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Staredit Network -> UMS Assistance -> Interesting Boss Battle
Report, edit, etc...Posted by OhManTfe on 2006-11-12 at 08:21:55
Hey people I am trying to make a boss battle between three units , Kerrigan, Ghost, Marine against a Reaver (which is the boss)

HUmans
P1 Marine
P2 Ghost
P3 Kerrigan
Computer
P6 Reaver

Now for starters the three heros walk into a kind of clearing and then the clearing seals off behind them and the reaver appears in front and you have to defeat it.

These are the characteristics I want the reaver to have:

If you get to close to the Reaver you will die because it squashes you. ( I know how to do this)

The Reaver will chase the players around.(forcing them to run away otherwise they get splatted)

The Reaver occasionaly spawns two Lurkers which harrass the players (spawn looks flashy like explosions or recalls)

The Reaver walks to the center of the arena, charges up, and then does a big explosion which kills anyone not in specific points. (observer for charge up, observers for xplosion and the xplosion expands outwards. Players hide behind rocks to avoid the blast.

Also the Reaver will be saying random stuff to the players throughout the battle "blah blah ur gonna die, blah blah"

The Reaver does not shoot scarabs btw. After the Reaver dies the players can continue on their quest.

So I know this is probably alot of triggers but can you guys help me with this please? Thanks for your time

-OhManTfe-
Report, edit, etc...Posted by Koltz on 2006-11-12 at 08:56:01
The Reaver will chase the players around.(forcing them to run away otherwise they get splatted)

Center a location on the human units and make the reaver walk to them.

The Reaver occasionaly spawns two Lurkers which harrass the players (spawn looks flashy like explosions or recalls)

Just randomize a switch or set a DC, then when the condition is met, create 2 lurker at the location that the reaver is in. Then make an explosion by creating a wraith and killing it.

The Reaver walks to the center of the arena, charges up, and then does a big explosion which kills anyone not in specific points. (observer for charge up, observers for xplosion and the xplosion expands outwards. Players hide behind rocks to avoid the blast.

When he walks to the center, make some obs follow him, and have burrowed lings for P9, wherever u want the blast. Then when hes charging up make the obs move to him. When he fires, do this:
center location on P9 ling.
Give ling to P10.
Order 1 obs to move to that location.

THen when its time to explode:
Center location on Observer
Kill all men at that location

U should copy and paste these triggers many times so it works faster.

Also the Reaver will be saying random stuff to the players throughout the battle "blah blah ur gonna die, blah blah"

Again, with the randomize switches, lets say ur randomizing 3.

1=set
2=set
3=set
(create 2 lurkers)

1=clear
2=clear
3=clear
(create 2 lurkers)

1=set
2=clear
3=clear
(random saying)

etc.
Report, edit, etc...Posted by green_meklar on 2006-11-12 at 11:18:17
QUOTE
The Reaver will chase the players around.(forcing them to run away otherwise they get splatted)

Affects:
Player 6
Conditions:
Current player commands at least 1 protoss reaver
Actions:
Run AI script for current player: Send all units on random suicide missions
Preserve trigger

However, this only works if the reaver has scarabs. If you simply want it to follow the players, you would have to center a location on the players and tell it to move there.
QUOTE
The Reaver occasionaly spawns two Lurkers which harrass the players (spawn looks flashy like explosions or recalls)

Affects:
Player 6
Conditions:
Current player commands at least 1 protoss reaver
Countdown timer is at most 0 seconds
Actions:
Center location named 'Boss' on protoss reaver owned by current player at anywhere
Create 2 zerg lurker for current player at Boss
Modify countdown timer: Set to 60 seconds
Preserve trigger
QUOTE
The Reaver walks to the center of the arena, charges up, and then does a big explosion which kills anyone not in specific points. (observer for charge up, observers for xplosion and the xplosion expands outwards. Players hide behind rocks to avoid the blast.

Hmm, what about something like...

