| 02-24-2005, 03:42 PM | #1 |
im making a map and its suppose to have a combat system like in final fantasy tactics but i cant figure out how to make it work. can someone help? |
| 02-24-2005, 03:48 PM | #2 |
Guest | You mean turn based combat? Look at the other quite recent topic in the trigger heaven forum called "turn based combat", it explains all we currently know |
| 02-24-2005, 04:27 PM | #3 |
wrong final fantasy tactics is the one where you tell the people where to move and what then what to do from there im having problems with movment and everything about the enemies turn i could do the turn based combat easily, it would jus take awhile |
| 02-24-2005, 04:50 PM | #4 |
Guest | Oh ok I see ^_^ Personnally, I can't help you more, but at least now people know what this is about ;) |
| 02-25-2005, 02:03 AM | #5 |
well, thats actually quite difficult depending on how you pursue this... if you plan to use mouse control it becomes incredibly difficult since you have to make a 'best pathing' algorithm essentially so units can move along a grid properly probably the best way to start would be to simulate a matrix that plots out basically squares in which you can assign attributes to... or maybe not the best way to start, i dunno enemy computer phase would be 10x harder... because that essentially involves programming an AI -- like if the enemy has an archer does it move it back and then attack a close enemy? where does it move it back to? (this would need best pathing as well)... if there are more than one targets which one should it shoot? should it heal? if it has allies around where would be its best tactical spot... |
| 02-25-2005, 12:53 PM | #6 |
who the enemy would try to go after isn't too much of a problem unless i try to develop an ai to fit this combat system because all i would really have to do is find a way to make them go after the people casting spells, and doing the most damage i guess one of my major questions is, would this require using jass? |
| 02-25-2005, 01:27 PM | #7 |
I actually made a map last week that might come in useful, just a demo, for the "turn based combat" thread, but my phoneline caputted so I can't upload it (I'm using my cable modem which doesn't like being connected to that computer, and I can't be bothered to burn a cd nor do I have any diskettes or flashdisks or am too lazy to use them). What it does is it uses grid pathing, a bit dumb but works nonetheless. The nice thing about this is that you can easily calculate what targets are potential targets and what targets are not, and from there you can calculate the best move. If you want to implement more than one-step thinking, then go ahead -.- but that makes things about 10 times harder. Oh. And no JASS was used. |
