Staredit Network

Staredit Network -> UMS Assistance -> Gun System
Report, edit, etc...Posted by Kow on 2005-12-22 at 14:37:59
Okay, I have my map (Zombies, based off the Halo 2 Zombies gametype). 5 start as red (humans) and one as green (zombie). Zombie tries to kill humans, and he succeeds, the one he kills would become green. Lather, rinse, repeat until everyone is green, or the timer runs out.

I currently have defilers as the characters, two rescuable computers which give the players their colors, players' default color is white. (Colored are P7, Red; P8, Green).

That's just the background, though. I want a gunning system that would be able to distinguish between people with triggers. (Since there are no ways to distinguish between zombie and human besides a possible death for unit for player who's zombie). I have the way to find out who's zombie and not, but what gunning system would be feasible for distinguishing between players, so teamkill would not be on, and I'd be able to limit the range of the zombie?

I was thinking, maybe having a beacon system where you hotkey the flag beacons and tell them to create a double at a location. I haven't tested it, but can duplicate beacons be placed on non-buildable terrain? To 'reload', you'd simply re-hotkey the beacons that would be recreated (after all six are 'fired').

I was also thinking of a dark swarm fireing system, but there is no way to distinguish between players with that right? Well, at least without locations that others would not be able to enter without messing up the triggers. Is there an EUD condition to find out who fired a dark swarm? If so, how would I go about getting these EUD conditions into my map (I havent worked with them. I heard there was a program, but don't know where it is)?
Report, edit, etc...Posted by Zeratul_101 on 2005-12-22 at 14:49:27
why would you even need a gunning system for this?

-to prevent teamkill, just constantly ally the non-zombies together and the zombies together.

occasionally the bsing player may get a few hits in but its still pretty hard to attack like that especially with longer cooldown units.


-for shorter range just make it another unit

eg. player has raynor with range, player becomes a zombie - give him a marine without range upgrade

its as simple as that
Report, edit, etc...Posted by Kow on 2005-12-22 at 14:51:32
That's not the point though. I want a gunning system, so it's more leet. I can't change the units, because it would not operate the same. It may give a different edge than I want towards one team or another. I want them to aim, not to just 'A + Click'. I know I can do that with allied enemies, but that still poses the different unit problem.
Report, edit, etc...Posted by Zeratul_101 on 2005-12-22 at 15:00:42
well, how many units is each player gonna have? and are the human-turned-zombies still going to be playing or are the gonna be 'defeated?'
Report, edit, etc...Posted by Kow on 2005-12-22 at 15:27:08
One. I have a place where it creates a defiler for the rescuable players, based on which of the two they'll be.

The killed humans will turn into zombies, and respawn as green. Zombies that are killed simply respawn.
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-22 at 20:16:59
QUOTE(Kow @ Dec 22 2005, 02:37 PM)
Okay, I have my map (Zombies, based off the Halo 2 Zombies gametype). 5 start as red (humans) and one as green (zombie). Zombie tries to kill humans, and he succeeds,  the one he kills would become green. Lather, rinse, repeat until everyone is green, or the timer runs out.

I currently have defilers as the characters, two rescuable computers which give the players their colors, players' default color is white. (Colored are P7, Red; P8, Green).

That's just the background, though. I want a gunning system that would be able to distinguish between people with triggers. (Since there are no ways to distinguish between zombie and human besides a possible death for unit for player who's zombie). I have the way to find out who's zombie and not, but what gunning system would be feasible for distinguishing between players, so teamkill would not be on, and I'd be able to limit the range of the zombie?

I was thinking, maybe having a beacon system where you hotkey the flag beacons and tell them to create a double at a location. I haven't tested it, but can duplicate beacons be placed on non-buildable terrain? To 'reload', you'd simply re-hotkey the beacons that would be recreated (after all six are 'fired').

I was also thinking of a dark swarm fireing system, but there is no way to distinguish between players with that right? Well, at least without locations that others would not be able to enter without messing up the triggers. Is there an EUD condition to find out who fired a dark swarm? If so, how would I go about getting these EUD conditions into my map (I havent worked with them. I heard there was a program, but don't know where it is)?
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you could have a say 5x5 location follow eather the players or the zombies and do something like

Player 1
------------------
Any player bring 1 'Player' to location 'P1 Watchout'
Any Player bring 1 'PlAyEr' to location 'P1 Watchout'
-------------------
Display Text Message: A ZOMBIE IS IN YOUR AREA
Preserve Trigger
Comment: Player 1 Watchout

