Staredit Network > Forums > SC1 Map Production > Topic: Futbol V2
Futbol V2
Aug 29 2007, 1:33 pm
By: Demented Shaman
Pages: < 1 2 3 4 >
 

May 14 2009, 4:53 am Demented Shaman Post #21



No, I'm glad it bugs you, Pyro. I'm leaving it.



None.

May 14 2009, 6:15 am Jello-Jigglers Post #22



I like it to the side haha.
Now he centers it??



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May 15 2009, 1:15 am Demented Shaman Post #23



I've been making some small tweaks such as adding the ability to shoot a ball that a teammate controls. This also includes being able to a shoot a ball while it's on its way to another teammate from a pass.

This should allow for more team strategy since the person that controls the ball isn't the one that has to shoot it as long as a teammate is close enough. You could also make a cross the width of the field pass to teammate B and have teammate C shoot it before it gets to B like in the middle of the pass.

The passing currently works for players 1 and 4, but the triggers for the rest of the players won't be done until later. The major things I have to do are the ending of the game, time mode settings, penalty kicks, and passing off of a teammate's shot.



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May 17 2009, 7:41 am Demented Shaman Post #24



I've made the EUD triggers for passing more efficient, because now there's less triggers that actually have them. I now have a single set of EUDs that set death counters depending on which unit you select and then I use the counters later for the rest of the sets of long, short, and deflection passing triggers rather than putting EUD's in each of them.

Now an indirect free kick is awarded for offsides.



None.

May 17 2009, 12:13 pm Decency Post #25



Quote from name:(NH2)2CO
I've been making some small tweaks such as adding the ability to shoot a ball that a teammate controls. This also includes being able to a shoot a ball while it's on its way to another teammate from a pass.

This should allow for more team strategy since the person that controls the ball isn't the one that has to shoot it as long as a teammate is close enough. You could also make a cross the width of the field pass to teammate B and have teammate C shoot it before it gets to B like in the middle of the pass.

The passing currently works for players 1 and 4, but the triggers for the rest of the players won't be done until later. The major things I have to do are the ending of the game, time mode settings, penalty kicks, and passing off of a teammate's shot.

Um, what? Those changes are stupid as hell.

My suggestion, again, is to add zergling speed and an option to play in "Expert" with a much reduced steal/block location size.

Good with the offsides, though, as long as you kept it correct (can't be offsides on your own half.)

Post has been edited 1 time(s), last time on May 17 2009, 12:25 pm by FaZ-.



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May 17 2009, 9:42 pm Demented Shaman Post #26



I'm making it so that when the keeper steals or blocks the ball in the 18 the other team can't steal it from him. However, if the keeper moves after doing so then they can steal it from him, and if he holds for over 6 seconds without moving then a handball will be called giving the other team a freekick.

EDIT: Actually I'm just going to limit it to blocks by the keeper, because it would be too easy for the keeper if you can't steal it from him if he steals it.

Post has been edited 1 time(s), last time on May 17 2009, 9:57 pm by (NH2)2CO.



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May 18 2009, 5:37 am Demented Shaman Post #27



Alright, I've implemented what I said in my previous post and I've also done penalty kicks for fouls in the penalty area.

The major thing that's left is doing things related to the game modes and ending the game.



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May 19 2009, 6:44 pm Demented Shaman Post #28



I made it so that if you are doing a throw in and you're the first one to touch it then it's an indirect kick for the other team.

I also did the "indirect" part of an indirect kick so it won't register a goal if it hasn't touched someone else before it goes in. If it goes in the goal it will end up as a goal kick for the other team.

There's also a little hallucination explosion to signal when the person who had the most recent touch changes.



None.

May 21 2009, 1:27 am Demented Shaman Post #29



The only disadvantage with the EUD passing system is that if you own the zergling and the devouring one you can't move them separately without inadvertently passing the ball.

However, I've thought of the perfect solution. I'm working on changing the selection detection to a right click order detection. So instead of selecting the unit you would want to pass to you would instead right click the target while still keeping the unit you're controlling selected.

The advantage to this is that it not only allows you to select your other units without unintentionally passing to them, it also lets you always maintain selection of the unit you're controlling even if you want to pass to other units. So if I want to pass to another player on my team I would have my zergling selected and I would right click my teammate instead of selecting him.

I CALL THIS A GFG CHANGE. GFG.

Post has been edited 1 time(s), last time on May 21 2009, 1:36 am by (NH2)2CO.



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May 21 2009, 6:42 pm Wormer Post #30



Quote from Wormer
However, I've thought of the perfect solution. I'm working on changing the selection detection to a right click order detection. So instead of selecting the unit you would want to pass to you would instead right click the target while still keeping the unit you're controlling selected.
luv this <3 :wub:



Some.

