you can oly shoot why you can see + the range.
Only bad part is that there are only air-to-ground attacks. No flame thrower, you'd have to make it a secondary...
Just an idea to help out. this map seems cool!
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Good idea. I can use the triggers to center a location on the player's unit, then create another trigger to keep aerial units from moving out sided the location and have it preserved. But one conflict would happen when the location centers on the wrong unit. Also if you buy other aerial units then those will get traped also. The one way I can make this succesfully would be making individual triggers for each and every combo of secondary+primary.
i.e. Reverse Joint+K. rifle, Reverse Joint+MoonLight Blade, etc. And that will take for ever to complete that series of triggers. Also it may slow down the map. Originaly in AC2, the weapons cant be shot off. But I want them to be "vulnerable." I want to punish the player for being neglagent!
btw, how do you make something blind?
QUOTE(Ninebreaker123 @ May 13 2005, 06:29 PM)
I'm good with triggers, i haven't used a single switch yet, but i know how to use them.
Cutscenes are easy, you don't have to make a whole diff section of the map for it, just use existing terrain that you will be able to get to later during the mission.
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EDIT: If your gonna put in the buff missle, make it like a reaver that moves to the AC/Unit your targeting, maybe when u switch to missles you can use a obs (Blind) for targeting what u wanna hit. If you not using the gas for anything, you could use that for how many missles will be fired.
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Well im using the gas as upgrade credit to cut down the time to upgrade your units. I hate maps that only depend on minerals or both but every thing cost the same i.e. upgrade cost 10 gas and ore.
You would have to buy every thing w/ minerals. So it would take 2x as long to get decent ups and other units. Such maps include Demon Era, LotR Evil Hero Siege, (Guantlet is an exception cuz the gas is used for gaugeing lvl) etc. It just waste your time. Since most of these maps force u to upgrade to the max and buy a large army to succesfuly beat the map then it will also force you to play for a very long time. When you play that map for a long time the you get bored and u quit and then go play another map.
Although i do play these, because these are the only ums maps i understand how to play well. I can never figure out how to be succesful at madness&defence. Can somebody give me a few pointers?
Also I'll need to utilize the switches to turn on and off certain mission triggers so that all of them dont turn on at once and cause a break down. i.e. When current player completes mission 1 then the switch is set. When Switch 1 set then Mission 2 can be activated.
But at the same time I want other players to do different mission at the same time. i.e. Player 1 does the first Emurade Mission, Player2 does the first Zio Mission, Player3 does a LCC/Balena Mission, Player4 goes engage Leos Klein all at once. And they're all doing this to compete.
btw, can you explain how I would do that part w/ the reaver& nukes?