Affects:
Player 6
Conditions:
Current player brings at least 1 protoss reaver to Explosion charger
Actions:
Set Reaver charging
Create 1 protoss observer for [neutral player] at Timer start
Issue order to all protoss observer owned by [neutral player] at Timer start: Move to Timer end
Preserve trigger

Affects:
Player 6
Conditions:
Reaver charging is set
Actions:
Issue order to all protoss reaver owned by current player at anywhere: Move to Explosion charger
Preserve trigger

Affects:
Player 6
Conditions:
[neutral player] brings at least 1 protoss observer to Timer end
Actions:
Clear Reaver charging
Remove all protoss observer for [neutral player]
Create 12 protoss observer for current player at Explosion charger
Kill 4 protoss observer owned by current player at Explosion charger
Issue order to 8 protoss observer owned by current player at Explosion charger: Move to Upper left corner
Issue order to 7 protoss observer owned by current player at Explosion charger: Move to Lower left corner
Issue order to 6 protoss observer owned by current player at Explosion charger: Move to Upper right corner
Issue order to 5 protoss observer owned by current player at Explosion charger: Move to Lower right corner
Issue order to 4 protoss observer owned by current player at Explosion charger: Move to Upper side
Issue order to 3 protoss observer owned by current player at Explosion charger: Move to Lower side
Issue order to 2 protoss observer owned by current player at Explosion charger: Move to Left side
Issue order to 1 protoss observer owned by current player at Explosion charger: Move to Right side
Preserve trigger

Affects:
Player 6
Conditions:
Always
Actions:
Kill all protoss observer for current player at Hiding spot 1
Kill all protoss observer for current player at Hiding spot 2
Kill all protoss observer for current player at Hiding spot 3
Kill all protoss observer for current player at Hiding spot 4
Preserve trigger

Affects:
Heroes
Conditions:
Always
Actions:
Center location named 'Hero location' on any unit owned by current player at anywhere
Preserve trigger

Affects:
Heroes
Conditions:
Player 6 brings at least 1 protoss observer to Hero location
Actions:
Kill all protoss observer owned by player 6 at Hero location
Kill all any unit owned by current player at Hero location
Display text message for current player: 'The boss killed you with an explosion.'
End scenario in defeat for current player
Preserve trigger

Of course, you will have to modify the initial trigger to involve some other condition as well in order to make sure this doesn't just go on happening over and over again as soon as the reaver gets to that location.
QUOTE
Also the Reaver will be saying random stuff to the players throughout the battle "blah blah ur gonna die, blah blah"

Affects:
Heroes
Conditions:
Always
Actions:
Randomize Random switch 1
Randomize Random switch 2
Randomize Random switch 3
Randomize Random switch 4
Preserve trigger

Affects:
Heroes
Conditions:
Random switch 1 is set
Random switch 2 is set
Random switch 3 is cleared
Random switch 4 is cleared
Actions:
Display text message for current player: 'BOSS: I will destroy you all!'
Preserve trigger

Affects:
Heroes
Conditions:
Random switch 1 is set
Random switch 2 is set
Random switch 3 is cleared
Random switch 4 is set
Actions:
Display text message for current player: 'BOSS: I will rule the Universe!'
Preserve trigger

Affects:
Heroes
Conditions:
Random switch 1 is set
Random switch 2 is set
Random switch 3 is set
Random switch 4 is cleared
Actions:
Display text message for current player: 'BOSS: You can never defeat me!'
Preserve trigger

Affects:
Heroes
Conditions:
Random switch 1 is set
Random switch 2 is set
Random switch 3 is set
Random switch 4 is set
Actions:
Display text message for current player: 'BOSS: Mwahahahahaha!'
Preserve trigger

Under most conditions, using two switches as 'nothing' switches which, when either of them is anything but set, prevent a message from being displayed, the messages will display approximately once every 8 seconds. Every time you add another 'nothing' switch, the number of seconds between messages goes up by a factor of 2, so for example with four such switches it will say things once every 32 seconds. I used two for simplicity, but three or four would probably work better.
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