HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

How would you implement this idea?

06-03-2006, 03:48 AM#1
Sardius
I am doing a campaign with numerous RTS levels, but these RTS levels will be quite large, in depth and complex, usually leading up to the point where you will need to build a base from scratch to destroy the enemy bases, usually the second part of the map...

But I don't want the player to be given a set race that they must build with, but a choice at that point in the map where they are able to select either a peasant, peon, acolyte, or wisp.

So they are able to choose which type of base they wish to construct, 1 of the 4.

How would you go about implementing this in a campaign driven map as you are not able to simply initially choose and select a race in a campaign like you can in custom games.
06-03-2006, 03:57 AM#2
harshateja
Dialog menus...multiboard menus...or if you wanna get more creative, you could try a trackable (or unit) selection system with cool models for a unique selection system.
06-03-2006, 01:37 PM#3
Captain Griffen
Trackables would just be stupid and unneeded.

I'd go for dialogs if you don't need information given to the player before hand, and upgrades or something if you do.
06-03-2006, 02:04 PM#4
AtOmIc_PeAnUt
You could just corner off a small area of your map, and stick down a wisp, peasant, peon and acolyte, then the player just selects which one they want with the mouse, clicking again to confirm a slection, etc. I don't know what a trackable is, but sorry if it is what I've just said :P
06-03-2006, 02:19 PM#5
Oblivious_v1.0
I'd say a dialog menu. It'll be simple since theres only 4 choices. Not hard to make at all. Even for me and I suck at triggers...:(
06-04-2006, 01:11 AM#6
Sardius
Doesn't each race also have a unique GUI? Or is that just each individual unit?
06-04-2006, 08:07 AM#7
Captain Griffen
Each race has a unique GUI. You can't change mid game.
06-04-2006, 03:56 PM#8
The)TideHunter(
Collapse JASS:
    constant race               RACE_DEMON                      = ConvertRace(5)
    constant race               RACE_HUMAN                      = ConvertRace(1)
    constant race               RACE_NIGHTELF                   = ConvertRace(4)
    constant race               RACE_ORC                        = ConvertRace(2)
    constant race               RACE_OTHER                      = ConvertRace(7)
    constant race               RACE_UNDEAD                     = ConvertRace(3)
    constant racepreference     RACE_PREF_DEMON                     = ConvertRacePref(16)
    constant racepreference     RACE_PREF_HUMAN                     = ConvertRacePref(1)
    constant racepreference     RACE_PREF_NIGHTELF                  = ConvertRacePref(4)
    constant racepreference     RACE_PREF_ORC                       = ConvertRacePref(2)
    constant racepreference     RACE_PREF_RANDOM                    = ConvertRacePref(32)
    constant racepreference     RACE_PREF_UNDEAD                    = ConvertRacePref(8)
    constant racepreference     RACE_PREF_USER_SELECTABLE           = ConvertRacePref(64)
06-04-2006, 05:04 PM#9
weaaddar
Quote:
Originally Posted by Sardius
I am doing a campaign with numerous RTS levels, but these RTS levels will be quite large, in depth and complex, usually leading up to the point where you will need to build a base from scratch to destroy the enemy bases, usually the second part of the map...

But I don't want the player to be given a set race that they must build with, but a choice at that point in the map where they are able to select either a peasant, peon, acolyte, or wisp.

So they are able to choose which type of base they wish to construct, 1 of the 4.

How would you go about implementing this in a campaign driven map as you are not able to simply initially choose and select a race in a campaign like you can in custom games.

I suggest items because with items its retardedly simple.
Give the player a hero, have him forcibly select it, and then give him 4 items and 2 black box items that can't be selected. Have the items be usable and only one charge. Then detect when he loses an item, and remove the unit and build the base coresponding to the item.

It shouldn't take more then 5 minutes to code that up.
06-04-2006, 07:53 PM#10
Sardius
But you cannot change the racial GUI mid map aye?
06-04-2006, 09:12 PM#11
TaintedReality
No.
06-04-2006, 11:48 PM#12
weaaddar
IF your campaign gives you a choice, why don't you say make the first map a rpg style map, then at the end of that give him the choice of races to use in the next map.
If he choses orc set the next map to Mission2Orc, human Mission2Hum etc...

You can keep using this trick.
06-05-2006, 04:26 AM#13
Sardius
That would unfortunatly make the campaign too big, as there will be many maps and many of them quite large. Would double the size of the campaign.
06-05-2006, 11:10 PM#14
weaaddar
Quote:
Originally Posted by Sardius
That would unfortunatly make the campaign too big, as there will be many maps and many of them quite large. Would double the size of the campaign.
It really shouldn't add much. Each map compresses suprisingly well, adding 200kb at most per map is nothing. the only thing that might add bulk is things like models which should be added to the campaign directory.

Remember that a normal melee map for 192x192 is ussually less then 100kb.
06-07-2006, 01:48 AM#15
Sardius
Its the music thats my main concern as I have quite a bit of custom MP3's