Staredit Network

Staredit Network -> Concepts -> Weapon System
Report, edit, etc...Posted by SS_Dark-Marine on 2004-08-16 at 01:43:56
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 ermm.gif i dont know biggrin.gif just a idea i always had its pretty simple to do to. so you guys could use it or not dont matter biggrin.gif 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
Report, edit, etc...Posted by MapUnprotector on 2004-08-16 at 01:47:59
i dont understand what u mean, do u have a map?
Report, edit, etc...Posted by Imortal_BD on 2004-08-16 at 01:54:42
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...
Report, edit, etc...Posted by EzDay281 on 2004-08-16 at 02:03:35
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
Report, edit, etc...Posted by MapUnprotector on 2004-08-16 at 02:30:15
oh ive done sumtin like that, i think, would this be it?
Report, edit, etc...Posted by Roaring Emu on 2004-08-16 at 03:08:47
Don't really get it. BTW your avatar gave me the creeps... good work
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-16 at 08:19:36
Only 1 problem... you can't control who you going to attack... mad.gif
Report, edit, etc...Posted by Tuxedo Templar on 2004-08-16 at 10:57:21
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.
Report, edit, etc...Posted by Nozomu on 2004-08-16 at 16:06:19
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?
Report, edit, etc...Posted by MapUnprotector on 2004-08-16 at 17:10:10
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
Report, edit, etc...Posted by Chill on 2004-08-16 at 21:37:55
I used a system like that for an rpg once. Its a shame i never finished it.
Report, edit, etc...Posted by Paella on 2004-08-16 at 22:42:44
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.
Report, edit, etc...Posted by SS_Dark-Marine on 2004-08-17 at 00:38:54
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 biggrin.gif hope you understand now

tuxedos STUPID tongue.gif jkings biggrin.gif lol
Report, edit, etc...Posted by MapUnprotector on 2004-08-17 at 00:40:49
heh dark marine thats exactly what i did for hp in the map i posted above biggrin.gif
Report, edit, etc...Posted by SS_Dark-Marine on 2004-08-17 at 01:00:43
yea but alot of people seem to be umm confused so i had to rewrite it biggrin.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-17 at 01:25:49
Who in thier right mind would use a beacon for switching weapons? I like the dropships better.
Report, edit, etc...Posted by MapUnprotector on 2004-08-17 at 01:26:49
you could also use buildings biggrin.gif
Report, edit, etc...Posted by Revelade on 2004-08-17 at 04:19:02
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.
Report, edit, etc...Posted by Tuxedo Templar on 2004-08-17 at 15:22:33
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.
Report, edit, etc...Posted by Revelade on 2004-08-17 at 16:25:19
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.
Report, edit, etc...Posted by EzDay281 on 2004-08-17 at 17:23:12
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... >_> <_<
Report, edit, etc...Posted by Stereo on 2004-08-17 at 17:30:47
If there are more than one person casting dark swarms in the same place you can't tell who cast it.
Report, edit, etc...Posted by MapUnprotector on 2004-08-17 at 17:34:56
ive found you can give a dark swarm to a player but it doesnt do ne good :\
Report, edit, etc...Posted by Paella on 2004-08-17 at 19:36:59
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.
Report, edit, etc...Posted by EzDay281 on 2004-08-17 at 21:31:06
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.
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