Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: New Wave: Inside Mech schematics/Idea help
New Wave: Inside Mech schematics/Idea help
May 8 2009, 5:32 am
By: Xesh  

May 8 2009, 5:32 am Xesh Post #1



Heya, i want to utilize low location usage..heres my idea:

In my game there will be 2 kinds of pilots based on race.(terran/protoss) I wanna do the whole "space pirate" Gunship thing and have vehicle as their own place..however the whole locations being limited really made me rethink this. instead i think ill use different elevations in tilesets to mark different areas in one location that covers the whole mech. like..one patch of high dirt can be recognised amongst mud and temple so..that will be like the exit. the problem is this is just another fading idea..

am i wrong? this is what i need help with...i dont know where to start in making such a complex hi tech kinda location..
halp :lol:



None.

May 8 2009, 5:53 am NudeRaider Post #2

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

You cannot detect multiple elevations with 1 location.

Instead, you could have a bunch of different burrowed units (defiler, unclean one, ling, etc.) spread around your mech and then cycle through these units with 1 location.

A trigger for doing something in that area would look like this:
<Player Force>
C: Current Player brings at least 1 <player unit> to 'Mech'
C: P12 brings at least 1 defiler to 'Mech' (=Cockpit for example)
A: <do whatever>

And then cycle to the next area:
<Player Force>
C: P12 brings at least 1 defiler to 'Mech' (=Cockpit for example)
A: Center location 'Mech' on ling owned by P12 at anywhere

Then you can check there, and so on...
The important thing is that you check for a player unit first, then move on. So you have alternating trigger: unit check - move loc - unit check - move loc - etc.




May 8 2009, 6:15 am Xesh Post #3



This seems easy enough but sounds like alot of work.(ofcourse) hmn..so QUESTION TIME:
do i have to create burrowed units or give them to certain players at certain times?
Is this basically:

Put a burrowed ling at one part of the 'ship' that signifies the cockpit
Have a single location that follows the 'pilot' constantly
When 'Pilot' comes in contant with a Certain Mech move unit to 'bridge' of mech
When pilot interacts with the burrowed ling at the mech location..give control of mech to player
stuff like this?
IMPORTANT EDIT: I want to be able to carry any players in these mechs/ships and also load them up with other units..i might break down and just use a bunch of locations but...were looking at:
Goliath/Vulture/Tank Reaver/Dragoon
Battlecruiser/wraith Scout/Carrier/Scout(bigger inside less power)

My idea is that when the ship or mech explodes ill throw everything that was on the bridge to where the mech exploded at...thatway you can kinda bring a crew along incase you need to fight your way out of an intense warzone..
also for the players to be able to enter and exit allied ships would be a big thing for transportation..and if the ship goes down, the player only hops out and defends the pilot/crew.

Post has been edited 1 time(s), last time on May 8 2009, 7:24 am by Xesh.



None.

May 8 2009, 11:07 am NudeRaider Post #4

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

Quote from NudeRaider
then cycle through these [burrowed] units with 1 location.
is not
Quote from Xesh
Have a single location that follows the 'pilot' constantly
What you propose requires 1 location per player instead of 1 global one.
However if you follow your pilots with a location anyways then you should go for your proposal.




May 8 2009, 2:55 pm Xesh Post #5



Only 1 Terran/Protoss Pilot per game and only the Terran Pilot can control Terran Vehicles. so instead ill set up locations that only somone controlling a pilot can activate. in the same sense with this setup, one player could potentially activate all playable characters(I have no idea what might happen..but) anyway heres some more schematics:
for each playable character i have a 10x10 square location called their (UNIT AREA) "Name" that follows them around and activates effects around the map(ex: If they are near a (HEAL) Building it will trigger a 100% heal) I was thinking just making a small location..probably 1x1(not 0x0)

gah..ill see wat i can do..



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