Staredit Network

Staredit Network -> Concepts -> Bullet system.
Report, edit, etc...Posted by idoL on 2004-11-08 at 03:17:06
An interesting concept I made up, x marines = x bullets, load them into your dropship and when you shoot [with a tank, using siege] the drop ship comes to you and unloads 1 bullet, then the effect of a bullet shooting [a scrouge moving] happens and you lose 1 bullet [marine].
It works good, and I provided a map [not protected] for you to try.
The triggers are kind-of sloppy as I rushed it but it all functions.
Have fun..

How would this help anything? Well glad you asked.. you see I know some people have been wondering/asking about a system for "real time" bullets, the tradition has been a siege tank at location x makes 1 bullet go to x, but this system makes it so you have a limited number of tangable bullets, like a cartridge, and different "bullets" could do different things.. like a marine is a basic shot then a ghost is a long range shot.. then a ling is a more deadly shot, etc.. but in this system I only deal with: sisge tank is the trigger, the drop ship unloads the bullet.. the bullet goes towards the enemy [btw the bullet does not follow it goes where the opponet was when you shot the bullet, nifty huh?] ait dissappears if it doesnt hit somthing in x amount of time, but if it does hit, your opponent blows up..

So yeah.. take this map as you will, adapt it to your own needs.. steal it.. make fun of it... send death threats. I dont care. =P

[Yes I know I said I'm gone but I wanna
show my maps off =(, dont be hatin please].

*Edit: 1 bug: When red shoots the first time he is brought to the upper middle, but only if he is on the left, no biggie, can be fixed.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-08 at 11:25:37
Cool beans then, so it will follow the target of the shot, how exactly does it work.
Report, edit, etc...Posted by idoL on 2004-11-08 at 19:52:14
Center a big location on yourself, when opponent x comes to that location and marine comes [bullet] then remove the marine and tell a scrouge to goto your enemy who has a 1x1 location on him. Oddly enough that targeting system shoots whoever you're closest to, and it doesnt follow your opponent, just goes where he was when you shot.
(but you can modify it to shoot exacyly who you want)
Report, edit, etc...Posted by NeoNightmareX on 2004-11-08 at 20:20:11
and gas could also be rounds of bullets like x minerals = 1 gas but i think i remeber reading one of these things, search the forums for it
Report, edit, etc...Posted by idoL on 2004-11-08 at 20:53:33
QUOTE(NeoNightmareX @ Nov 8 2004, 08:20 PM)
and gas could also be rounds of bullets like x minerals = 1 gas but i think i remeber reading one of these things, search the forums for it
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How does that work, seems interesting. But it wouldn't work in this system as it depends on units being loaded into a dropship.
Report, edit, etc...Posted by NeoNightmareX on 2004-11-08 at 20:58:23
o, ok, i have a short attention span and dont read long paragraphy thingies biggrin.gif
Report, edit, etc...Posted by PCFredZ on 2004-11-09 at 16:18:36
Worms has a similar system, where the bullets are simply put inside the Shuttle.
Report, edit, etc...Posted by NeoNightmareX on 2004-11-10 at 15:52:20
what do you mean worms? is there a worms map out?
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-11-10 at 17:30:00
There is a map called worms that already has this exact idea except it takes it to a much higher level. It has many different kinds of bullets, basically the whole map you could do with this. It's really fun. I don't know what "worms" NeoNightmareX is asking about but whatever, the one on SC is fun. Sorry to rain on your parade idoL. Again.
Report, edit, etc...Posted by NeoNightmareX on 2004-11-10 at 18:30:01
im talking about the worms that have their own video games, is it in the DLDB?
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-11-10 at 19:37:03
I don't know, go find out for yourself. I've never played the worms video games so I wouldn't know. Basically the map is you have shuttles and you unload units to shoot at other people. Last man standing wins. You play until one player wins 10 times or something like that.
Report, edit, etc...Posted by Ultimo on 2004-11-10 at 20:25:52
Mmm.. Neo is referring to the actual Worms game it is based off of.
Turn-based, people pick weapons and shoot other worms. ( I've only played World Party )
The starcraft one rocks though, I own at it smile.gif
Report, edit, etc...Posted by BeeR_KeG on 2004-11-10 at 20:41:10
Here's a way to put in the accuray factor.

Make a 1x1 location on the marine, center location it and don't preserve trigger.
Then have a bigger Location, the better the accuray the bigger the big location.

Have the scourge move to the big location and if it hits the marine in the small location then it's a hit.

Here's where accuracy comes in.
A sitting target will always be 100% hit.
A moving target will be different.

When you shoot and the marine is moving have the 1x1 location center on where the marine was on the instant you shot.
When the scourge gets to the 1x1 location have the big one center to where the scourge is.
If the marine is inside both locations then it was a 100% hit. If the marine was in the big location but not in the small one then use Randomization Switches to determine if it was a hit or not.
If the marine was completely outside the 2 locations then it was a miss.

