| 09-01-2002, 06:33 PM | #1 |
I make this poll because I want to know which would be better. I'm already working on a Warcraft 2 mod. If anyone knows a good solution for water units (REAL water units like ships and submarines) then post it here. |
| 09-01-2002, 06:39 PM | #2 |
I looked into doing this when the game came out... only problem is, I'm too lazy. I couldn't decide whether to make units cost the same amount of gold trips (that would be too fast), or doubling/tripling the amount of gold trips. So a peasant would cost either 80 or 120 gold (WC2 was 400 gold, 4 trips). Also, the whole armour/piercing damage they had in war 2 worked really weird, don't think you could exact-copy it. I'd just love to see the units on some of the maps. Don't care for the campaign, as I already have it. Boats would be, well, hard. I'd be ok if they were left out. |
| 09-01-2002, 06:52 PM | #3 |
You already have it? I have already some maps (1:1), but I wait for better mod tools, because I want to make ships. |
| 09-01-2002, 09:24 PM | #4 |
I'm not sure how hard it would be to do boats. As long as they were ground units and all bodies of water were one cliff level below the ground (with NO ramps, of course) it shouldn't be too hard. Submarines would take a bit more work, I think, and transports would have to be trigger related (to get units over the "shore" cliff). Still a simple navy would be fairly simple with some modeling skills. The catch of course, is that that mucks up multiplayer. |
| 09-02-2002, 02:24 AM | #5 |
I have not tested this well, but I accidentaly stumbled upon something that might help you with subs. The ghost ability the shade has seems to uncloak when you do stuff. In a screen-saver map I made, I have an invisible (through that ability) archimond running around casting some spells, and it uncloaks then. For loading into ships, the problem is not getting over the cliffs (if it does not work then an abilitydata.slk edit could get it, but you probably know the problems with this), but getting units to not unload into the water. The only non-trigger way to do this I can think of seems impossible, but it might work... make water areas unwalkable yet buildable with a pathmap edit (thats possible...), and make ships have some sort of building move-type (seems like it could be possible, but not in any way within my skill level). All I can think of that might stop you are ship buildings, getting them to build over cliffs is easy (use dalaran towers or something as base units, a path map change would work for everything), but making them drop stuff into the water 100% of the time seems hard. The refinery could work easliy (pathmap changes) except for the fact that it harvests another recource. |
| 09-02-2002, 04:26 AM | #6 |
The current ship unit (orc juggernaut) is actually a flying creature. This unfortunately enables it to wander around wherever it may please, but it seems like it would be possible to stop it using triggers and regions. |
| 09-02-2002, 05:07 AM | #7 |
Guest | I started working on a WC2 mod the other day, spent some time seeing if all the units, buildings etc that are in WC3 editor match WC2. Basicly most dont, but I would really start this if I could be bothered making the maps- damn maps:( |
| 09-02-2002, 05:28 AM | #8 |
Guest | I believe that Zepir (sp?) is going to be working on a pud converter for WE after he helps the guys in ROTK. Regions and triggers will work to keep ships in water, but you will most likely need many of them. [edited by Zépir: it's Zépir, not Zephir] |
| 09-02-2002, 06:12 PM | #9 | |
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| 09-03-2002, 06:44 AM | #10 |
The triggers would actually be easier to manage than the regions... I tried out a couple triggers and there were two main problems: -Just stopping the ship when it reaches a land zone will not work. The ship is free to continue motion after it is stopped. -Returning the ship to the sea zone instantly when it hits land won't work either. There's positioning difficulties associated with this. If border regions were defined (just the very edge of the water) and then a full water region was defined, a trigger could be written to stop movement as soon as the ship reached the border and intercept & kill move orders that were to outside of the water. |
| 09-03-2002, 06:41 PM | #11 |
I think I'll wait a bit with the ships. If there is a tool that makes that easier, I'll look into it. I hope Blizzard does anything in that direction. |
| 09-06-2002, 07:59 PM | #12 |
I need more votes for a good result. I hope no one is angry if I bump that thread. |
| 09-07-2002, 03:02 AM | #13 |
You can do boats or flying units, not both easily ;) (set water to only passable by air, and land to unpassable by air) |
| 09-07-2002, 03:29 AM | #14 |
um for the boats with triggers, why not just do somethin like: event: a unit is given an order targetting a point condition: ordered unit is of type (boat) land contains (target point of issued order) equal to true action: order (ordered unit) to stop i suppose this wouldn work if there was like two rivers, as you could tell the boat to move to the second one and itd go over the land to the second one, but eh, this'll work for if its just one big body of water ^^ |
| 09-07-2002, 07:55 PM | #15 |
That also won't work if there's a unit on land you tell the boat to move to (or attack) As I said, you can do one or the other easily ;) Obviously you could have regions covering the land which stop any boats that enter them, but thats kinda tedious... |
