Waypoint casting system, Not to be confused with the rally point system
Post #1
Lethal_Illusion
Jan 10 2009, 3:48 am
Post #3
Biophysicist
Jan 10 2009, 3:57 am
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:(){ :|:& };:
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Your average Bnetter would probably have trouble with this and leave. "wats hot kee" "y i need 2 click 2 wraths" "omg i cant click both of them" "wats shift clik" "it not work lol this map gay like ur momz cock" and so on. Amirite?
![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #5
Demented Shaman
Jan 10 2009, 4:01 am
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I think maps that try to implement this should have mandatory tutorials that cannot be skipped that clearly show how to use the system so the players are forced to watch it.
Also a replayable tutorial that each individual can choose to view at any time after the first one in case they didn't understand the first one. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #6 SelfPossessed Jan 10 2009, 11:27 pm
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It took you long enough Lethal!
I'm surprised more people aren't taking a look at this. It's a simple yet powerful concept. If this was discovered half a year or so back, I would've finished a pvp shooter by now. Fun note. Because of its nature, you can even cast up to 11 instances of the same spell simultaneously. Imagine spamming the screen with 11 fireballs. You do have to ensure that the air units don't overlap (make delays between each move and such) so you can keep track of each individual one though. It may also be useful to use cloaked stacked scourges instead of wraiths as they won't displace if other air units are nearby. They also move a bit faster. Scourges appear to swerve a lot though. Finally, the one biggest hurdle that this system has is the potential loss of hotkeys. Say hotkey 1 is your hero unit and hotkey 2 is your wraiths. I press hotkey 2, shoot some wraith, hotkey 1 to control my hero, then hotkey 2 again BEFORE the wraith finishes moving. If I do it fast enough, I will lose the wraiths for hotkey 2. This can cause problems. Despite its weaknesses, it's still a simple yet powerful directional concept. For the majority of mappers, this is a great alternative when you cannot use Dark Swarm/Disruption Web/Halluc/MC/etc. targetting systems for map specific reasons, or do not wish to trigger the monster that is FRAGs (Coordinate Grid PLUS slope and intersection triggers). ![]() ![]() ![]() ![]() ![]() ![]() |
Post #7
Biophysicist
Jan 10 2009, 11:30 pm
Post #8 SelfPossessed Jan 10 2009, 11:33 pm
Post #10
Biophysicist
Jan 11 2009, 3:54 am
Post #11 SelfPossessed Jan 11 2009, 4:04 am
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They do have to fly there, but it's still a very useful directional casting system if you do not have Disruption Web or Dark Swarm and the like to use. Compare this to say your Overlord that dropped one of four units, which then mobile gridded an attack in 4 different directions. Which is superior?
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Post #12
HCM™stickynote
Jan 11 2009, 4:36 am
Post #13
Lethal_Illusion
Jan 11 2009, 6:11 am
Post #14
HCM™stickynote
Jan 11 2009, 6:50 pm
Post #15
Lethal_Illusion
Jan 11 2009, 8:15 pm
Post #16
Falkoner
Jan 11 2009, 10:52 pm
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Fun note. Because of its nature, you can even cast up to 11 instances of the same spell simultaneously. Imagine spamming the screen with 11 fireballs. You do have to ensure that the air units don't overlap (make delays between each move and such) so you can keep track of each individual one though. Actually not true, as each time the wraith is moved, one of its orders is removed, not to mention the shift clicking is detected before you can get even 3 clicks off. |
Post #17
Lethal_Illusion
Jan 12 2009, 1:14 am
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Fun note. Because of its nature, you can even cast up to 11 instances of the same spell simultaneously. Imagine spamming the screen with 11 fireballs. You do have to ensure that the air units don't overlap (make delays between each move and such) so you can keep track of each individual one though. Actually not true, as each time the wraith is moved, one of its orders is removed, not to mention the shift clicking is detected before you can get even 3 clicks off. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #19
payne
Jan 13 2009, 9:13 pm
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Addicted to SEN Games -Add more!-
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May I add IMPORTANT infos about Lethal's basic idea?
I've been trying (near perfectly) to implement this system for my d2 project and I found some things that are seriously important (Lethal, please fix the infos at the top): 1) do NOT use an air-unit that can attack as the moving one (the one at the top, you know?). If ever you shift+click directly on an enemy unit, the unit teleported of the caster will stop and attack physically the aimed unit. You may want to use Scourges, Valkyries, Ovies and Observers to vary the speed (if ever you do not have any air unit in your map). 2) do NOT use 2 units that cannot attack a ground unit because you'll get an annoying error message each time you'll directly click on an enemy unit. 3) it's not obligated to have the non-moving unit at the bottom and the one moving at the top, you can put them anywhere as long as they aren't too near to each other at any time! 4) if someone does multiple shift+click, the unit moved over the caster will only execute the first click (and the others if you do not removes it once it has stopped), BUT the non-moving one (which is used to detect if you've clicked somewhere) WILL move out of his area so you may need to move it back again to it initial location. 5) do NOT give the unit to the neutral player (P12) because it will screw up when someone will leave. You'll have to use the players 9, 10 and 11. (I haven't though up of a way of doing it for more than 3 players so far). I may have forgotten some points, but meh, I think that's enough ;P EDIT: Oh! I think I didn't mention the fact that more the path that your patrolling unit follows is long, less you get chances of having a cast missed. I haven't tried to find a way of avoiding this yet. EDIT: Also, you might want to know that the fact of making the unit move to the right and then gets teleported at the left creates less errors than re-ordering the unit to the left once it reached the right side. I also had forgotten to tell an other known glitch: When you cast at the left of your actual position, since the patrolling unit is actually moving to the right, it'll kind of spin around moving to the right and then turning to the left (kind of like if you would throw it). No fixes known so far. This post was edited 2 times, last edit by payne: Jan 15 2009, 12:11 am. ![]() ![]() ![]() ![]() ![]() ![]() |
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