Fixed everything I mentioned before. Added the Drillbot unit idea to the Security Node (Named it Crazyhorse, its just my suggestion for now). It has a melee attack that recovers +1 mineral each time.
What if you made, say, a nexus give off a power field like a pylon. Then pyllons would act the same, but they would also requier power like other structures. If the nexus goes down, pylons all power down, no?
Yeah, sorry. Just did that and I didn't realize Soul's had actually been what I was thinking of.
I'm checking them out to see if I can do anything, but I'm horrible with the actual editor...
EDIT: Also, yours seems to have the same problem as Souls. If you clump the zerglings up and destroy the pylon, their power will remain even through the main source is dead.
All I can think is that the power source needs to literally have its power expanded by the other pieces, like creep almost. Then, when the main source is destroyed, nothing is left to be expanded upon and everything shuts down.
That is because the powerline is unaltered and purely there for enabling the network. If you kill any zergling it works fine. Just give the pylon a death response that applies the disable buff.
Yeah, if you try it, that does happen. I tried it with destroying it with the zerglings, and destroying it with the collossus. The lings keep power as long as they are clumped up together.
The third option posted on the last page works the best as far as I can tell. But I honestly say we should worry about getting the mechanic working properly before worrying about the visual effect.
Just move the lings out of the pylon radius and kill a ling. The zerglings are what is interesting, the pylon is unaltered an any way and just there to get the network going. If you have a chain of zerglings going into the distance and kill one in the chain the network not connected to the pylon disables fine.
But isn't the pylon supposed to be our main power source? And the lings are out 'extensions'?
The way it is now, you could clump a bunch of extensions near the base. When the base is destroyed, they should lose bower but don't. That is the problem.
That is why you would add a death response to the main power building that does the same thing as the zerglings when they die.
Currently the issue is how to not make it lag up the place with persistent effects if some fool builds a 10x10 solid block of power lines.
The pylon is a generic power source and most certainly not what we will be using. We will also use structures as the intermediates. I only used zerglings because they are near the bottom of the list and can move so you can experiment with junctions and density more easily than having to build them each time.
We want beams to find and go between each tower within range and the only reliable way to do that is to use a persistent effect. If there is alot of towers in a high density that is alot of persistent effects and beam actors.
How does it decide what structures to power and what structures not to power? Like, if you put a terran building in a pylon's field, the pylon doesn't even try to power it.
Alternatively, what if we used a less cpu-intensive visual? Like the medivac's healbeam?
Actually wrong even if it lacks the Power User behaviour it is known as powered (tested via validators). All power does is apply it to everything and if the unit can make something of it, it does.
Infact had beam actors going to the collossus because it was known as being powered.
The medivac heal beam is a kind of beam so same problem.
I am thinking of robustness of the system and anti noob. If there is a detrimental exploit then some troll like indivisual will use it to ruin the gaming experience.
Would it be possible to apply a behavior to structures that requier the power and make it so the suppliers only shoot the beam at those structures? Perhaps just not having a beam between suppliers themselves?
Fixed everything I mentioned before. Added the Drillbot unit idea to the Security Node (Named it Crazyhorse, its just my suggestion for now). It has a melee attack that recovers +1 mineral each time.
I AM FINISHED.
I would use a Create Healer effect instead of a Modify Player effect so it could gain a fraction of the resources the unit cost while doing damage.
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Just an idea for the power system:
What if you made, say, a nexus give off a power field like a pylon. Then pyllons would act the same, but they would also requier power like other structures. If the nexus goes down, pylons all power down, no?
Or is this the problem with clumping?
@AtikLYar: Go
Read page 1, there are two methods and two problems.
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Yeah, sorry. Just did that and I didn't realize Soul's had actually been what I was thinking of.
I'm checking them out to see if I can do anything, but I'm horrible with the actual editor...
EDIT: Also, yours seems to have the same problem as Souls. If you clump the zerglings up and destroy the pylon, their power will remain even through the main source is dead.
All I can think is that the power source needs to literally have its power expanded by the other pieces, like creep almost. Then, when the main source is destroyed, nothing is left to be expanded upon and everything shuts down.
That is because the powerline is unaltered and purely there for enabling the network. If you kill any zergling it works fine. Just give the pylon a death response that applies the disable buff.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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Yeah, if you try it, that does happen. I tried it with destroying it with the zerglings, and destroying it with the collossus. The lings keep power as long as they are clumped up together.
The third option posted on the last page works the best as far as I can tell. But I honestly say we should worry about getting the mechanic working properly before worrying about the visual effect.
Just move the lings out of the pylon radius and kill a ling. The zerglings are what is interesting, the pylon is unaltered an any way and just there to get the network going. If you have a chain of zerglings going into the distance and kill one in the chain the network not connected to the pylon disables fine.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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But isn't the pylon supposed to be our main power source? And the lings are out 'extensions'?
The way it is now, you could clump a bunch of extensions near the base. When the base is destroyed, they should lose bower but don't. That is the problem.
That is why you would add a death response to the main power building that does the same thing as the zerglings when they die.
Currently the issue is how to not make it lag up the place with persistent effects if some fool builds a 10x10 solid block of power lines.
The pylon is a generic power source and most certainly not what we will be using. We will also use structures as the intermediates. I only used zerglings because they are near the bottom of the list and can move so you can experiment with junctions and density more easily than having to build them each time.
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Okay, as long as the death effect works as it is supposed to.
What causes the lag? The visual effect?
We want beams to find and go between each tower within range and the only reliable way to do that is to use a persistent effect. If there is alot of towers in a high density that is alot of persistent effects and beam actors.
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Would it be possible to make them only go to one other transmitter, but multiple beams leading to nearby structures?
And how in a network of homologous structures would one decide these nodes? That is the main question which has baffled even me.
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How does it decide what structures to power and what structures not to power? Like, if you put a terran building in a pylon's field, the pylon doesn't even try to power it.
Alternatively, what if we used a less cpu-intensive visual? Like the medivac's healbeam?
Actually wrong even if it lacks the Power User behaviour it is known as powered (tested via validators). All power does is apply it to everything and if the unit can make something of it, it does.
Infact had beam actors going to the collossus because it was known as being powered.
The medivac heal beam is a kind of beam so same problem.
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@DrSuperEvil: Go
Well, do these buildings provide supply or just power? If they provide just power, there would rarely be a need to make more than 2 in a close area.
Great to be back and part of the community again!
I am thinking of robustness of the system and anti noob. If there is a detrimental exploit then some troll like indivisual will use it to ruin the gaming experience.
I thought they were to be just a power supply.
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Would it be possible to apply a behavior to structures that requier the power and make it so the suppliers only shoot the beam at those structures? Perhaps just not having a beam between suppliers themselves?
Trouble is to have a power grid requires the suppliers to also be users. Also visual wise if they all used cable it would not look so impressive.
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