May 21 2009, 9:27 pm Riney Post #31

Thigh high affectionado

I got my first test of this today, and I must say Im impressed. This has potential to be the best sports game on bnet if it gets done.



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May 24 2009, 3:20 pm Demented Shaman Post #32



I'm working on the side switching at the half right now. It's pretty cool because I basically swap every location.

Here's an example that swaps LocA with LocB.

Move Location("Player 12", "Zerg Ultralisk Cavern", "LocA", "Swap");
Move Location("Player 12", "Zerg Ultralisk Cavern", "LocB", "LocA");
Move Location("Player 12", "Zerg Ultralisk Cavern", "Swap", "LocB");

So once I switch the locations I don't really need to make any new triggers, except for the display text triggers and offsides detection triggers. Although in theory I might be able to swap the offsides stuff, but it might be easier to just make a new set of triggers.

EDIT: I just ran a test and I was successfully able to swap the units that are used in the offsides detection which means I won't have to recreate those triggers either.

Post has been edited 1 time(s), last time on May 24 2009, 4:32 pm by (NH2)2CO.



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May 24 2009, 7:13 pm Demented Shaman Post #33



For the text should I say Left Team and Right Team for goals and out of bounds and stuff or should I do Home Team and Away Team or something else?

The thing with Left Team and Right Team is that halfway through the game you'll switch sides so if you start of ass the Left Team you'll change to the Right Team.

If I made it Home Team and Away Team, one team will stay Home the entire time and the other team will be Away the entire time no matter what side they are on. However, you might not remember if you're home or away, because it will be based on which force you are which is only visible in the lobby.

Opinions about which one I should do, or any other ideas about team names? Each one has its own pros and cons.

EDIT:

Another option would be to make the teams Red vs Blue and have each player different shades of red and blue. What do you guys think of that?

Post has been edited 1 time(s), last time on May 24 2009, 7:20 pm by (NH2)2CO.



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May 24 2009, 9:58 pm Wormer Post #34



I would have made two teams Blue and Yellow:
P1 (team 1 goalkeeper) Blue
P2 and P3 Light Blue (Neutral Player color)

P4 (team 2 goalkeeper) Yellow
P5 and P6 Brighter Yellow.

If you only could make the goalkeeper little differ in color: like it is blue and all other lings are light blue. If you make 2 rescuable players you might do this. But then you should give observers and other stuff to extended players.

Or in the last case, probably a purple goalkeeper with the blue team against orange goalkeeper with yellow team or something like that.

EDIT:
ah you need a normal player for interceptor... I wonder if it actually could be "rescued" from rescuable player and if a rescuable player can run AI script.



Some.

May 24 2009, 10:59 pm Demented Shaman Post #35



Quote from Wormer
I would have made two teams Blue and Yellow:
P1 (team 1 goalkeeper) Blue
P2 and P3 Light Blue (Neutral Player color)

P4 (team 2 goalkeeper) Yellow
P5 and P6 Brighter Yellow.

If you only could make the goalkeeper little differ in color: like it is blue and all other lings are light blue. If you make 2 rescuable players you might do this. But then you should give observers and other stuff to extended players.

Or in the last case, probably a purple goalkeeper with the blue team against orange goalkeeper with yellow team or something like that.

EDIT:
ah you need a normal player for interceptor... I wonder if it actually could be "rescued" from rescuable player and if a rescuable player can run AI script.
Yea, I was thinking Blue and Yellow as well

It would be

Blue
Teal
Neutral Blue

Yellow
Orange
Pale Yellow



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May 24 2009, 11:06 pm Wormer Post #36



Um... well, then make teal and orange players with goalkeepers.



Some.

May 24 2009, 11:39 pm Demented Shaman Post #37



The player at the top of the force list gets the goalkeeper. Making the keepers teal and orange wouldn't matter since they would also have their own player. There would be two units of the same color no matter what.



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May 25 2009, 4:37 am Demented Shaman Post #38



I just made it so that when your player is in an offsides position it will set your health to 1%. That way you will know when your player is offsides.



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May 25 2009, 10:44 am Decency Post #39



My thought is to use a rescuable hero too. That way the keeper is the same color no matter who owns him, too.

Red vs Blue would be great.



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May 25 2009, 8:59 pm Wormer Post #40



Quote from name:FaZ-
My thought is to use a rescuable hero too. That way the keeper is the same color no matter who owns him, too.

Red vs Blue would be great.
I think he cant make rescuable, because he requires one player for interceptor.



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