| 05-12-2009, 12:42 AM | #1 | |
It is a multiplayer team vs. team map with four different modes:
Ok, what's so special?
Feh, that's it? Not until I can fill both teams' rosters. Um... no. That's fine. K, how about testing in multiplayer and providing the much-begged-for feedback? Warning: Map created with Frozen Throne version 1.23, and is unprotected. All triggers are GUI. Yes, I know. It's messy, but it works (in single player at least). Credits are in the map's Quest Log.
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| 06-02-2009, 12:23 AM | #2 |
Sorry about pulling the map down. It's up there. Here's where I'm standing (sitting, w/e):
Alright, I'll be looking up the authors of the materials while this thread sits here (just like every other project-related thread I make). EDIT: I guess this has been sitting in the list long enough to not be considered a bump. Also, can I get the "Systems Test" portion of the Thread Title changed to "The Escape"? Thanks. EDIT twice! - I have, upon a LAN test with my brother, discovered a plathora of things wrong with the Control Point system. I will try my hardest to fix these errors. I've also discovered how imba the Summon Monster spell is. Definitely going to shorten the cooldown. EDIT Thrice! - And an update too! Now, I'll be off to bed. (/me admits to habitually pressing 'Ctrl+S' instead of clicking 'Save As') EDIT Quadrupleice! (yeah, I don't know either): Corrected those credits. Still trying to figure out the distracting bugs with the revival system. I'll move on to heroes afterward. |
| 06-02-2009, 03:37 PM | #3 |
I had only the chance to test it in singleplayer, however: - When the Iron Raven is attacked, it (?) won't return at its normal location, making it easier to kill. - That "Avian" model you're using is a-hell-of-bugs in model form... I mean, its corpse becomes attached to the nearest living unit... ![]() - (Probably because of that model) at a certain point my hero had a "bird foot" buff on her (and it acted weird too) - Hero icons layout is messy :P - I played in singleplayer (Mission Mode) and the "End Game" timer froze at 12 seconds... is that intended? - I could attack some unreachable enemies (invulnerable door, north-west part of the map) thru the wall of the red base. (Pathability issue perhaps...) BTW: - Tell me, could you ask SnaKy and Cavman if I can do some portraits for that lizard models? (archer and footman) (Y'know... I'm a stranger at The Hive) - What program do you use to make screenshots like this? I like the idea, and the terraining is really well done, I'll look forward for updates! |
| 06-02-2009, 04:35 PM | #4 | ||||||||
Whew! Thanks much for those comments! Quote:
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EDIT: I'm confused, there's no readme with that model, and the comments don't seem to help much either. Do I credit the NiRVaNa_87 guy or... guh! Quote:
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EDIT: I PM'd them, not sure if they'll answer (or if I'll be motivated to log into the Hive again :P) Quote:
Ok, I definitely have a lot of stuff to fix. |
| 06-02-2009, 04:50 PM | #5 | |||||||||
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No problem Quote:
It's "that"... but since "this" seems overall a better model I suggest you to use "this" instead :) Quote:
I always have the "Save Replay" function activated, but it seems that the one saved has got problems with the 1 minute timer at the start... I'll try to make another one soon. Quote:
Needless to say that if I manage to do them you'll have them too. :) Quote:
Thanks! ![]() |
| 06-02-2009, 05:09 PM | #6 | |||
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hmm, maybe if I used both?Quote:
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EDIT: An update already! I can't really test in multiplayer (due to the lack of willing participants), so I can't test to see if anyone still 'sees the gray' whenever they kill an enemy team member :p. EDIT2: Eeep! I seem to have left donut3.5 out of the credits. I'll add him in when I get around to using this model. |
| 06-03-2009, 12:23 AM | #7 | |
I was wrong for Cavman's model (it has a portrait... xD) However, I've done a quick portrait for SnaKy's model. Still... you'd have to ask him if I could have done that. (in the PM don't write that I already did it )The only issue is that the Portrait Talk animations don't work fully (simply it doesn't talk)
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| 06-03-2009, 12:30 AM | #8 | |
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| 06-03-2009, 12:38 AM | #9 | |
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| 06-03-2009, 01:19 AM | #10 |
'salright guys, we all make thousands of mistakes a day without realizing it :P @Peppers: I appreciate the effort, however, I won't be able to use the SnaKy-archer portrait until SnaKy says something about it ;) On-topic(?): I'm thinking on adding waves to the Mission mode based on which Control Points are controlled by what team. My problem is getting them to keep going towards their destination. If anyone of them has a spell (or get's a "oh no you don't!" from the AI), then the movement from that wave is screwed.... wait... darn, just thought of a counter for that. Anywho, good or bad idea? |
| 06-03-2009, 12:07 PM | #11 | |
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Mandatory, period. :P |
| 06-03-2009, 12:59 PM | #12 | |
k, looks like I'll be adding in a wave trigger for mission mode (I'll also open up the back area of the Red base to let the spawns run through). Now, since the Red base is the defensive side, should I have the Red spawns be fewer/far-between, sit at the base, reinforce their respective control points, and/or attack the Blue base? (and should I add the Blue base defender, but not the Red base defender, to the mission mode? I mean, it is the only mode in the campaign that follows the story of the campaign.) Oh yeah, should I let the Teal (bright green in editor) Summoners keep their "No Summons for you!" spells? And which seems to work better for the "Maelstrom" ability (not entirely ripped from Guild Wars): Use Inferno to summon the cloud, or a modified Healing Ward? (somehow, the cloud is still selectable, even though it has locust!) Also, I'm still not sure if I got the timer/fade-filter issues with the revival system fixed.
