Staredit Network

Staredit Network -> Concepts -> Picking up weapons in style.
Report, edit, etc...Posted by JordanN_3335 on 2006-07-21 at 15:17:45
Well after playing commandoes Rpg I got inspired by how you get to pick up weapons but also removes it for future use like real time action. So then later while I was working on my new map Spy RPG (my spinoff version on commandoes) I figured out how to do that action with out useing the hax0rz.

[Players]
A human Player
Plus a computer player (could use another human but I tested it with comp happy.gif )

[conditions]
Current Player brings exactly one men to pickup gun 1.
Player-7(comp) brings exactly one vespene sack (X-tra power up) to pickup gun 1

[actions]
Wait 2000 seconds (or 4000 for uber time)
Remove 1 men at pickup gun 1
Remove 1 vespene sack at pickup gun
Create 1 Marine (or any other unit) at pickup gun1
Display message. "Rarwz up and good to go"

Well I owe credit to the guy who made commandoes cause thats were i got the idea from but I don't think he used this trigger form. Muauhaah.
I shall call it the J-trigger X or real time gun pick up.

Here you can try it out right here
Report, edit, etc...Posted by dumbducky on 2006-07-21 at 15:33:09
What's so special about this? How is it different from any other version of picking up weapons?
Report, edit, etc...Posted by JordanN_3335 on 2006-07-21 at 15:42:21
For example. You know the maps like zombie hotel were you walk up to the becon and then it spawns your unit I tried out this new method so it can be more of an eyecatcher or real time rather then just a becon thats all.

to conclude this: a more convient way to what I just said.
Report, edit, etc...Posted by Zell.Dincht on 2006-07-21 at 16:13:49
Its not that new. Ive seen it been done a lot of times.
Report, edit, etc...Posted by JordanN_3335 on 2006-07-21 at 16:26:24
QUOTE(Zell.Dincht @ Jul 21 2006, 04:13 PM)
Its not that new. Ive seen it been done a lot of times.
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Well then stating something I discoverd even though I havent "really" seen maps with this idea except for the other some. Just was mentioning this idea for those who don't know. Also a strange when I logged on to bnet this user cant remember his name but then said something like this "Well if someone says no to this he is a noob but if he says yes then he is ok". Seems half biased /fascist.
Report, edit, etc...Posted by Kookster on 2006-07-21 at 17:00:21
Its something not commonly done so Ill give him that,

Ive been trying to make a way to make a multiplayer first person shooter with swapable weapons but using the same unit like in Tuxedo templars map, but make it more than 2 player using MODS
Report, edit, etc...Posted by dark_templar_99 on 2006-07-21 at 21:00:06
It's like my "Conker's Bad Fur Day" Arena map I made. The "WEAPONS" however are the actual unit for a nuetral unit.

When you bring your civilian there it removes and you get the "WEAPON" (Give unit to current player).

This is nothing new, because everyone know how to remove and create units. Sorry.
Report, edit, etc...Posted by PCFredZ on 2006-07-22 at 12:19:02
If there are many items on the ground, a much more intuitive method is to constantly center a location on each player's unit, and detect when the item is brought into that moving location, and remove the item at that location, etc. This way, you can drastically reduce the number of locations needed, since you don't have to make locations for each item spot, but each player instead.

However, if you want the items to respawn, then more steps are needed; though you can still avoid making a location for every item spot. Would you like to know more?
Report, edit, etc...Posted by Zeratul_101 on 2006-07-22 at 13:19:59
QUOTE(PCFredZ @ Jul 22 2006, 10:18 AM)
Would you like to know more?
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lol, you sound like the starship troopers spokesman guy, with the propaganda ads.

personally, with respawning items, i prefer using burrowed units w/ a centering location and a deathcount. i would center, on a unit, and then create an item depending on what value the death count is at. this works best when items are created spaced apart.

do you have another method pcfredz?
Report, edit, etc...Posted by JaFF on 2006-07-22 at 13:45:30
Location A is always centered on the player's unit. Location B is free. When the item is in the A location, you center locatino B on the item, then remove, and create a new item in location B. But if you want the items to be created with a wait, and you know that the player may pick up another item in this period of time, the burrowed unit method seems to be the best.
Report, edit, etc...Posted by PCFredZ on 2006-07-22 at 14:30:44
QUOTE(Zeratul_101 @ Jul 22 2006, 01:19 PM)
lol, you sound like the starship troopers spokesman guy, with the propaganda ads.

personally, with respawning items, i prefer using burrowed units w/ a centering location and a deathcount. i would center, on a unit, and then create an item depending on what value the death count is at. this works best when items are created spaced apart.

do you have another method pcfredz?
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Nah, that's a very good method.
Report, edit, etc...Posted by Sephiroth-Cetra on 2006-07-23 at 07:39:52
I found a problem with your trigger just by looking at how you typed it. All I have to do is move in to the location (triggering the wait), then move out before the wait is over. The triggers tries to remove a unit that isn't at the location, then just goes on to remove the vespene sac, and give me another unit. You'd need to be a bit more in depth about triggering to get around this.

