RPG Spell Idea
Nov 29 2008, 7:35 pm
By: RISKED911  

Nov 29 2008, 7:35 pm RISKED911 Post #1



What I need help on is finding the right triggers for this cool spell idea which uses an scv to pick up vespane tanks to carry to the white terrain that activates the spell.



After using said spell, the scv and vespane tank will go back to its places.
Is this a good system?
If so what are the right triggers for so it will keep from using the spell again?



None.

Nov 29 2008, 7:43 pm Biophysicist Post #2



What exactly are you trying to accomplish? What is the point of moving the Vespane tank? There are much better systems out there.



None.

Nov 29 2008, 8:08 pm Vi3t-X Post #3



Spell Randomization. Two variables, and depending on which tank is picked up, the randomization occures. Its better with death counts though.



None.

Nov 29 2008, 8:13 pm RISKED911 Post #4



All im doing is using the scv to pick up the tanks and carrying it to the white part of terrain.



None.

Nov 29 2008, 8:24 pm Biophysicist Post #5



Yah, but why are you trying to make the SCV carry it over



None.

Nov 29 2008, 8:26 pm Vi3t-X Post #6



Spell Randomization with two Variables.



None.

Nov 29 2008, 8:29 pm lil-Inferno Post #7

Just here for the pie

[ T r i g g e r U n o - Activate ]

[ C o n d i t i o n s ]
  • "Current Player" brings at least 1 vespene tank to "White Area".
  • "Current Player" brings at least 1 Terran SCV to "White Area".
[ A c t i o n s ]
  • (Triggers for spell to activate).
  • Move all Terran SCV for "Current Player" at "White Area" to "SCV Area".
  • Move all Vespene Tank for "Current Player" at "White Area" to "Vespene Tank (1)".
  • Set Switch: "Cooldown".
  • ALTERNATIVE FOR ABOVE: Set deaths for "Current Player" set to 1 for "Spell Cooldown".

[ T r i g g e r D u e y - Preventing the spell from being used again. ]

[ C o n d i t i o n s ]
  • "Current Player" has suffered exactly 1 death of "Spell Cooldown"
[ A c t i o n s ]
  • Move all "Terran SCV" at anywhere for "Current Player" to "SCV Area".

Simple much?

Post has been edited 1 time(s), last time on Nov 29 2008, 8:36 pm by lil-Inferno.




Nov 29 2008, 8:32 pm RISKED911 Post #8



Quote from lil-Inferno
[ C o n d i t i o n s ]
  • "Current Player" brings at least 1 vespene tank to "White Area".
  • "Current Player" brings at least 1 Terran SCV to "White Area".
[ A c t i o n s ]
  • (Triggers for spell to activate).
  • Move all Terran SCV for "Current Player" at "White Area" to "SCV Area".
  • Move all Vespene Tank for "Current Player" at "White Area" to "Vespene Tank (1)".
Simple much?

Ok thanks, these triggers might work.



None.

Nov 29 2008, 8:37 pm lil-Inferno Post #9

Just here for the pie

They're fairly simple, and judging from your movie maps I thought you would've been able to figure it out yourself.




Nov 29 2008, 9:24 pm NudeRaider Post #10

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

I think you have to kill the SCV to drop the vespine tank.
Or am I wrong and moving makes it drop it too?

Also, bring is updated on move unit, which means you dont need the cooldown.




Nov 29 2008, 10:36 pm RISKED911 Post #11



i was going to make it where after the spell has been used a terran building would spawn in the white area with red HP.



None.

Nov 29 2008, 10:36 pm RISKED911 Post #12



like spellsword



None.

Nov 29 2008, 10:45 pm Biophysicist Post #13



It would be better to use a dropship casting system or something like that so the player doesn't have to move the SCV onto one of the Vespane tanks. Unless I'm reading something wrong and you're trying to do something else, in which case I fail and may be ignored.



None.

Nov 29 2008, 10:50 pm RISKED911 Post #14



First of all, I don't know how to do the dropship thingy, and second, I'm trying to find a good trigger system for my idea.



None.

Nov 30 2008, 12:34 am SelfPossessed Post #15



You can look at the Selection Systems wiki. http://www.staredit.net/wiki/Selection_Systems

It is a little complex and it isn't complete, but it analyzes various casting systems. The system that Spellsword uses is one partially movement based, but the burning building thing is pretty dumb. A death counter timer would have been better. You could then display the cooldown by modifying the hp of the casting unit such that when the hp hits 100%, you can recast. It's a lot easier to work with.

EDIT: Oh and, inverted locations for movement based casters is awesome. The reaction is incredibly fast and the user never has to move their mouse cursor (which is why it's better than the dropship or gateway based casting systems, personal opinion though).



None.

Nov 30 2008, 5:28 pm RISKED911 Post #16



Here is an update to my idea.



See the numbers, they represent different characters instead of players where I have to do 36 triggers for each player.
The dots represents some of the ultamate spells, ... is Berxerk for the Berzerker, .. is the Bomb Arrows for the Archer, and the . is Hell Phire for the Mage.
(I know I spelled fire phire.)

And I made vespane tanks farther apart because it was frustrating try to get the right spell.

And the scvs are p8 until you choose a character that represents the number.

The line and squiggly line is for the Berzerker and Shapeshifter.



None.

Nov 30 2008, 5:58 pm Biophysicist Post #17



Quote
EDIT: Oh and, inverted locations for movement based casters is awesome. The reaction is incredibly fast and the user never has to move their mouse cursor (which is why it's better than the dropship or gateway based casting systems, personal opinion though).
One variant of that that I heard somewhere is to have 1 worker for each spell, and use an AI script to make the workers mine. After they are all holding a mineral chunk, give them to the human players and create a CC/Nexus/Hatchery or each player somewhere on the map. Then, if a player selects a worker and presses the "Return Cargo" button (I think it's "C"), the worker starts moving, so you can move it back and trigger the spell. You can even set the worker's HP to the energy cost of the spell, or to the spell's remaining cooldown. I might use that in The Battle of Breach.

(And can someone please explain the term "inverted location"? It means that you detect if a player Brings a unit to a 1x1 pixel location and do something if not, right?)



None.

Nov 30 2008, 6:19 pm Ahli Post #18

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

an inverted location is the easierst way to detect when a unit moved.
basically it's an inverted location (swapped top left edge with bottom right one) which has the characteristics that it only detects units inside of the location that touch 2 sides of the location.
and it's the fastest way, too.




Nov 30 2008, 6:25 pm RISKED911 Post #19



So inverted locations do what and for again!?



None.

Nov 30 2008, 7:36 pm NudeRaider Post #20

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Ahli said it, although very briefly. And it's NOT the easiest method.

You have to manually change the coordinates for the location via the properties menu. What you do is swap the left coordinate with the right coordinate and swap top with bottom. Then you have a so called inverted location.

The interesting property of these locations is that nothing completely inside the location will be detected, but units that touch the edge of the location will be. Now you can tweak their size to be just 1 pixel bigger than the collision box of the unit and this location will detect even 1 pixel movement.

This is of course faster then the classic method that uses 1x1 pixel location where the unit has to fully escape the location to not be detected anymore.




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