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| 06-03-2009, 01:25 PM | #13 | |
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I dunno, I have no idea of that for now. Regarding the timer issues fixed etc. it brought a worse bug in the map: now the game crashes if a hero is going to be resurrected. Since I have to wait a bit to resume my project, I'll take a look on it and localize the issue. Found the issue: Don't know why, but the "" string trick works on death but not on revive, however to fix that, just replace the code of "HeroRevive Norm" with this: HeroRevive Norm://Infected by Michael Peppers :P function Trig_HeroRevive_Norm_Actions takes nothing returns nothing local real t = 100.00 set bj_forLoopAIndex = 0 set bj_forLoopAIndexEnd = 3 loop exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd if (GetBooleanAnd(IsUnitDeadBJ(udg_PlayerHero[GetForLoopIndexA()]) == true, TimerGetRemaining(udg_TimerDeath[GetForLoopIndexA()]) <= 0.00)) then call TimerDialogDisplay(udg_WindowDeath[GetForLoopIndexA()], false) call DestroyTimerDialog(udg_WindowDeath[GetForLoopIndexA()]) if (GetLocalPlayer() == GetOwningPlayer(udg_PlayerHero[GetForLoopIndexA()])) then set t = 50.00 endif call CinematicFadeBJ(bj_CINEFADETYPE_FADEIN, 2, "ReplaceableTextures\\CameraMasks\\White_mask.blp", 50.00, 50.00, 50.00, t) if (GetOwningPlayer(gg_unit_n006_0068) == Player(0)) then call ReviveHeroLoc(udg_PlayerHero[GetForLoopIndexA()], GetUnitLoc(gg_unit_n006_0068), true) call PanCameraToTimedLocForPlayer(udg_Player[GetForLoopIndexA()], GetUnitLoc(gg_unit_n006_0068), 0) else call ReviveHeroLoc(udg_PlayerHero[GetForLoopIndexA()], GetUnitLoc(gg_unit_n006_0021), true) call PanCameraToTimedLocForPlayer(udg_Player[GetForLoopIndexA()], GetUnitLoc(gg_unit_n006_0021), 0) endif endif set bj_forLoopAIndex = bj_forLoopAIndex + 1 endloop set bj_forLoopBIndex = 4 set bj_forLoopBIndexEnd = 7 loop exitwhen bj_forLoopBIndex > bj_forLoopBIndexEnd if (GetBooleanAnd(IsUnitDeadBJ(udg_PlayerHero[GetForLoopIndexB()]) == true, TimerGetRemaining(udg_TimerDeath[GetForLoopIndexB()]) <= 0.00)) then call TimerDialogDisplay(udg_WindowDeath[GetForLoopIndexB()], false) call DestroyTimerDialog(udg_WindowDeath[GetForLoopIndexB()]) if (GetLocalPlayer() == GetOwningPlayer(udg_PlayerHero[GetForLoopIndexB()])) then set t = 50.00 endif call CinematicFadeBJ(bj_CINEFADETYPE_FADEIN, 2, "ReplaceableTextures\\CameraMasks\\White_mask.blp", 50.00, 50.00, 50.00, t) if (GetOwningPlayer(gg_unit_n006_0068) == Player(1)) then call ReviveHeroLoc(udg_PlayerHero[GetForLoopIndexB()], GetUnitLoc(gg_unit_n006_0068), true) call PanCameraToTimedLocForPlayer(udg_Player[GetForLoopIndexB()], GetUnitLoc(gg_unit_n006_0068), 0) else call ReviveHeroLoc(udg_PlayerHero[GetForLoopIndexB()], GetUnitLoc(gg_unit_n006_0020), true) call PanCameraToTimedLocForPlayer(udg_Player[GetForLoopIndexB()], GetUnitLoc(gg_unit_n006_0020), 0) endif endif set bj_forLoopBIndex = bj_forLoopBIndex + 1 endloop endfunction //=========================================================================== function InitTrig_HeroRevive_Norm takes nothing returns nothing set gg_trg_HeroRevive_Norm = CreateTrigger() call DisableTrigger(gg_trg_HeroRevive_Norm) call TriggerRegisterTimerExpireEventBJ(gg_trg_HeroRevive_Norm, udg_TimerDeath[0]) call TriggerRegisterTimerExpireEventBJ(gg_trg_HeroRevive_Norm, udg_TimerDeath[1]) call TriggerRegisterTimerExpireEventBJ(gg_trg_HeroRevive_Norm, udg_TimerDeath[2]) call TriggerRegisterTimerExpireEventBJ(gg_trg_HeroRevive_Norm, udg_TimerDeath[3]) call TriggerRegisterTimerExpireEventBJ(gg_trg_HeroRevive_Norm, udg_TimerDeath[4]) call TriggerRegisterTimerExpireEventBJ(gg_trg_HeroRevive_Norm, udg_TimerDeath[5]) call TriggerRegisterTimerExpireEventBJ(gg_trg_HeroRevive_Norm, udg_TimerDeath[6]) call TriggerRegisterTimerExpireEventBJ(gg_trg_HeroRevive_Norm, udg_TimerDeath[7]) call TriggerAddAction(gg_trg_HeroRevive_Norm, function Trig_HeroRevive_Norm_Actions) endfunction I also shortened and optimized the code a bit, but I guess it could be optimized even more. Now, instead of using the string trick, it uses a different transparency value for different players, the result is the same BTW. |
| 06-03-2009, 03:58 PM | #14 |
Thanks! UPDATE! Changed some things, added some others. I'll worry about adding actual heroes until after the core stuff is complete. |
| 06-03-2009, 07:09 PM | #15 |
Sorry, I made a small mistake in that code. I fixed that in the last post. Anyway I confirm that the revive system now works as it should (in singleplayer, at least) |
