I know this only uses some very basic triggers, but cross it with an idea I seen in anyother forum post some were disableing buildings to give a werid look + damageing the units and buildings? Could be made to look very good?
What you think? (PS dont walk into the earthquake trigger two times cus I forgot to make the exit PT. and you get struck in it.
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COol, but it needs sound.
Here's an earthquake WAV. Perhaps u'll think it's cool.
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That would be really good for an intro of a town gettin' leveled by well .. an earthquake or bein' glassed.. and possible string some other sounds together, jus make sure you don't add that horrible "AHHHHHHHHHHHHHHHHHHHHH" sound... if anyone ever uses it in there map.. by the AHHHH sound.. well its jus' horrible..
I used to have a method that was very earthquake real and it made units move wierd.
I think it was using burrowed lurkers by a big amount of numbers having them burrow/unborrow really fast but I don't quite remember but it was soemthing like that.
Hmm that sounds really awesome bear keg. The lurker dust looks pretty awesome and I could imagine how cool lots of it would look. How did you make them burrow/unborrow though? Maybe making a unit tht they can almost attack so the unborrow to get closer? Then remove it so the burrow again?
prolly used crazy lurker trick : order/move/order/move...
Ya, try and old version of MiniMoose's Ubarena, where it hyper-trigger commands units in the queu box to move to the middle.
Burrow a lurker and it'll go crazy/
Yeah, that system I thought about some time ago used the crazy lurker trick.
The problem with it was you needed lots of lurkers and it would generate lots of lag,
How about this, a little change on my last one, in stead of the unit moving to the new locations, dts from another player(which is ally and non-vision) appear about him, and block the unit in. then have the unit try to move to alocation just outside the block?
U = Unit
B = Block(dt)
M = try to move here loacations
MBM
BUB
MBM
also keep the damage trigger that I had smoothed out a bit.
wat you think?
as I try to work out a great earthquake triggers? and new ways to do it, as I know loads ppls here would love to use it when if i prefected a good way doing it.
The sounds can all add on their own.(as everyone likes differnt sound)
Craig
I don't like the idea of dt's blocking the units.
Having the untis walk wierdly like when a lurker unborrows under them. The effect is much more realistic and it enables more freedom to do stuff with the unit trigger-wise and letting the person controling the unit to let him try and run away.
yea i find it very stupid when a unit is blocking another unit... like some bounds where they make a wall
thats pretty intresting...
Oh that was sexy but it could use some sounds like they have said up there ^
Its a good concept and it looks alright.
The wait 500's kinda ruins it and make it too slow.
Also making the blurry building affect would make it cool. and make the locations move less. using starforge or SCMDraft unsnap the grid and make the locations off just by a little bit. And it should look great.
I made some modifications of the map.
I couldn't get the engineering bay to disable doodad state at the start.
But its jus the general IDEA.
What it does is that the e-bay's doodad is set to disable which makes it cloaked.
When you step on the earthquake it enables shared vision to give the blured affect.
When the quake stops, the vision share is turned off which makes the building look broken and stuff...