Staredit Network

Staredit Network -> Concepts -> Lifting Building Spell system
Report, edit, etc...Posted by Archon_Master on 2006-12-30 at 03:40:01
This is a simple idea, just have a building like a Command Center lying under a location which only applies to air units, then when you lift the building off, it sets off the trigger.

You then simply remove and place the building on a ground location.

Cost=2 locations per spell

May require Hypers.
Report, edit, etc...Posted by DoomGaze on 2006-12-30 at 04:47:40
The biggest gripe about this is the lack of ability to hotkey.
Report, edit, etc...Posted by CheatEnabled on 2006-12-30 at 07:30:05
Yeah, you would have problems hotkeying, and I think a lot of other systems would be superior to this one, especially gateway/barracks systems and movement systems, because you can use hotkeys.
Report, edit, etc...Posted by Pyro-Fire on 2006-12-30 at 09:21:59
give to computer, tell building to land, give to player.
Report, edit, etc...Posted by Felino on 2006-12-30 at 17:39:03
Another grip for using this system is the lack of support for multiple triggerings. There is always a lagg beetween you saying 'lift' and the time it is actually in airspace for the trigger to fire. This system is also used with tanks, (seiging) and others. The main problem still applies, No hotkeying.

Don't get me wrong it is a good idea, just not for most situations. Keep those ideas coming! huh.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-12-30 at 18:03:14
ps, its only one location. there nothing prohibiting you from making a ground unit at an air location.
Report, edit, etc...Posted by n0b0dy- on 2006-12-30 at 18:36:14
Downsides:

1) Too many buildings to hotkey
2) Short time to cast spell (While it is lifting off)
3) Waste of locations for a 256x256 RPG
4) Waste of major factory buildings (in some cases)
5) Short lag in between liftoff

This method has also already been done long ago.
Report, edit, etc...Posted by hinoatashi on 2006-12-31 at 02:14:50
If you intended to use a building for spells, then you might as well go with building a unit. For example, if we do decide to go with the command center for whatever reason, then building an SCV gives hotkey options, faster casting time, and provides an easier trigger to work with.
Report, edit, etc...Posted by CheatEnabled on 2006-12-31 at 08:45:28
QUOTE(hinoatashi @ Dec 31 2006, 08:14 AM)
If you intended to use a building for spells, then you might as well go with building a unit. For example, if we do decide to go with the command center for whatever reason, then building an SCV gives hotkey options, faster casting time, and provides an easier trigger to work with.
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Or even better, a barracks or gateway. It will give you 4 different possibilities.

ADDITION:
Starport has 5, thats even another one.
Report, edit, etc...Posted by Falkoner on 2007-01-01 at 11:09:46
You would need one location to detect each building, whereas the others you need 1 location for like 4 spells. Or 1 for 9 if you use a hive. Also, using buildings, depending on your map, lessens the amount of buildings you can use, and spells, since there is such a limiting amount of lift-able buildings.
Report, edit, etc...Posted by Wing-of-no-Wing on 2007-01-01 at 11:37:09
QUOTE(Falkoner @ Jan 1 2007, 11:09 AM)
You would need one location to detect each building, whereas the others you need 1 location for like 4 spells. Or 1 for 9 if you use a hive. Also, using buildings, depending on your map, lessens the amount of buildings you can use, and spells, since there is such a limiting amount of lift-able buildings.
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Or you could use a templar archives with upgrade detection, and have six choices, response time a frame or so faster than a unit-building system, have it be completely hotkeyable (with all choices accessible in only two keypresses counting the initial selection of the building, bettering the hive system) and use no locations, all in a system that can be implemented using only standard StarEdit...
Report, edit, etc...Posted by n0b0dy- on 2007-01-01 at 11:45:44
QUOTE(Wing-of-no-Wing @ Jan 1 2007, 11:37 AM)
Or you could use a templar archives with upgrade detection, and have six choices, response time a frame or so faster than a unit-building system, have it be completely hotkeyable (with all choices accessible in only two keypresses counting the initial selection of the building, bettering the hive system) and use no locations, all in a system that can be implemented using only standard StarEdit...
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Actually this would only allow you to cast a spell one time, since those upgrades cannot keep upgrading to 255, and if they did you could only use a spell up to 255 times.
Report, edit, etc...Posted by hinoatashi on 2007-01-01 at 11:59:20
Thus far, I believe that the Barracks is still a solid system. All of what has been asked including build delay can be solved with a dropship system. The only issue that system has is the fact that each unit requires a different amount of space within.
Report, edit, etc...Posted by Zeratul_101 on 2007-01-01 at 12:10:02
QUOTE(Falkoner @ Jan 1 2007, 08:09 AM)
You would need one location to detect each building, whereas the others you need 1 location for like 4 spells. Or 1 for 9 if you use a hive. Also, using buildings, depending on your map, lessens the amount of buildings you can use, and spells, since there is such a limiting amount of lift-able buildings.
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you would actually only need 2 locations and one burrowed unit for each building. one with air-detection, and the next to center on burrowed units to reset the building.