Say the weapon has a 75% of hit and 25% of miss.
The randomization triggers will run on the % of accuracy that your weapon has. If it hit on the 75% of switches that were hit then it's a hit. If not then you missed.

To merge the randomizaiton triggers enable a switch run when you hit the gun trigger. Then have that switch as a condition to start the randomization switches.

Imma make a Tutorial of this soon.
Report, edit, etc...Posted by Ultimo on 2004-11-10 at 20:48:45
Mmm.. I have that same system I was planning on using.
For each weapon, three locations with varying sizes. If in the smallest locations, 100% chance of getting hit and full damage. The more you went out, the more likely you missed, and the less damage you took.

Different guns had varying accuracy and power.
Report, edit, etc...Posted by BeeR_KeG on 2004-11-10 at 20:52:45
Exactly waht you said Ultimo.

BTW: Are you the Ultimo that plays SC Ascension?
Report, edit, etc...Posted by Ultimo on 2004-11-10 at 21:09:28
The system works! tongue.gif

BTW: Yeah I am, I just noticed you're Beer_KeG from the WOD forums wink.gif
Report, edit, etc...Posted by idoL on 2004-11-11 at 06:10:27
Nice analogy there, Beer, I kind of knew of that system already and in a slightly modified way it's in this map.

Salacious, no skin off my censored.gif that worms is a more advanced version of this, but this has a different style in which you dont control the dropship, you infact control what ever unit you're assigned, the dropship is the carrier of the said bullet and your unit is a summoner of sorts. In my mind it's still a novel idea, I havent seen anything quite like this. (Except worms but thats a locked map with a different style).
Report, edit, etc...Posted by BeeR_KeG on 2004-11-11 at 08:58:58
QUOTE(Ultimo @ Nov 10 2004, 10:09 PM)
The system works! tongue.gif

BTW: Yeah I am, I just noticed you're Beer_KeG from the WOD forums wink.gif
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So now it's 3 of us in SCRPG. You, me and kck who doesn't post very often.

It worked!?!??!
I neevr did really test it or anything, I just said I can make that system better adding the accuracy factor and I started writing triggers.

Anyways Im going to make a map using the system and then write a big tutorial for you Sala.
Report, edit, etc...Posted by Lisk on 2004-11-11 at 10:48:45
you forgot me... :/
Report, edit, etc...Posted by DevliN on 2004-11-11 at 10:54:05
So when you try to shoot more than 1 unit in this large location, it shoots the closes one to you? I thought it would start shooting the farthest to you on the left and then start moving right...
Report, edit, etc...Posted by idoL on 2004-11-11 at 10:57:44
Ah, no Devlin, it shoots for 2 seconds then disappears. It goes straight to where your opponent last was, again you can customize all this as I left it to the basics/minimum while still functionable.
Report, edit, etc...Posted by BeeR_KeG on 2004-11-11 at 11:00:23
Lisk: I knew I forgot someone

Devlin: In my system I don't know, as I said I only wrote the triggers here in this psot I haven't tested them yet.
Report, edit, etc...Posted by idoL on 2004-11-11 at 11:02:04
Oh he was talking to you, sorry^^.

Keg could you post your system triggers please or PM me them, I'd like to study it as it seems interesting and I am threading some angle/accuracy triggering together.
Report, edit, etc...Posted by DevliN on 2004-11-11 at 11:03:03
Ah okay, cool. Nice job! biggrin.gif

Once I find my bastard friend and get my SC disc back, I'll play it. I'm sure its good though anyway.

EDIT:
I was actually talking to you, idoL. I didn't know that both systems were different. Well good job to both of ya then!
Report, edit, etc...Posted by BeeR_KeG on 2004-11-11 at 11:04:37
Here is the concept that I wrote. I haven't done the exact triggers as I plan on doing them this weekend. If you can work with this.

QUOTE(BeeR_KeG[eM] @ Nov 10 2004, 09:41 PM)
Here's a way to put in the accuray factor.

Make a 1x1 location on the marine, center location it and don't preserve trigger.
Then have a bigger Location, the better the accuray the bigger the big location.

Have the scourge move to the big location and if it hits the marine in the small location then it's a hit.

Here's where accuracy comes in.
A sitting target will always be 100% hit.
A moving target will be different.

When you shoot and the marine is moving have the 1x1 location center on where the marine was on the instant you shot.
When the scourge gets to the 1x1 location have the big one center to where the scourge is.
If the marine is inside both locations then it was a 100% hit. If the marine was in the big location but not in the small one then use Randomization Switches to determine if it was a hit or not.
If the marine was completely outside the 2 locations then it was a miss.

Say the weapon has a 75% of hit and 25% of miss.
The randomization triggers will run on the % of accuracy that your weapon has. If it hit on the 75% of switches that were hit then it's a hit. If not then you missed.

To merge the randomizaiton triggers enable a switch run when you hit the gun trigger. Then have that switch as a condition to start the randomization switches.

Imma make a Tutorial of this soon.
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