Just felt like pointing that out... While this isn't all that innovative, it's still MUCH more appealing than the standard beacon triggers that people have cliche'd over and over again. So you get points for that I suppose...
Report, edit, etc...Posted by i)D(Elite on 2006-08-02 at 22:05:15
QUOTE(PCFredZ @ Jul 22 2006, 11:18 AM)
If there are many items on the ground, a much more intuitive method is to constantly center a location on each player's unit, and detect when the item is brought into that moving location, and remove the item at that location, etc. This way, you can drastically reduce the number of locations needed, since you don't have to make locations for each item spot, but each player instead.
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Damn, I was gonna say that.
By the way, don't forget to play a little sound clip when you pick up the gun!
Another cool thing to do for respawn is create the unit next to an enemy arbiter, then move it to the location where it uncloaks. That way, the spawn looks sexier, instead of just some unit popping up.
Report, edit, etc...Posted by Zeratul_101 on 2006-08-02 at 22:17:53
QUOTE(PCFredZ @ Jul 22 2006, 10:18 AM)
This way, you can drastically reduce the number of locations needed, since you don't have to make locations for each item spot, but each player instead.
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fredz, didn't you have a method where you took advantage of trigger order so that you'd only need one location(total, not per player) to pick up items. during each player's trigger cycle, their triggers would move the location and use it as necessary. and udring the next palyers trigger cycle, their triggers would do the exact same thing. you made a thread about this a while back.
Report, edit, etc...Posted by PCFredZ on 2006-08-03 at 12:04:46
QUOTE(Zeratul_101 @ Aug 2 2006, 10:17 PM)
fredz, didn't you have a method where you took advantage of trigger order so that you'd only need one location(total, not per player) to pick up items.  during each player's trigger cycle, their triggers would move the location and use it as necessary.  and udring the next palyers trigger cycle, their triggers would do the exact same thing.  you made a thread about this a while back.
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I never made a concept map for demonstration, but it definitely should work.
Report, edit, etc...Posted by Mightybass101 on 2006-08-04 at 14:15:19
What about insted of changing the unit you could modify their fire power?
for example:Pick up a data disk and have it increase your marines attack by 3
same consept for health increase armor for cyrstals or something like that...

If you wanted to get complex add a time limit for how long the effect lasts, like run out of ammo.
Report, edit, etc...Posted by Zeratul_101 on 2006-08-04 at 14:27:10
QUOTE(Mightybass101 @ Aug 4 2006, 12:14 PM)
What about insted of changing the unit you could modify their fire power?
for example:Pick up a data disk and have it increase your marines attack by 3
same consept for health increase armor for cyrstals or something like that...
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do you mean upgrading thier attack? cause that really won't work.

firstly, you can't make a player do upgrades. absolutely impossible via triggers.

secondly, it's even more impossible to reduce a palyers upgrades.


the only way this would work is with virtual combat systems.
Report, edit, etc...Posted by Kupo on 2006-08-04 at 18:34:04
ROFL, you call that style.

STYLE is when you unload a unit from a dropship and the weapon is picked up.

NOT like this.

sorry but not special.
Report, edit, etc...Posted by empty on 2006-08-05 at 00:44:55
Ok, stop flaming and close this post already.
Report, edit, etc...Posted by iHaveNoRegrets on 2006-08-05 at 15:55:37
Trigger
Conditions:
¤ Player 2 brings at least 1 Vespene Sack to Location 1
¤ Player 1 brings at least 1 Mineral Chunk to Location 2
Actions:
¤ *--something to prevent player from defeat because his unit is gone--*
¤ Remove 1 Marine from Location 1
¤ Create 1 Ghost at Location 1
¤ Move 1 Mineral Chunk for Player 1 at Location 2 to Location 1
¤ Move 1 Vespene Sack for Player 2 at Location 1 to Location 2
¤ *--something to unprevent player from defeat because his unit is gone--*
¤ Switch 1 Set
¤ Preserve Trigger


Trigger
Conditions:
¤ Player 1 brings at least 1 Vespene Sack to Location 2
¤ Player 2 brings at least 1 Mineral Chunk to Location 1
Actions:
¤ *--something to prevent player from defeat because his unit is gone--*
¤ Remove 1 Ghost from Location 1
¤ Create 1 Marine at Location 1
¤ Move 1 Mineral Chunk for Player 2 at Location 1 to Location 2
¤ Move 1 Vespene Sack for Player 1 at Location 2 to Location 1
¤ *--something to unprevent player from defeat because his unit is gone--*
¤ Switch 1 Set
¤ Preserve Trigger



Trigger
Conditions:
¤ Switch 1 Set
¤ Player 1 brings at most 0 Mineral Chunk to Location 1
¤ Player 1 brings at most 0 Vespene Sack to Location 1
¤ Player 1 brings at least 1 Mineral Chunk to Location 3
¤ Player 1 brings at least 1 Vespene Sack to Location 3
Actions:
¤ Give 1 Mineral Chunk for Player 1 at Location 3 to Player 2
¤ Give 1 Vespene Sack for Player 1 at Location 3 to Player 2
¤ Switch 1 Clear
¤ Preserve Trigger


Location 1 is the Location Centering on your unit
Location 2 is the Location that signifies what "weapon" you currently are "equipped" with
Location 3 is the Location that does not overlap Location 2

This is truly swapping weapons in style. I would suggest using burrowed units for health of the unit.
Report, edit, etc...Posted by lll on 2006-08-05 at 21:49:56
This is werid haha...you do realize all you did was deleted a beacon? Its not new...can you really didnt do anything...i still dont understand what you think your did...
Report, edit, etc...Posted by Sopris on 2006-08-13 at 10:24:27
eh, good try anywayz
Report, edit, etc...Posted by DrMaybe on 2006-08-23 at 16:05:16
to make it really in style, make it drop the weapon when you die- that would be good. right now its just a single time trigger without the beacon

i got a good idea

how about each gun has an amunition of maybe vespene sacks on the side and each time you kill someone it removes a sac, hence if you had a "sniper rifle" you might have to leave you camp spot after like 2 kills
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