| 05-17-2005, 01:12 PM | #1 |
I'm not entirely certain whether I'll actually complete this, probably not, but I have an idea I'm definately going to try: Warcraft Tactics A TURN BASED Warcraft Strategy map. I've already given it some thought, and I'm fairly confident I'll be able to make at least a basic one. The hardest thing will be making it playable with computer players, which may be impossible, but I think I can at least make the battle system... |
| 05-17-2005, 01:34 PM | #2 |
like ff tactics? if it is, you can look at my campaign tactics unleashed and get it's triggers, it's like that. but just don't forget to give me credits (and ant who helped me with that.) :8 |
| 05-17-2005, 02:46 PM | #3 | |
Guest | Quote:
Ah, you're the author then? I'm trying to dowload it since a week, but for some reason the dowload always stops at 60-80% :( |
| 05-17-2005, 03:01 PM | #4 |
EDIT: hmm, yah. weird, last month it's still fine.. i'll try to update it. @hyarion if you like i'll post its triggers... |
| 05-18-2005, 12:14 AM | #5 |
A long time ago there was a Warcraft Tactics project on here. I forgot who was making it, Anitarf maybe? Whoever it was might even be gone now... |
| 05-18-2005, 12:24 PM | #6 |
Turned base is perfectly possible in warcraft. I've been playing with it a lot recently and it's very possible. |
| 05-18-2005, 12:41 PM | #7 |
Well, originally I'd been planning to make it Grid-based and use circle of power units for the squares, but I recently realised that it would be impossible to make the movement system work quite how I wanted, as there's no way of getting the distance a unit would have to move to get from point A to point B, it will only measure straight line paths. I'm now planning to make it non-grid based, but only allow units to move a certain distance per turn. I now have some questions: - How would you prevent a unit from moving, but still allow it to cast spells? - Is it possible to detect when a unit begins to move? (NOT when the order is issued.) |
| 05-18-2005, 04:33 PM | #8 |
Why doesn't grid based work? I think grid based is fine... I've got a working grid based movement system somewhere around here too. What were the problems you had in grid based? To prevent a unit from moving, set its movement speed to 0 using triggers. Not using the object editor, because that will make you unable to set its movement speed above 0 (I think). |
| 05-19-2005, 09:52 AM | #9 |
heh. yah. ant was the one to give me the grid movement system in my campaign too. he was the one also who gave me the angle detection thing where if you strike at the opponent's back, you will deal additional damage. the answer to your questions two posts above is to pause the units, (since it's turn based, pausing is fine) then unpause them when you order them something, then pause them again. about the grid system, ask ant about it. i've lost my copy of tactics unleashed when i reformatted my computer. *sigh* :( |
| 05-19-2005, 10:10 AM | #10 |
I tried setting movement speed to 0, but it didn't work at all, as for the problem with grid based movement, with the system I had planned you would be able to go to any grid square within a certain distacne of your character, even if you had to walk much further than I wanted to get to it. |
| 05-19-2005, 03:35 PM | #11 |
Setting movement speed to 0 doesn't work? Not in the object editor. Using triggers, set the movement speed of the unit to 0. Also you have to make sure that under Minimum speed (in the unit properties), the minimum speed is 0. Now, go to gameplay constants and make the minimum speed 0 (cause if you set minimum speed to 0 in the object editor it winds up as the value in the gameplay constants). Then your unit can turn around and stuff, can cast spells, but can't move. Actually for some strange reason I tried it and your units seem to inch little by little away when attacked. I think. Not sure. Anyway, I used a trigger to lock all the units to a grid. If you need it, ask me. I believe there WAS a thread about "turned based" something. I posted a map there with grid movement (I've got another system but it's not very finished). Basically you set circle of powers as your grid. Places that aren't walkable, aren't covered with a circle of power (if you want some units to be able to move to places while others can't, well, you can try using a 2nd circle of power to mark those locations). For movement based on walking distance (walking distance, NOT the distance between the point and the destination, meaning if there's an obstacle in the way, the walking distance is longer as you have to move around it) I use a loop to create circles of power for selection one square nearby the moving unit if there is a circle of power there already (meaning it's walkable) and there's no other unit there (meaning it's able to be passed through) then I repeat that, except starting from the circle of power created. For movement based on absolute distance (that means no one cares that there are objects in front blocking), just have a big region centered on the unit, and create circles of power there. Or use a loop to center regions away from the unit in different directions. If you don't get what I mean, I can create a demo map and get it up by sunday (just ask and tell me what exactly you want). |
| 05-19-2005, 04:47 PM | #12 |
Smart alec. ^^ Actually, I've managed to make a basic system now. When you begin to move, you lose one mana point (which I'm gonna use for Action Points), and you then have five seconds of free movement before you are stopped. Once you are stopped, you can move again if you want, but it'll cost you another AP. If you have no APs, you can't move. I may not use it, but could you post it anyway? I really was hoping for something where every turn, each unit can move a certain number of squares. I could've made something like that, but I don't know how to get around the "Walking Distance/Point to Point Distance problem... |
| 05-20-2005, 02:19 PM | #13 |
Hmmmm this is a map I did. Decided not to go re-do a system. Just use an existing one. It was an experiment on active time bar based combat. Works fine in theory but in practice isn't very fun to play. But it still makes a good system. Here you can see how to make units cast spells but not move. There's also a grid-locking trigger that I believe should be able to be improved. By clicking on the move ability, you can only move one square. However, the rifleman and breaker attacks sort of simulate distance movement. It creates selection circles only in areas a specific distance from the unit. It also takes obstacles into account (the tank fires right through walls though) so by simply changing the event used to trigger the movement (selection of circle... blahblah). However, it doesn't take into account the fact that a unit is in the way. For a clearer movement system (but only movement system. The turn switching, the rest, is a little screwy), go to this thread: http://www.wc3campaigns.com/showthread.php?t=71669 My map is on the 2nd page, but you might want to look at the rest of the posts as well. You probably won't understand anything I said until you see the triggers. I don't have much of a way with words. |
| 05-20-2005, 04:33 PM | #14 |
Looking good. I've tested it, can't open it in the editor at the mo, (playing regicide), and it looks pretty promising. |
