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Triggering Challenge I

04-12-2004, 05:28 AM#1
MysticGeneral
Well... I'd like to challenge someone at a triggering challenge. (Preferrably not JASS ^^) If you're interested, please reply.

What will the challenge be? I'll let the "people" post their ideas of a challenge for us to do. If you want to submit a challenge that you think is good, please reply.

Why am I doing this? I dunno.
04-12-2004, 04:00 PM#2
MysticGeneral
Someone must have an idea....
04-12-2004, 04:09 PM#3
linkmaster23
I'll take you. Just it can't be too too big, I have other things I must do. Like 2 HW prjects due tomorrow. ><

I also say... nothing that requires Multi-replicating. Meaning, nothing that we have to make that requires it to be mutliplayable. Forget that.
04-16-2004, 12:57 AM#4
linkmaster23
Oh come on, this is just not right... IDEAS PEOPLE!!!
04-16-2004, 01:46 AM#5
The Gearhead
I use a setup that involves 11 waypoints in my TD.

Develop a trigger system which automatically does the following:

Destroys towers between waypoints if the area is blocked.
Sends units that are at an inactive waypoint (usually because they get so stretched out) to the current waypoint
Can manage large groups of units simultaneously, so it has to be able to issue various orders to unit groups. Perhaps custom unit properties via WEU, unit groups, etc.

The smarter the monsters are, the better. Make the test map have a simple unit spawn (which can be repeated without restarting game), a unit that can build blocking anything (set a building type to low build time, please), and make sure the path is twisting. So that we can see whether or not the units are being redirected if they lag behind.
04-17-2004, 12:13 AM#6
linkmaster23
That's a bad challenge. It's too easy. Thanks for the idea though.
04-17-2004, 02:09 AM#7
The Gearhead
Ahuh. Let's see you try it. and make it work well, without being insanely difficult.

The more realistic the monsters reaction... the smarter it works... multiplayability.

Yeah.

Oh, it's so darn easy.
04-17-2004, 12:53 PM#8
linkmaster23
Quote:
Originally Posted by The Gearhead
Ahuh. Let's see you try it. and make it work well, without being insanely difficult.

The more realistic the monsters reaction... the smarter it works... multiplayability.

Yeah.

Oh, it's so darn easy.

1. It is easy, your just a newb.

2.
Quote:
Originally Posted by Linkmaster23
I also say... nothing that requires Multi-replicating. Meaning, nothing that we have to make that requires it to be mutliplayable. Forget that.

Look familar??
Quote:
Originally Posted by Gearhead
multiplayability

Try reading posts next time.
04-17-2004, 01:56 PM#9
LegolasArcher
Quote:
Originally Posted by linkmaster23
1. It is easy, your just a newb.

2.

Look familar??

Try reading posts next time.

If you ask for replies, don't chew someone out when they give a suggestion. Instead, why dont you make a sugesion on how to make it more difficult. If you want people to help, don't get pissed when they post an idea you dont like.
04-17-2004, 02:12 PM#10
Thrall_89
Well, I'll toss an idea out to you (I dont know if it'll be "too easy", but no one else seems to keen on posting anything... and I cant seem to get a decent created myself, and have yet to find an anti-memory leak one on here). How about an AoS style unit spawner that doesn't involve simply "Creating" the units, but you have to recycle them (to chew less precious memory) and the units have to have the standard "pointA to pointB to PointC" setup? Sry if that too is a erm.. how did you say... "too easy" to do trigger.
04-17-2004, 03:47 PM#11
The Gearhead
I dont know, it sounds too "easy".

J/k dude.


Tell me, what is too easy about trying to make the most realistic possible setup in a TD possible? To make the monsters actually react realistically?
04-17-2004, 09:30 PM#12
ThyFlame
Quote:
Originally Posted by Thrall_89
Well, I'll toss an idea out to you (I dont know if it'll be "too easy", but no one else seems to keen on posting anything... and I cant seem to get a decent created myself, and have yet to find an anti-memory leak one on here). How about an AoS style unit spawner that doesn't involve simply "Creating" the units, but you have to recycle them (to chew less precious memory) and the units have to have the standard "pointA to pointB to PointC" setup? Sry if that too is a erm.. how did you say... "too easy" to do trigger.

In the repository.


If you want something to do, and yes I know this is easy since I've already done it myself, but it sure is interesting to see when done, do this:

Create a mining system that literally mines from a mountain [cliff with mountainous terrain] that doesn't automatically give gold. Should take about 15 minutes tops, but hey, I found it interesting as hell when mine was finished.
04-17-2004, 09:44 PM#13
MysticGeneral
Guys, just give your ideas, and I'll alow linkmaster to select what he wants.

Linkmaster, please let them just give the ideas. Do not give back negative feedback. Thanks.