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Archer Tactics clone =)

03-15-2004, 09:31 PM#1
chino
Hey, I'm pretty new to WC3 map making. Ive started on a map that's going to be very similar to Archer Tactics. The thing is, I know next to nothing about triggers. I tried to open the original Archer Tactics map to see how the author made the triggers, but it was protected! :(
Well now i want to make my own Archer Tactics map, but cannot do the triggers for it. I was hoping some of you guys at WC3 Campaigns could help a new guy out! Any tips and advice would be greatly appreciated.

For those of you who don't know what Archery Tactics is, it's a small forested map with a north and south team. Each player has an archer, who has to kill enemy units for kills to reach a chosen kill limit (like team deathmatch in an FPS game). There is an added twist, the archers do not auto attack, in fact they have no attack at all. To fire an arrow you must use an ability that the archer starts with called "Shoot Arrow." This means you have to aim at the enemy with the mouse to kill him, and requires a little skill in leading when the enemy is on the move. One hit kills. Other abilities include an evade skill (similar to the faerie dragon's phase shift evade ability) which has to be activated manually and timed at the right time before an enemy arrow hits you. The map has items and upgrades. Line of sight is a big factor.

I currently know how to edit/create spells and abilities and make terrain. Not triggers. =/

Heres what I'm aiming for in my map...

CTF Gameplay
- A CTF kind of style, where an archer has to pick up the opposing flag and bring it back to base. How would I make a CTF mode on this map?
- A visible flag on the flag carrier. I would like to see the flag actually on the back of the carrier, UT and Quake 3 style. How would I attach a flag to a carrier?
- 25% speed decrease on carrier. How would I do this?

Respawning
- On death, a 5 second timer for respawn. (DONE!)
- 2 second invulnerability after spawning. (DONE!)
- Anti-spawn camping, like a certain damage per second to enemy players in the spawn area. How would I do this?

Combat/Abilities
- No standard attack, only the shoot arrow ability. One hit kill, no mana cost. Arrow travels through enemies in a strait line. (DONE!)
- Evade (fearie dragon phase shift). Manually activated, which means the archer does not evade when she takes damage, only when you tell it to. (DONE!)
- Increased speed ability. (DONE!)
- Ultravision, increased night time LOS. (DONE!)
- Tri-shot, an ability that shoot 3 arrows in a spread at the cost of more mana. How would I make this?
- Blink, just like the Warden's spell. I want to make this a researchable ability for the archers, How would I do that?
- Sense, an ability that detects all enemy archers on the map and marks them on the minimaps as pings. How would I implement this skill?

Units/Teams
- Team 1 will be the normal NE archers. (DONE!)
- Team 2 will be the hooded NE archers. (DONE!)
- Increased line of sight. (DONE!)

Items
- Items to be sold at stores on the map...
- Longbow, decreases shoot arrow cooldown, longer range, faster arrow. How would I make an item that replaces the shoot arrow ability with a shoot longbow arrow ability?
- Arrows of Slow item that gives the archer an extra ability called "Shoot Arrow of Slow." how would I make an item like this?
- More ideas coming...

Scoring
- Kills give the team 1 point. How would I make individual kills increase the team score?
- Flag captures give the team 10 points.
- Score limit to be determined by number of players in the game. The more the players, the higher the score limit. How would I make the scoring system like this?
- A scoreboard that includes...
- Team Kills
- Team flag captures
- Player name and color
- Player kill count

How do I spawn an archer for each player at the beginning of the game? (DONE!)
How do I make the score limit depend on the amound of players in the game? i.e. more players, higher limit?

Sorry for all the questions, or for sounding like a noob ^_^;; but the original map was protected so I couldn't find an example to follow the triggers from.
Thanks for any answers to my questions!

