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Staredit Network -> Concepts -> Uses for EUD triggers
Report, edit, etc...Posted by Dr.Shotgun on 2005-07-29 at 15:29:08
This thread I made for the discussion of uses for the Extended Unit Death triggers (Trigs of god), not the triggers themselves.
First of all-
Any unit becomes dropship-
This is very useful because you could have "arena" maps with tanks you can hop into, wraiths and souts you can load, transport reavers, etc.
Report, edit, etc...Posted by Carlsagan43 on 2005-07-29 at 21:03:04
This would be very interesting in RPGs when people want to get weapon upgrades, armor upgrades, and increasing max life. Thats what I see primarily for these new trigggers.
Report, edit, etc...Posted by Ninebreaker on 2005-07-29 at 21:07:30
One thing im thinking of doing is "Space Pirates RPG 3"

Instead of buying new units, you can buy new weapons. However i won't even think about starting it until we figure out how to make units other than wraiths have diff weapons. Also the main ship will have the more powerful weps (obviously)
Report, edit, etc...Posted by Voyager7456(MM) on 2005-07-29 at 21:17:27
The speed-changing can be used for Temporal Distortions, Bullet Time, etc... or it could be used in micro maps, to give you more time to micro.
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-30 at 03:34:21
QUOTE(Ninebreaker123 @ Jul 29 2005, 06:07 PM)
One thing im thinking of doing is "Space Pirates RPG 3"

Instead of buying new units, you can buy new weapons.  However i won't even think about starting it until we figure out how to make units other than wraiths have diff weapons.  Also the main ship will have the more powerful weps (obviously)
[right][snapback]273615[/snapback][/right]


It now works, see MemCalc.

The possibilities are endless. I'm making a defense where you up your unit's damage, cooldown, and splash when I finish byte values in MemCalc.
Report, edit, etc...Posted by Dr.Shotgun on 2005-07-30 at 06:09:06
Upgrades can also affect more than just damage.
You could have multiple upgrades for a sngle upgrade type, for example, a marines dmg and armor ups would be the same, but using the research detection, Vehicle weapons could be splash, Ship weapons cooldown, Ship armor range, etc.
You could use this to "Skin" weapons, for example, a ghost could have a marines grp, a scv could also have a marines grp- It would be great for my map mansion where you are wearing a special protective suit.
You could also change unit grps for level ups, or even "change" the unit completely so that its like a whole new unit with using up an extra slot.
Welcome to the new world, gentlemen.
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-30 at 11:21:25
I was using the lazy way out, civs with beacons tongue.gif
Report, edit, etc...Posted by MapUnprotector on 2005-07-30 at 11:39:37
One of the first things that came into my head was using the hp detection to create a much better weapon switching system, or even using weapon switching itself to keep the same unit but a different weapon (if you don't have a problem with the weapon switching affecting ALL of the units of that type).

I've seen what Mr_Mooo_Cow(U) has done with weapon switching and it's amazing. Making a marine shoot lockdown and being able to lockdown ANYTHING, that is ownage.
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-30 at 11:44:04
I thought my Hydralisk shooting plauges was funny too. Never showed it but I did that in the course of my testing.
Report, edit, etc...Posted by Tuxedo Templar on 2005-07-30 at 12:05:21
Wasn't there one that created scourges at wherever a unit fires?

Can you say gunner system, anyone?
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-30 at 12:07:19
No, it created scourge sprites.
Report, edit, etc...Posted by Tuxedo Templar on 2005-07-30 at 12:10:03
Oh. Knew it was too good to be true.

Well my search continues for the ever elusive perfect gunner system then.
Report, edit, etc...Posted by MapUnprotector on 2005-07-30 at 12:12:01
I heard you could detect which player cast a dark swarm, wouldn't that break the limits of the dark swarm firing system?
Report, edit, etc...Posted by SuperToast on 2005-07-31 at 16:24:09
I think it might be possible to detect a units energy so you can tell when it fires. So, you have your defiler, it casts dark swarm, it's energy goes down, the triggers then detect which player has no energy for their defiler, then you would know who fired the swarm. You can move locations and then do whatever actions you can from that. The only problem would be if two players fired at the exact same moment.

I'm going to play around with that possibility for a bit and see what I come up with.
Report, edit, etc...Posted by Vibrator on 2005-07-31 at 19:47:28
That would still be problematic if 2 people fired at once (and it would be pretty probable).
Report, edit, etc...Posted by .Coko[CK] on 2005-07-31 at 19:54:39
No because energy levels for each player correspond to a different condition, therefore it will be different for each of them.

Gunner System should be possible. Unless of course it is the same for the universally, which would be stupid.
Report, edit, etc...Posted by scwizard on 2005-07-31 at 20:02:49
Q: Uses for EUD triggers
A: Little or none until memgraft comes out for 1.13
Report, edit, etc...Posted by Mini Moose 2707 on 2005-08-01 at 12:48:56
Make an RPG by giving a unit a bunch of different weapons. Perfect guns and ammo system.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-08-02 at 03:03:43
I made a cool little prerealese map. I made this trigger to alternate weapons on the siege tank from artical shock to emp and back good when playing this game to own the little marines.

Marines can't shoot air i dont know why. But the have splash damage and rapid fire with extended sight. Lowered their kill value so that other units when you kill them you get A LOT MORE.

Vulture Spider Mines splash is increased one mine can blow the crud of out a marine troop.

Its not done yet... Needs a lot of balancing and what not.
Report, edit, etc...Posted by Ultimo on 2005-08-02 at 03:08:01
Sounds very cool, I'm going to download the map and check it out. cool1.gif
Report, edit, etc...Posted by Deathknight on 2005-08-02 at 10:17:50
QUOTE
Q: Uses for EUD triggers
A: Little or none until memgraft comes out for 1.13


What the hell do you mean? What does memgraft have to do with anything? Do you have any idea what these triggers are capable of?
Report, edit, etc...Posted by Dr.Shotgun on 2005-08-02 at 14:02:11
These triggers have nothing to do with modding, Ez.
Report, edit, etc...Posted by Ultimo on 2005-08-02 at 19:34:34
QUOTE(m.r.bob @ Jul 31 2005, 05:02 PM)
Q: Uses for EUD triggers
A: Little or none until memgraft comes out for 1.13
[right][snapback]275358[/snapback][/right]

Dr Shotgun, that's m.r.bob not EzDay >.< And DK is right, this could revolutionize map making as we know it. o_O
Report, edit, etc...Posted by Deathknight on 2005-08-02 at 20:59:10
But seriously, what does MEMGRAFT have to do with extended units in deaths? I don't get it...
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-08-02 at 22:22:36
One use i'd like to see is if you make an RPG with different chapters. Then, as you go further in time, the computers (allied an enemy) could have different weapons and such. You could achieve better weapons as you progress through the chapters as well! ^_^
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