I am currently making a Diablo 1 RPG. I am up to the spells part and i want it so that when you play you can just hit a hotkey and then cast a spell. There are currently 6 spells but i might come up with more if i can think of a way to do the spell. It is a good size map and when you have to scroll down click on the civ and wait for him to move to the heal spell chances are your hero is already dead. SOOOO i was wondering which is the best way to cast the spell. I was thinking a hive where you get buildings which give up different spells (like u get a hydralisk den and u can make hydralisks which represent a spell and the same thing with a queens nest and a queen) this would seem to work but then u have the problem of running out of larva and you have to wait for the build time even though i could make it 1 second there is still a pause which could mean the difference in 1 more attack from a skeleton.
So if anyone can come up with something to top that it would greatly be a appreciated.
Diablo 1 RPG
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Devil May Cry
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You could use any number of systems, my personal favorite is a burrow system, which tries to move a unit on top of a zerg unit, if the unit succesfully teleports there, then the player has toggled a spell. You could also use a simpler system of just having a tiny location with any unit in it, and making spells be "click anywhere on the map to cast". That way, when a player hit their hotkey, all they'd have to do is click anywhere on the map, this would move the caster unit out of its tiny location, thus triggering whatever actions you desire.
This system is
almost just pressing a hotkey. You press the hotkey and then you press c. Nemus created it
here. I made another map showing the system with six spells instead of three.
You could stack a whole bunch of hatcheries ontop of eachother, like ten. That way you would have 30 larvae and a max of nine spells. Or you could use seige tanks. Place them as tanks and when you seige them they cast a spell.
those take too long to execute, he wants a spell casting system that takes little to no time.
yeah i thought about tanks but they take to long and there isnt an easy way 2 get them back into the tank form once there sieged (w/o losing the hotkey) 2 reset the spell, and i already have ton of triggs and i dont wana have 2 duplicate the trigg for the change to siege form and back to tank form.
hey is there a way 2 do the mining spell cast thing or atleast something similar without the minerals because i already use ore for weapon upgrades and gas for armor ups.
^ the only way i thought i could do this was 2 keep track of your ore with spider mines (which i use for counters in this map) and only have it revert back into ore when u enter a shop or something and have it so u cant cast spells in a shop
I don't understand.
You don't return the ore, it's just there so you can press c. As soon as you get close to the nexus, it moves it back.
Or, you could use an idea i suggested in Nemus' thread
QUOTE
This gives me an idea. What if you could have a cloaked ghost surrounded by a bunch of enemies. Simply hotkey the ghost, and uncloak and the enemies will kill the ghost making it easy to detect the spell has been casted.
I think im gonna do the mining thing and i read Nemus' thread and i was wondering how do u detect if the unit is burrowed without hurting/killing/moving the unit?
The only problem is, you will lose your hotkey everytime you cast the spell because it dies.
Hmm, you could make a 1x5 strip of terrain. Put the ghost at the end and have a zergling on the other end. Make 1 location just in front of the ghost, and when the zling hits the location because you uncloaked, move the zling back to it's original location and set the ghost's properties to cloaked again.
Pretty much just think of a system where if a certain unit moves, for some reason (many stated about, such as returning ore or trying to kill something) you cast the spell. Its quite easy.
i like the concept of the drone mining and bringing the ore 2 the building and having it relocated 2 cast it and i was wondering if i could bury it like nemus suggested and have the spell information displayed without losing my drone.
ADDITION:
what i was thinking was haveing a space that is like 4x1 (lxw)
the width of the spaces are only big enough for one unit 2 pass throu at a time (being only one square of the rectangle terrain)
___
| c |
| d |
| x |
| N |
the "c" represents a unit that tanks up the whole 1x1 square
the "d" is the drone that is used 2 cast the spell
the "x" represents the location at which the the spell is activated and the drone is moved back to the "d" location
the "N" is the nexus or other drop off building
what i was thinking of doing to detect the burrow was that the unit in the "c" location would receive a move to location (being location "x") it will not be able 2 reach it as long as the drone is in location "d" (the drone blocks its path). When the drone burrows the unit will pass over the drone into location "x" and then the spell information will be displayed and the unit from location "c" will be reset
A bug would be that when the drone moves to cast the spell, the unit in location "c" would occupy location "d" as it would be on its way to location "x". Thus causing an unplaceable error. this could be fixed easily by in the trigger having move all of unit "c" to location "c" before having the drone moved back to location "d".
any thoughts/feedback/suggestions or bugs?