Here's the terrain I've worked on so far...
03-16-2004, 07:55 PM#2
chino
No help for me?... =(
03-17-2004, 04:34 AM#3
toochaos
well im no expert but for the flag thing (i hope there is a trig for this there might not be)

event unit pick up item(somthing like that)

condition item equl too flag

action attach flag to hand


then for the slow u give the flag an ability call slow use endurance aura reduce the radius to 1/0 then set on negative intergers and set the skill for -25% and ther u have your flag problems solved


for respawn

event unit die

condition unit owed by player # (ull have to do this for however many players)

action wait 5 second

create archer at location for player owner (i know that isnt right but i cant think of what it says exactly)

(add on invun) set armor equal to invun (i dunno this is a guess)

wait 2 secs
revert to whatever armor



for skill u edit shock wave set mana cost equal to zero time it however long then change the model (go to someone else for this i dont know how)

same as above but get rid of the auto cast as well


increased sight edit the ability of the night elves to see better in the dark to work in the day


i should get an award for that i cant do any more for you sorry
03-17-2004, 04:35 AM#4
toochaos
one more thing where did u get that picture hosted i cant post stuff with pics because i have nowhere to host it
03-17-2004, 04:44 AM#5
RangeRofKaoS
Quote:
Originally Posted by chino
No help for me?... =(
Ill do anything you need with triggers, flag this is very easy to do! just pm or aim me at kaossk8tr, or post it here and ill check back later sum time
03-17-2004, 09:00 PM#6
chino
Thanks for the replies!
Heres an update...
I've learned some basic triggers by opening a few other custom maps, and completed quite a few objectives. I'm currently having trouble with the scoreboard. I want one scoreboard that has Team 1 Score and Team 2 Score on it, plus individual scores for players, something like this:
---------------------------------------------
Team 1 Score 0 <-total score in team 1
player1..........0
player2..........0
player3..........0
player4..........0
player5..........0
player6..........0
Team 2 Score 0 <-total score in team 2
player7..........0
player8..........0
player9..........0
player10........0
player11........0
player12........0
---------------------------------------------
There will be a total of 12 player slots.

I also want the spell Blink to be a researchable skill for the archers, but every time I try to make a researchable blink spell, I fail miserably -_- Any advice on this?

Toochaos, thanks for the flag advice! But I still need to implement a CTF mode. Does anyone know how to make 2 teams have working capturable flags at their bases? Do I need to make a custom unit flag, and then add triggers to make them work?

oh, and to insert a picture, you don't need a site for hosting. When you post a reply, there will be a box labeled "Additional Options" right under the text box. There you can attach a picture =D
03-18-2004, 04:02 AM#7
Balthamos
Ok, well I haven't used multiboards before (something I've been meaning to learn) but for leaderboards you can't have an extra line, you'd need a player to represent that line, so having 12 players on the board and a barrier between to team isn't possible with leaderboards, I think you can do it with multiboards though, so research that.

With the researchable blink, it's really easy. Firstly, make sure you're using it as a unit ability, so under the boolean value "Hero Ability: True" change that to false, and lower the number of levels for the spell to 1. Then look at "Requirements: " and add the upgrade you want needed to be researched. Above that will be a boolean "Check for dependancy" set that to true if it isn't already, otherwise it won't check for requirements.

Now add the ability to the archer, then look up, near the bottom of the unit data for the archer, the value "Researchs Used" and add the upgrade for the ability, otherwise it doesn't understand that it needs it to use the skill. And lastly, you should've made the upgrade, if you haven't already, then do so and redo what I listed above, hope that helps.
03-21-2004, 10:04 PM#8
chino
Great, the blink research works! The map is coming along nicely. Now I still have to make a CTF mode, a score limit, and a sense skill. Any ideas?
04-08-2004, 08:08 AM#9
Pyrokinesis
Why make a clone map? From what I've read, your taking archery tactics and giving it the ctf system of elite snipers. Even your abilities are directly taken from Frogcraft, WGF-Runespoon, and Duke-Wintermaul. I am friends with these guys and don't really think they'd appreciate a remix of archery.
04-08-2004, 01:02 PM#10
Sir-Stoned-Alot
ok here how to do the sense skill

First make a dummy skill (i used roar) that does absolutely nothing

EVENTS: A unit begins casting an ability

CONDITIONS: Ability bieng cast equal to (Whatever your dummy is)

ACTIONS: Unit Group- Pick every unit in units of type (W/e unit your archers are) and do Cinematic- Ping minimap for all players matching owner of casting unit equal to owner of casting unit at position of picked unit for (however long) using a (whatever type) ping of color 100%, 100%, 100% (makes it red)
04-08-2004, 04:04 PM#11
Panto
Your thread is sort of like a description of a Map in Development, so I want to keep it the Maps in Development section, but it's also several involved Trigger questions, so I want to move it to the Trigger Haven.

However, since it's both. I can only do one. Do you want to make a thread in the Trigger Haven to describe the trigger part of this stuff? Or do you want me to move this thread there and make another here yourself?