| 05-06-2004, 04:31 AM | #1 |
One of my ideas to make SST maps more involving was to have machine guns that didn't fire in the normal way. When a machine gun is deployed, the player controlling it will have to rapidly left-click on targets to fire the gun. That way the gun only fires as fast as the player clicks. Thing is, i've tried click-based games before and they were none too popular (check out sheep chuckers on my website). I figure people get annoyed by having to click stuff. My question is, what do you think? Should i give it a go (and go through the arduous task of telling newbies that they have to CLICK to fire...) or not? |
| 05-06-2004, 07:40 AM | #2 |
I'm going to say that it sounds like a Bad idea, but not because it's not interesting, nor because people are too set in their ways. Rather, I think it's a mechanic that doesn't successfully add an element of enjoyment to gameplay. Personally, I don't think I'd be interested in clicking all the time, but rather just once as appropriate to designate the target. On the other hand, if you wanted them to be able to, for example, miss, if their aim isn't right on, maybe this is a good way to do it. Still, I think rapid-fire clicking isn't a good vehicle for a game concept, and it wouldn't last for more than a few minutes. Sorry. |
| 05-06-2004, 11:00 AM | #3 |
well, its not a bad idea... i already started my click based attack, however, its not speed attacking... i just dunno how to change the time it takes the unit to launch a projectile <i.e. archer pauses for a second and then shoots> |
| 05-06-2004, 11:09 AM | #4 |
It depends on how you detect the clicking. If you detect left clicking by selecting, it's not very effective since you can just select in a box. If you detect left clicking via an ability, cast time and lag may occur. I suggest you use right clicking instead. That way, even if the ground is selected, the machine gun can still fire. |
| 05-06-2004, 11:48 AM | #5 |
thats the problem w/ right clicking if you miss the target, then your unit would move |
| 05-06-2004, 02:14 PM | #6 |
Not if the unit you happen to order around isn't the unit firing. |
| 05-07-2004, 10:02 AM | #7 | |
Quote:
Ok, what you have to do is change either cooldown, or backswing/castpoint in the units data in the w/e. Making these values lower will result in faster attack speed/animation. Enjoy. |
| 05-07-2004, 10:42 AM | #8 |
well, i knew about the cooldown, ill try the other stuff <im not a world editor guy you know :P> |
| 05-07-2004, 12:40 PM | #9 | |
Quote:
Well if I was gonna make a map like that, I would move my unit on W,A,S,D or the arrow buttons. Then do like whatever you right click (even ground) it would fire and move with the buttons I think that would be nice |
| 05-07-2004, 12:43 PM | #10 |
Well, we're straying towards FPSMod here aren't we? |
| 05-07-2004, 12:49 PM | #11 | |
Quote:
Well, A little but the FPS mod I tried is not very good |
| 05-08-2004, 12:02 AM | #12 |
The problem is people like me would have an advantage. My mouse is broken and I can rarely ever single click (so annoying) so if I hold my finger down on the right part, my mouse will click 5-10 times per second, which aint humanly possible. :D |
| 05-08-2004, 04:42 PM | #13 |
I gotta agree with Panto. Speed-clicking to attack just isn't fun. FPS games get away with it because of all their other elements, but you can't replicate that in Warcraft III, especially with just a standalone map. |
| 05-26-2004, 12:36 AM | #14 |
sry if you call reviving this thread <it's not that old is it?> just wondering if any of you know a trigger that IS actually click based meaning how fast you click it, how fast the unit attacks <dont tell me to dl the fps mod> |
| 05-26-2004, 04:43 AM | #15 |
Uhh, i've been using the player selection events. It has a little lag time, but it does accurately measure the speed/frequency of clicks. If you want to see what i mean, try my sheep chuckers map available on my website (linked below). |