QUOTE(Wing-of-no-Wing @ Jan 1 2007, 08:37 AM)
Or you could use a templar archives with upgrade detection, and have six choices, response time a frame or so faster than a unit-building system... all in a system that can be implemented using only standard StarEdit...
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do you really want to try to detect +50 max energy using triggers? or unless you're referring to using resource detection, which would waste an entire resource.

ADDITION:
QUOTE(hinoatashi @ Jan 1 2007, 08:59 AM)
Thus far, I believe that the Barracks is still a solid system. All of what has been asked including build delay can be solved with a dropship system. The only issue that system has is the fact that each unit requires a different amount of space within.
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my only beef with the dropship system is you need to move the mouse to unload something, slowing down the 'casting time.' whereas its much faster pressing two hotkeys to build a unit instead.
Report, edit, etc...Posted by Wing-of-no-Wing on 2007-01-01 at 12:24:33
QUOTE(n0b0dy- @ Jan 1 2007, 11:45 AM)
Actually this would only allow you to cast a spell one time, since those upgrades cannot keep upgrading to 255, and if they did you could only use a spell up to 255 times.
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The idea is that you cancel the upgrade when it's detected by giving the building to another player and then back again. This also restores the resource that you used to detect the upgrade to its original value. (Zeratul, this also answers your question...and while it does use a resource type, if you can spare that resource type, the system adds an option, saves a location, is both fast to use and fast to respond, works with or without hyper triggers, is very easy to implement, and works reliably...)
Report, edit, etc...Posted by Archon_Master on 2007-01-02 at 05:31:33
Starports are better for a unit creating system. You have a choice of 5 units. But this system would have disadvantages, if you were making a map which also had a meele battle in it. Better than Hive though, you would have to wait for the larva to appear.
Report, edit, etc...Posted by Elric111 on 2007-01-04 at 11:14:42
My friend invented something he calls the action trigger..... it invovles burrow a lurker that kill a unit and the death of the unit cause the trigger and the lruker is removed, replaced and the unit is replaced.....
Report, edit, etc...Posted by Lord_Jeremy on 2007-01-05 at 23:53:09
QUOTE(Archon_Master @ Jan 2 2007, 05:31 AM)
Starports are better for a unit creating system. You have a choice of 5 units. But this system would have disadvantages, if you were making a map which also had a meele battle in it. Better than Hive though, you would have to wait for the larva to appear.
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Not necessarily... As long as there was a location confined to the Starport to remove the unit after created, you could leave the stats of the created units intact. The melee battle would be unaffected.
Report, edit, etc...Posted by scwizard on 2007-01-06 at 10:46:10
The the map I was going to submit for the dragon contest, you used a barraks to cast four spells, and then if you listed off the barraks you took your TRUE FORM (but you could no longer cast spells bc the barraks was destoryed).
Report, edit, etc...Posted by hinoatashi on 2007-01-06 at 14:37:59
Wow, sc. You actually just gave me an idea to use in one of my maps. I just need to now find a way to implement it without being completely rigged.
Report, edit, etc...Posted by Moogle on 2007-01-08 at 01:03:24
You wouldnt use that many locations for this system. Would be one massive location over top of buildings to detect lift off then 1 location would center on building thats in lift then remove n create a new one at that location. So if 4 Players its around 5 locations all up, but for hotkeying isnt so good.
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