Diablo 1, just a few K triggers
Post #23
HCM™stickynote
Jul 1 2008, 12:12 am
Post #25
Ahli
Jul 1 2008, 12:22 am
Post #26
Ahli
Aug 17 2008, 6:00 pm
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Nothing yet! Almost done. Very powerful, very strong.
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Visit the Diablo 1 Demo Map thread.
and try it yourself ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #27 midget_man_66 Aug 18 2008, 6:29 pm
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Make it multi-player man... and add a save/load system (thats a pretty big project with all of the variables you have) but it would be worth it and people would FOR SURE play it. i get bored playing maps by myself. But otherwise... it looks good. 20,000+ triggers? damn... nice man. do you use a trigger duplicator? i can never get those things to work...
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Post #29
ClansAreForGays
Aug 19 2008, 7:44 pm
Post #31
Ahli
Oct 7 2008, 10:49 pm
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Nothing yet! Almost done. Very powerful, very strong.
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It's time to update this because I've been working on the battlefield.
This battlefield is a grid out of 11x7 fields. Each field consits out of 2x2 tiles. You are allowed to walk into 8 directions. The movement will be detected and the action will be performed. Atm you are able to walk in each direction. My next step is the detection of walls that you are not able to walk on wall fields (has a machine shop on it). This works with 2 locations. 1 horizontal detection and 1 for the vertical one. But you are able to walk diagonally. >> My current problem is the detection of a diagonal wall (building). Another difficulty is that I can't use mobile grids to detect that because every arrow or flying spell (e.g. fireball) will be made with air units (I plan it). The last solution I can see is to cycle through the units untill I am near that location. One solution I thought about was that every diagonal field has the same heigth (low terrain) and the neighbour fields have another heigth (high terrain). But that screwed up the movement because you normally walk the shortest way on the battlefield and with this solution all units walk diagonally untill they reach their destination. OR I disable the diagonal walking when at least 1 wall is in the diagonal or in one of its 2 surrounding neighbour fields. e.g: The following movment actions wont be performed. H = Hero that wants to go to the top right field o = free field x = wall x o H o o o H x x o H x o x H o But I would like to have the first 2 to be able to do. That's why I need the diagonal wall detection. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #33
Ahli
Oct 8 2008, 8:22 am
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Nothing yet! Almost done. Very powerful, very strong.
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But they will lose their orders, Kaias. They would simply stop. (e.g. moving scourge could be/is an arrow).
My battlefield has 3 different units burrowed: Hunter Killer = middle of a field Devouring One = between 2 fields next to each other (not diagonal) Unclean One = in the middle of 4 fields (to detect diagonal movements) ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #36
Ahli
Oct 8 2008, 7:53 pm
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Nothing yet! Almost done. Very powerful, very strong.
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Then I would need to save where the arrows were ordered.
But I already found a solution (I hope). I'm currently working on it. EDIT: I think I finished the battleground movement. Now I'm currently working on the different "battlefields" after trying to get better walls ;P. I think that I will define a few battlefield settings and you always get 1 random setting. I think that I will create 2 types of walls. Walls you can shot over and walls that block everything. One problem is that the different 2x2 buildings all got a bad size. Only comsat station seems to fit in my system unless I build a system that allows me to move a photon cannon on burrowed units (move burrowed units away, move building there, move burrowed units back... we can't move a photon cannon on burrowed units. But that works with many other buildings). edit: problem solved, now I'm working on a system to store the different battlefields because I don't want to write 300 actions for every sets and I plan to have many sets in the end. Ok here we go: I will save all battlefield information for the construction in (11*7 / 9 = ~ 9) 9 temporary death counts. YOU CAN HELP ME. I just need many many battlefields and you can bring up your imagination. All I need are 77 numbers for 1 battlefield. Since the battlefield is a 11x7 you can make somehting in the code. 0 0 1 0 0 3 1 0 3 1 1 0 3 0 0 0 0 0 0 0 1 1 1 0 1 0 0 0 1 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 0 0 0 1 3 0 0 1 0 0 0 0 1 = wall 0 = walkable space 2 = wall that won't block arrows 3 = monster spawnpoint 4 = hero spawnpoint use 4 monster spawnpoints and 1 hero spawnpoint This post was edited 6 times, last edit by Ahli: Oct 16 2008, 7:26 pm. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #38
DeVouReR
Oct 17 2008, 1:55 pm
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Being a Coder gives ya tons of P-Views!
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no color, sorry, would take many time 1 1 1 1 1 1 1 1 1 1 1 1 4 0 1 0 0 0 0 0 0 1 1 0 0 0 0 3 2 2 1 0 1 1 2 2 0 0 1 1 1 3 0 1 1 0 0 0 0 1 0 0 0 0 1 1 3 0 0 0 2 0 0 3 0 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 1 3 1 3 1 1 2 1 1 1 0 1 1 1 0 1 0 0 1 0 0 0 0 0 1 0 1 2 0 0 0 2 2 2 2 1 1 0 0 0 1 0 0 0 0 0 1 3 0 1 0 3 1 1 0 0 4 1 1 1 1 1 1 1 1 1 1 1 ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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