Dark Swarm Shooter thing.
How it works:
After you shoot, it creates 80 marines (you could use 200 zerglings to get more accurage, but bolt was like "OMG TOO MUCH").
Then it removes them 1 by 1 until the marine it removes is in the darkswarm area. A counter is added each time it's removed.
Then, it creates 80 marines at the exact place and removes 1 marine for each score in the previous counter. It does this X amount of times, where X is the Player 2's custom score.
After Player 2's custom score reaches 0, it "shoots" a scourge from the defiler's area to the final location.
Basically, you shoot something in a given angle and it will repeat that angle for X amount of times.
*I .. think I removed all the debug text.. *
If someone made this already, then LOL
the area of the marine is smaller than the range of the darkswarm, so keep it low thanksProblems so far:
-it's really slow. So possible if someone could .. speed it up? I know adding more triggers would help, but I dont' want to add 80 copies of each trigger just to speed it up.
Hmm... Im kind of lost, so ill try it out when i find my StarCraft CD. Sounds cool.
Nice cheeze. I thought it was the generic DS shooting system,
Doesn't this sound like
this?I can't save it in Starforge nor Open it in SCMDraft.
You tried protecting it or something, cause it's wierd.
I looked at the triggers and saw no way of doing the Marine thing faster.
But a concept that I have is to create a bunch of Firebats and then create enough Marines to encircle the Firebats in a way that there are 80 untis total.
Then remove all Firebats and do the Marine thing.
The system would need lots of modification, but it can be done.
It should be faster because you don't have to give a Marine to another Player 80 times and then remove it another 80 times. Sure it'll still lag but it'll most probably decrease it by about 75%.
200 Zerglings works better... because it's more accurate so I changed that.
Mmm... but it's really laggy if you're shooting left.
QUOTE
The system would need lots of modification, but it can be done.
OMGMOOMGOMG idea!!
Sounds quite interesting. I'm going to have to assume you're using hyper triggers.... If not I think I'll shoot myself.
mr.bob: Yes, this attempts to do exactly the same thing as Tux wanted to do, except that it uses a different method.
CheeZe: I don't quite understand your copious use of switches; and I can't work out why there is a pause between each cycle of location-finding.
To speed repetitive processes up, copying the triggers will cause them to run multiple times in a trigger cycle. However, it seems to me that the system you've currently implemented doesn't lend itself to this method of speeding things up...
Switchs are used to store a variable and then restore it after it's depleted.
What I wanted to do was make it so you could literally shoot any direction, not the limited version of Tux's.
I know by copying more triggers, it would speed up; but speeding up was my goal. My goal is to actually get it to work!
I know what switches are >_>, I wanted to know what you were using them for; I wouldn't have thought that you needed so many of them.
Tux's version can shoot in almost any direction.
The basic goal is the same: to draw a ray through the defiler and the dark swarm that continues for a long distance past the dark swarm itself.
The problem I see with this version is that as soon as there are other units on the map, they will mess with the placement of your zerglings/crystals (why'd u change to crystals?)
I said 200 was too much before i looked over the trigger. After i did and saw how you were detecting the direction it made since to me. You do of course have to limit it off some where, and that somewhere should be less than the defilers range sadly.
I already discussed with cheeze that the triggers defently arn't the way I would of done them but they work. (unless he changed them afterwards)
Yeah, I made it so you can quickly change how far you want it. (Player 2's custom score)
The reason I'm using crystals is because they never move and when created, they are always in the same position as the previous version. For some reason, zerglings weren't. :/
That's a good way to make a unit move in some direction with dark swarm aiming, but if this were for a virtual projectile (like for a real gunner system) then it wouldn't work out too well, as the spaces of the mobile grids of marines/powerups/whatevers would skip over the things in its path. Plus, it would be better to use air units, if you wanted to have any other terrain besides flat even land.
If there was a unit that moved ultra fast, though (modding?)...
QUOTE(Tuxedo Templar @ Jun 20 2005, 02:48 AM)
If there was a unit that moved ultra fast, though (modding?)...
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Interceptors move pretty ultra fast. Nukes move far faster when at full speed up. You could keep a nuke along the side moving at full speed and teliport it in when you needed it.
Yeah I was thinking that, but the overhead of managing a moving nuke like that would be a pain. Same with an interceptor (though even worse having to manage its carrier as well). Certainly not impossible, though.
The bullet system triggers would be far worse than the managing an interceptor.
Well assuming you could have multiple players, who could possibly have multiple projectiles at one time, having to manage the carriers or nuke silos being refilled/replaced accordingly, could easily multiply the complexity involved.
Nukes would probably be the best way to go speed-wise, though, unless you don't plan on having computer players (or can ensure players keep their silos filled themselves).
Finding a good way to do the mobile grid with air units would be wise, too.
But of course this does nothing to solve the P12 dark swarm problem.
you don't have to have nuke silos, just palce the nuke and you can order them the same way you do with interceptors and scarbs. With the two AI scripts.
Yeah that would work if you preplaced enough for all possible concurrent shots. Otherwise you'd need a way to renew them.
Can you even interupt a nukecular launch and command the missle around? Is the target still hit? Loading Nukes and Lanching them from silos seems extreamly ineffective to me.
And at the speed nukes go i don't think its possable for a single player to use more than 3 at a given time. Unless your on a 256x256 map.
Unless you were to make a rapid fire-type of weapon, where that could easily be the case.
Like you click once and several come out?
Bah, but is it even possable to Instantly create a nuke in a silo and have it launched and somehow take control of it with Move, Set Generic Target, and Patrol to Upper left.? Then wouldn't you also have to have ghost and more importantly "Nuclear Launch Detected" Wav?
First you have your build time, witch could be got around by making it appear that your weapon is 'charging up'. But I doubt the second is even possable.