| 06-28-2004, 04:39 AM | #1 |
FINALLY ITS BEEN DONE. Anitar and I (actually, mostly Anitar...lol) have created a method of making bunkers that do not have preset attacks but will allow units that enter the bunkers the retain all passive abilities, attack damage and range. These triggers are as about newb friendly as they are going to get. This is done through creating duplicate units that fly, are at 1 height, have all the same abilities, attack and range, have no movement speed and have locust (ALoc). The general idea is that when you have a unit enter a bunker, you will create the corresponding duplicate unit right over the bunker. Then, when the unit leaves the bunker, you would detect that and remove the corresponding duplicate. Before i say anything more, I'd like to thank LegolasArcher for his great method to detect unloading units. Finally, when the bunker is destroyed, all corresponding duplicates are removed. Once again, id like to thank both Anitar and LegolasArcher, especially Anitar (he did do most of the triggering lol i was mostly the newb test guinea pig lol) for sticking with me even tho i was so newb lol. Give them both credit as well as me if you use this. NOTE: Anitar purposely made these triggers simple so i could understand them! They are not perfect, but newbs like me can understand them!!! I realize you can use arrays and stuff, and feel free to modify this method. We did not use them, however, because I could not understand them! lol i know im newb dont laugh ;) 2 NOTES: 1) U MAY NOT WANT TO HIDE THE DUPLICATES. Me and Anitar originally did that either thru Zone INdicator model or thru Action: "Animation - Change Vertex Coloring" but something I noticed is that if you can see the duplicates and u look thru the slits in Orc Burrows, it LOOKS like the duplicates are INSIDE THE BUNKER SHOOTING!! lol nice 2) You will see what i mean when you play the demo: I DONT KNOW WHY the firebat's flame will ONLY fire south when he is in the bunker. Dont worry tho, he is hitting the units, but the flame art always goes south. If you can fix this, please tell me how. Finally, i ask that you give me any helpful feedback. I am a newb, and this was the first time ive done anything complicated. I learned a hellavu lot both during testing and while i made the demo, but i want to learn more. Any feedback (along with reputation points ^_^ ) would be greatly appreciated. Also, i realize my comments in the demo are very long, but this is so all the other newbs like me wont have to suffer so much. ENJOY!!! :D EDIT = GUYS lol ive made a big change to the demo ive made the last trigger where the bunker is destroyed MUCH MUCH MORE SIMPLE lol pls RE-DL the map if you've Dled with previous one with the long last trigger lol my bad. lol shortening that last trigger made my map .8 kbs smaller haha |
| 06-29-2004, 12:30 AM | #2 |
Damn, you stole my idea, anyways, atleast i know the idea works, nice job, and i think that you are a great team u three. |
| 06-29-2004, 12:59 AM | #3 |
Good job :) now all you need is to make a system so that you can bunker heroes ;) . If I'm not mistaken, the firebat will only fire south because he cannot turn due to his lack of movement. If you set his turn speed to 0 than fix that. That probably won't work, but if you make the firebat a building, and give him roots. You might wanna base the firebat off of an ancient protector, because when i was making my TD, I learned the hard way, that at least for me, any other unit with roots will cause a fatal error. |
| 06-29-2004, 02:40 AM | #4 |
The fatal error is caused by missing anims, just remove the required anims on a custom unroot ability and u have the fatal error fixed. |
| 06-29-2004, 06:04 AM | #5 |
Okay, sorry I was going to post this before, but I just started changing stuff and then adding other things, trying things, etc. Anyways, here is a much more enchanced Bunker map. Things added, or changed: -Reduced the amount of triggers needed. -You don't need to have "hidden" units for units that are attacking, which gets rid of not only the need for more custom units, but you don't need to edit triggers for each type of unit. -Heros are not allowed in bunkers. -Melee units gain a generic ranged attack if they enter a bunker. -Added functions for the Unload All command -Fixed some mem leaks. -Made the triggers work for multiple players -Changed a bunch of the comments, some were no longer needed or were very messy. -Changed some stuff on the map to go with the new functions and to give it a few more options The triggers can be almost totally copy/pasted into other maps. There are a few small things that people may need to change, but no where near as many as the old version. And everything is hopefully well documented and easy to understand. I pretty much rewote everything and changed most things except for the basic map layout :) I guess I could have just put up my own version, which this basically is, but oh well, this is already here. If I messed anything up, or created any new problems let me know, or edit the map and fix them if you know how. |
| 06-29-2004, 07:22 PM | #6 |
The only thing wrong I found with it is that I couldn't see anything due to the tileset - fog combination |
| 06-29-2004, 09:31 PM | #7 |
wow thanx every1 thx lil' blu smurf lol ure triggers sound like they are still newb friendly so :D . Ill DL now. Thx for the feedback every1. |
| 09-05-2004, 02:22 AM | #8 |
I think i could really use this in a map im making (don't worry i'll give all appropriate recognition). I'm at my grandmas so i haven't had time to check the triggers out, but i was wondering how, if possible, I could make units be able to cast abilties while in the bunker. (like being able to cast carrion swarm while in the bunker). Thanks |
| 09-05-2004, 05:30 AM | #9 |
hmm, well i did the bunker thing a year ago (the version that requires a dupe unit), but good job none-the-less |