Player=Normal Player
PlAyEr=Zombie

Both of the players will need to be something like marine/jim raynor ect. to make the trigger work

did you want something like this?
Report, edit, etc...Posted by PCFredZ on 2005-12-22 at 20:34:45
To eliminate team kill with Hyper Ally on, just don't use air units, Zerglings, and splashers.
Report, edit, etc...Posted by Kumano on 2005-12-22 at 20:48:55
I don't think it's possible to detect which player shot a particular dark swarm with EUD Conditions, but they can still detect if a player has shot a dark swarm. It can't detect which dark swarm it made, but it can detect how much energy the defiler has. You could also look under concepts with LegacyWeapon's perfect ammo system.
Report, edit, etc...Posted by Kow on 2005-12-22 at 20:59:57
Link please?
Report, edit, etc...Posted by Zeratul_101 on 2005-12-23 at 01:34:45
kumano, i'm pretty sure darkswarm can be detected. its disruption web that can't - because all webs belong to player 12. Whereas darkswarm belongs to the specific player that cast it.

i personally haven't tried anything involving darkswarm so i don't have first ahnd knowledge but i've seen other mapmakers say this.

decreasing the attack range of the zombies is easy(if what i said above is correct):

simply have a location that's radius is the maximum distance you want.

trigger it so it centers on any darkswarm owned by a zombie and have it detect if that same player has a defiler in the area. If it does, do the kill, but if it doesn't nothing happens. also make sure you remove the darkswarm as quickly as possible(hyper triggers of course) but remember to have the removal trigger after the kill trigger or nothing is ever gonna happen.




Another question for you kow. why are you worrying about teamkill when all attacks are trigger based? you can make the triggers kill all 'enemies' at location. no problem there. better yet, there two defilers, have humans as one type, zombies as other.
Report, edit, etc...Posted by Moonshine on 2005-12-23 at 02:10:30
QUOTE(Zeratul_101 @ Dec 23 2005, 02:34 PM)
kumano, i'm pretty sure darkswarm can be detected. its disruption web that can't - because all webs belong to player 12.  Whereas darkswarm belongs to the specific player that cast it.

i personally haven't tried anything involving darkswarm so i don't have first ahnd knowledge but i've seen other mapmakers say this.
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Incorrect. Both Dark Swarm and Disruption Web are owned by player 12, which makes shot conflicts a real biznatch to handle.
Report, edit, etc...Posted by Zeratul_101 on 2005-12-23 at 02:35:31
are you sure about that, cause i've heard of darkswarms being owned by players before.

anyhow, kow, the COP beacon placement would be by far the most realistic gun system, but you're right that it can't be placed on unplaceable terrian. You could make it so that every passage way is at least 3 spaces across, thus solving the placement issue.

Or an alternative would be to use scanner sweeps(I KNOW these belong to a specific player). But you would have the issue of people using scanner sweep to look for other players and the problem of seeing too much in every shot. Depending on just how fast scanner sweep works, you could have a very short time between creation and killing or unvision yourself(finding a way to still see would be an issue) just as the scanner seep is made.

I really don't know how scanner sweeps work or if hyper triggers are fast enough to counteract its effects.
Report, edit, etc...Posted by Kumano on 2005-12-23 at 05:38:52
QUOTE(Kow @ Dec 22 2005, 05:59 PM)
Link please?
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I'm assuming you mean the ammo system LegacyWeapon made, http://www.staredit.net/index.php?showtopic=24095


QUOTE(Zeratul_101 @ Dec 22 2005, 11:35 PM)
are you sure about that, cause i've heard of darkswarms being owned by players before.

anyhow, kow, the COP beacon placement would be by far the most realistic gun system, but you're right that it can't be placed on unplaceable terrian.  You could make it so that every passage way is at least 3 spaces across, thus solving the placement issue.

Or an alternative would be to use scanner sweeps(I KNOW these belong to a specific player).  But you would have the issue of people using scanner sweep to look for other players and the problem of seeing too much in every shot.  Depending on just how fast scanner sweep works, you could have a very short time between creation and killing or unvision yourself(finding a way to still see would be an issue) just as the scanner seep is made.

I really don't know how scanner sweeps work or if hyper triggers are fast enough to counteract its effects.
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No, dark swarms are not controlled by the player, they are always owned by player 12. If it were owned by the player it would give you vision (try with a pre-placed one, it also won't stop units from hitting). COP Beacons would work, if the game only lasts 10 minutes. After 10 minutes though, they can't move anywhere, so it wouldn't really work then. Scanner sweeps, can be detected, except yes it would give vision still, and also you can't detect where the scanner sweep is. It's like those things like Map revealers and stuff where you can't detect where it is, only that it exists, so the shot would always go to the middle.
Report, edit, etc...Posted by Kow on 2005-12-24 at 00:21:27
Would creating new beacons work? Like, after the six are 'shot', remove and recreate the beacons so that more ammo can be shot? Would that work after ten minutes of game is up?
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