No idea if neones done this yet.. but a kool gun system i think would have a civ and that would just be the person and you center a loc on that civ and for weapons you have all the weapons invinsable so thay cant get hurt and they attack the civ. the have the weapons always move to the locations center on the civ. so its like the civs holding the weapons instead of being the weapons
i dont know
just a idea i always had its pretty simple to do to. so you guys could use it or not dont matter
just a idea
One problem i faced when i did this in a test map is that sometimes the weapon would get in the Civs way.. so you might wanna try to think a way around this
i dont understand what u mean, do u have a map?
Kind of like having a move location around the civ and making the units continue to be ordered "attack" to that area? Sounds kind of like a spell in an RPG I played...
My brother thought of that idea once, I've never seen it though, but I like it, since it means that certain weapons only slow you down if the map maker wants them to
oh ive done sumtin like that, i think, would this be it?
Don't really get it. BTW your avatar gave me the creeps... good work
Only 1 problem... you can't control who you going to attack...
Sup SS, long time no see. I didn't really understand that post, but you should see my THD (Trigger Happy D) map if you want an idea for a weapons system.
Are you talking about something like this? I'm going to use this in a map I'm working on, so don't mind the random stuff like the scenario name. Basically, you use your Dropship to pick up and equip weapons and armor. Try it out. I protected it because I think that if you want to use this system you have to be able to figure it out yourself. So good luck!
Heh, this is some pretty awesome trigger work, if I do say so myself... You think I should upload the unprotected version to the Experimental Maps section of the DLDB?
the map im working on uses an inventory like that
your weapons r invincible but you have a civ following u that is ur health
i like the interact unit in the dropship though i might use that for like opening doors and talking to ppl and stuff
I used a system like that for an rpg once. Its a shame i never finished it.
if i could add one thing to SE it would be unit health detection and mimicking, that would be the most handy thing, and you wouldnt have to think of these ideas to get around it.
Hmm leme try to re explain
Ok say you have a Civilian, and you have a locations following that civ forevers.
OK now the civ is your main guys the guys whos gonna take all the damage and stuff..
Now you have all you weapons lets say in a little spot on the bottom left of the map.
and to use a weapons you bring it to a beacon.
Now instead of removing the civ just keep it there and set the Weapons to invinsiable so no enemies can attack your weapon and move the weapons to the location of you civ. now just so the weapon doesnt run off. have it always teleport to the locations unless you unequip it so the civ can walk around and the weapons be right next to it. and nothing can attack your weapons cause its invincible so they'll attack your civ instead leaving you with a weapons system
hope you understand now
tuxedos STUPID
jkings
lol
heh dark marine thats exactly what i did for hp in the map i posted above
yea but alot of people seem to be umm confused so i had to rewrite it
Who in thier right mind would use a beacon for switching weapons? I like the dropships better.
you could also use buildings
Please people... STAY ON TOPIC!
I think your system is unique and creative and I have thought of an idea like this... but the fundamental downfall, as Sessame pointed out, is the fact that you can't choose your target.
If your map had only 1 enemy per player, I could see this as a viable system... but for most maps, I highly doubt this would (or could) be used.
I offer a suggestion of making the weapon player controlled... but then there's no point of the civ... unless you make civ deaths subtract a certain amount from a custom score hp which I have demonstrated in a map of mine (please ask if you would like to see it). That system however, is a lot more advanced.
Which is my THD system is teh pwn. Sure you can use a normal unit to attack with, but you can't customize the effects of it's attack like you can with a swarm/web cast. Old news though.
Tux's system has a weakness however. The only way to show player controlled darkswarms would be to force each defiler in a predetermined spot since the actualy swarm is controlled by player 12. If you allow players to move around, it would be near impossible to detect whose swarm is whose, so you can't add experience, ammo or anything to a single player since player 12 controls it all...
My suggestion if you are doing an RPG with Tux's system is to give each player their own battle room that way you can easily calculate dark swarms and give each player their own experience.
My system is completely different because it features a lurker UNDER the actual hero. When this lurker dies, you can randomize how much it will subtract your custom score which mean you can really have customizable hp. If you want to add super potions, small potions, it is all doable.
What would stop you from choosing your target?
I don't see any flaws in this system, though I like mine better. The one I've never told anyone... >_> <_<
If there are more than one person casting dark swarms in the same place you can't tell who cast it.
ive found you can give a dark swarm to a player but it doesnt do ne good :\
i dont know how he did it, but in silent's new map rc racers he did something with creating locations AROUND a unit, not on it, if you did this always in back then perhaps your system could work out.
I know how you could do that, though it would require several computer players, plenty of triggers, and be extremely prone to bugs.
" If there are more than one person casting dark swarms in the same place you can't tell who cast it."
I was asking why, with the weapon system originaly stated in the beginning of the thread, you wouldn't be able to choose a target. Please pay more attention.