I've been working on a mod (if anyone's interested: Mod overview) and want to implement a system somewhat like Halo Wars' bases, where you can only build structures on certain locations, or hard points, I guess. I have no idea where to start, to be quite frank.
Here's what I have in mind:
The player must use a unit to capture a structure. This would behave exactly like a Xel'Naga watchtower, with the structure being invulnerable and requiring the unit to remain adjacent to the structure to maintain ownership.
Having a unit standing adjacent to this structure (let's call it the Station, for ease of reference) would convert a series of structures to the player's team. Let's call these the Pylons and the Moonwells.
Pylons provide power to Moonwells, and extend in a chain from the Station to where the Moonwells are located.
If a Pylon is killed, everything 'outwards' from it in relation to the Station is unpowered (as Protoss structures are when all Pylons near them are destroyed). Think of this like Christmas Tree lights... if you lose one light, everything past it turns off too.
Players would only be able to build on top of Moonwells, replacing the Moonwell with whatever structure they're building. I'm not sure of an analog in SC2, but this is exactly like how it works in Halo Wars, where the hardpoints or w/e on the base are replaced with the individual structures (only, as in SC2, a unit is used to build it)
Picture to help illustrate my point:
As far as the player is concerned, they:
capture the Station
Guard the Pylons
Build on the Moonwells
harass their opponents' Station or Pylons
I think the system is fairly simple for the player, but have no idea how to:
create the stations effect (player gaining control of all structures so long as the Station is in their control)
create the 'christmas lights' effect where destroying one of these structures unpowers other structures
create the 'moonwells' that are either built on top of or replaced by structures (if the structure is sold or destroyed the moonwell would come back) - for this, I'm also OK with the structure being an 'add-on' to the Moonwell, if that's easier.
I know this is likely a tall order and I'd appreciate any direction or help you would be willing to provide :)
Oh duh! Vespene Geysers! Yes! Like that, only I want the player to have to control them, in addition to the 'must be powered up' requirement. The reason I called them 'moonwells' is I want them to recharge unit Energy (like Moonwells in WC3) but only when not attached to/covered by a structure. But I think I can handle that bit by myself.
Reviving this in the hopes I can get some more help...
So, I've duplicated the Vespene Geyser and changed the model. I'm pretty confident I can continue to get structures to require these Power Pads for placement (tested with 1 already).
As a follow up to this, I have a few questions:
I'd love for the "Power Pad" or "Geyser" structure to disappear when a building is built on it, but am not sure how to do this. Like a Geyser, the Power Pad should reappear should the a structure built on it be destroyed.
I'd like to set up a system where the player moves a unit adjacent to a structure (like the Xel Naga Watchtower) and gains control of a series of structures located in a region. I've tried a trigger: basically "any unit enters Region 001, Change Ownership of Unit 1 From Unit Group X to Owner of Triggering Unit" but this doesn't seem to work. Or rather, it seems to pick a random unit from the group and change its ownership. I'd rather do this for ALL units that meet the criteria, at once.
Unit Group 1 is defined as any structure owned by player 0 in Region 002.
Hey all!
I've been working on a mod (if anyone's interested: Mod overview) and want to implement a system somewhat like Halo Wars' bases, where you can only build structures on certain locations, or hard points, I guess. I have no idea where to start, to be quite frank.
Here's what I have in mind:
Picture to help illustrate my point:
As far as the player is concerned, they:
I think the system is fairly simple for the player, but have no idea how to:
I know this is likely a tall order and I'd appreciate any direction or help you would be willing to provide :)
My current project: SCRAP (Scavenge, Collect, Reclaim, Attack, Prevail)
So it kinda of sounds like vespene geysers, but the geysers need to be powered up before you can build on it.
Oh duh! Vespene Geysers! Yes! Like that, only I want the player to have to control them, in addition to the 'must be powered up' requirement. The reason I called them 'moonwells' is I want them to recharge unit Energy (like Moonwells in WC3) but only when not attached to/covered by a structure. But I think I can handle that bit by myself.
My current project: SCRAP (Scavenge, Collect, Reclaim, Attack, Prevail)
Reviving this in the hopes I can get some more help...
So, I've duplicated the Vespene Geyser and changed the model. I'm pretty confident I can continue to get structures to require these Power Pads for placement (tested with 1 already).
As a follow up to this, I have a few questions:
Unit Group 1 is defined as any structure owned by player 0 in Region 002.
Thanks!
My current project: SCRAP (Scavenge, Collect, Reclaim, Attack, Prevail)