QUOTE(Falkoner @ Aug 6 2006, 09:42 AM)
Lolz, retards, just posting for mins... anyways, you could try just randomely putting them in a random battle when they are outside, have like most of the randomness be nothing, but have some of it be a random battle, and have a few waits to slow it down! Also, using 10 switches for randomizing is crazy, you know that right? Thats 100 dif outcomes, I'm not sure your map even has that many available units!
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Haaha, I have nothing better to do, so I'll help u again, hmm another way you could have it might be using death counters, just make them change whenever they go outside!
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Once again, nothing else to do, so, you could try... lolz, this will be very stupid and simple, just make it so a unit is constantly running across this thing, and when he gets to end, it randomely makes another dif unit run, and theres a random battle when he gets to the end! lolz,
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When I have 10 switches, I'm not saying that all the combos will have outcomes. Only a few (like 3) will have outcomes.
QUOTE(Electroid @ Aug 6 2006, 12:41 PM)
hey man, its good to see you want a nice fighting system in your map. i have some ideas for you, but firstly, how many different fight scenarios do you want? 10 switches will give you 1024 combinations. maybe you should just randomize 4 switches, which will give you 16 combinations.
i always recommend to RPG map makers to create spawning points. then, your character can build up as much experience/money as the player wants, and the map doesn't feel so empty subsequent to killing enemies. it also means you can go back and fight your desired enemies any time you like.
as for the fighting system, have you ever played the final fantasy maps where your hero is teleported to a fighting arena? yeah, well i don't like that system, but you may want to think about it.
you could think about assigning the computer players all with unique upgrade stats. therefore, the difficulty of the same unit varies between each computer player.
you could possibly randomize the amount of minerals recieved at the end of the battle, or you could randomize the possibility of recieving special items. for instance, there could be a 1/4 chance of recieving an item, and you could use another set of switches which determine the particular item won.
try to avoid a grid system man. as you said, too many triggers, and not enough strings. just have a location follow your main guy. if you make a 6x6 location, you could make another trigger which moves a different location to an enemy unit inside the location that follows your main guy. then you can structure your triggers around those 2 locations.
aah, i talk too much. cya!
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I don't like the idea of the FF system, for the map it will be empty except for the primary units and supports (non enemies). Thats why I need this so whenever I step into that location, it randomizes switches, and if it hits a possibility with an outcome, the outcome will activate. Also, I have this new idea of having a location follow my unit, and 1 big location for the area with enemies. The trigger will look like:
Players:
Player 1
Conditions:
Player 1 brings 'Primary Unit' to 'Area location'
Actions:
Randomize 10 switches
Wait 5000 milliseconds
Preserve trigger
Then my outcome trigger could be like:
Players:
Player 1
Condition:
Switch 1 is set
Switch 7 is set
Player 1 brings Primary Unit to 'Area Location'
Actions:
Create 1 'Enemy' and 'Location following Primary unit.
Preserve Trigger.