If you can find a simple way of connecting something between unit A and B it would be nice. Although maybe a non retracting tentacle might be the answer.
Something like the neural parasite? That could look cool. And I've seen an absurd amount of them on my screen at one time, so I don't tink the lag would be too bad.
Having looked at the WDE#2 I have found you dont even need a tentacle model and can just use them as missiles directly including one called the RoachTentacle. With a little fusion between that and neural parasite we might have it.
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Sorry, I can't rlly help with the actor stuff yet or do much rlly. I'm too noob at the moment. But I was thinking about the power thing, so if you kill the main building then everything goes off right? So wouldn't that be kind of unfair. Becuase if you were facing the robots, then you would just have to kill their main, and then they could do nothing. It would cuase people to require more protection than other races would require.
That is presuming you put all your eggs in one basket and only have one power building. Besides as the power building will be the town hall it wont make that much of a difference because in most melee games when you lose your main town hall you are pretty much losing.
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Ok here it is. There is still an issue with the tentacle being hosted on the wrong source sometimes but otherise it works as required. Not even started fine tuning the visuals.
I played it and I'm not sure I understand it. I was able to keep power in several zerglings even though I was far far away from any power source. And even when power line is broken some tentacles will stay linked to their target. Also I may be wrong but some Zerglings were targeted my more than one tentacle.
The tentacles should vanish as soon as the target unit no longer has any power. Just remember this is just for system testing, the actual power lines will not be mobile. Having several tentacles going to the same target should not be that much of a problem. Main problem is the bias for determining on which unit they spawn.
Beside I worked hard to get the system this far, I think you should have a turn improving it.
When I just left the lings all clumped up, it looked kind of strange. But then I took a look at the cables going everywhere in some locations of my house and figured it made sense.
Well, we worked hard to get at least 3 different systems up to now. I guess I'll take the time to check them again, including yours, before I try to work on any of these systems again.
Currently we are just looking at the tentacle visual connection system. The actual powering works 100% as it should.
Even though I excluded it from the demonstartion and only have it on the zerglings, you will be able to shut down disconnected parts of the network when the connecting part dies.
This can be demonstrated by getting all the zerglings powered, running them away from the pylon and then killing a single one.
Would you prefer the cable between them or no visuals at all though? (In case this is impossible to work out.)
And the suppliers would still use the power, but they wouldn't have the beams between eachother to reduce lag.
So in other words you have gone in a circle back to what we said on page 1.
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I personally think cables would be cooler than beams anyway.
But I'm sorry if I'm not much help. I suck with the data editor... along with the rest of SC2...
I'm just trying to do what I can to help.
If you can find a simple way of connecting something between unit A and B it would be nice. Although maybe a non retracting tentacle might be the answer.
http://www.sc2mapster.com/forums/development/data/15005-weekly-data-exercise-2-overseer-weapon/#posts
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Something like the neural parasite? That could look cool. And I've seen an absurd amount of them on my screen at one time, so I don't tink the lag would be too bad.
Having looked at the WDE#2 I have found you dont even need a tentacle model and can just use them as missiles directly including one called the RoachTentacle. With a little fusion between that and neural parasite we might have it.
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Working models for the mentioned method include:
RoachTentacleMissile.m3
TentacleMissile.m3
InfestorSiphon.m3 (this is used by Neural Parasite)
Also, they can be retextured, of course.
Sorry, I can't rlly help with the actor stuff yet or do much rlly. I'm too noob at the moment. But I was thinking about the power thing, so if you kill the main building then everything goes off right? So wouldn't that be kind of unfair. Becuase if you were facing the robots, then you would just have to kill their main, and then they could do nothing. It would cuase people to require more protection than other races would require.
That is presuming you put all your eggs in one basket and only have one power building. Besides as the power building will be the town hall it wont make that much of a difference because in most melee games when you lose your main town hall you are pretty much losing.
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Yea, now that I think about it, with zerg it's the same thing. I just thought of it.
It isn't unheard of to recover from losing your main though, just saying.
The main problen I see is that we are making it impossible to proxy right now. And, one can just follow buildings back to any tucked away expansions.
Well validators are putting up resistance so will try again tomorrow.
Edit: made some progress but the one Unit Compare Behavior Count validator is being rather dicey.
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Ok here it is. There is still an issue with the tentacle being hosted on the wrong source sometimes but otherise it works as required. Not even started fine tuning the visuals.
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I played it and I'm not sure I understand it. I was able to keep power in several zerglings even though I was far far away from any power source. And even when power line is broken some tentacles will stay linked to their target. Also I may be wrong but some Zerglings were targeted my more than one tentacle.
The tentacles should vanish as soon as the target unit no longer has any power. Just remember this is just for system testing, the actual power lines will not be mobile. Having several tentacles going to the same target should not be that much of a problem. Main problem is the bias for determining on which unit they spawn.
Beside I worked hard to get the system this far, I think you should have a turn improving it.
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I like it, seemed to work with what I was trying.
When I just left the lings all clumped up, it looked kind of strange. But then I took a look at the cables going everywhere in some locations of my house and figured it made sense.
Well, we worked hard to get at least 3 different systems up to now. I guess I'll take the time to check them again, including yours, before I try to work on any of these systems again.
@DrSuperEvil: Go
I've found a bug in that.
If 2 lings has power, they can run off to anywhere and relay power to infinite range as long as they stay in range of each other
But that should be fine as u will be using structures
@ftbhrygvn: Go
From what I understand, we will have a death effect on the main building to shut down connected lines.
Currently we are just looking at the tentacle visual connection system. The actual powering works 100% as it should.
Even though I excluded it from the demonstartion and only have it on the zerglings, you will be able to shut down disconnected parts of the network when the connecting part dies.
This can be demonstrated by getting all the zerglings powered, running them away from the pylon and then killing a single one.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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