Note: I haven't made a new video for this one, as I think that the original still fairly accurately demonstrates the concept. However, I've added 8 new track pieces so that anything you can do with the monorail doodads you can now do with this system, and mostly importantly you can now have multiple trains (uncapped within reason)! Do check out the map; it's really much improved.
And, as before: If you do release a map that makes use of this system or some modified form of it, please credit "The Hegemuffin," and I'd appreciate if you'd let me know about the map so that I can see what you did with it (contact me on this site via PM).
Original video below (no longer accurate representation of current map state):
Hahaha, you don't want to see how it works trigger-wise. But you can! (Did you see the download link?) Anyway, I just made the link bigger for anyone who missed it at the bottom of the video.
Completely missed it, I searched your post for one too xD
Edit yea you're right I regret opening these triggers, I see "Sin" and my brain dies, the one thing I didn't learn in High School Algebra..
Although after looking at the code this is pretty well done, kudos to you sir, I've figured out a few things I can mess with in regards to it that are awesome. I don't think I'll use it in any maps (I'm sure someone will remake Railroad Tycoon with something like this xD) but its still very awesome nonetheless.
Aside from just being a fun stand-alone concept I see this as a perfect addition to a Minigame-style map, as one of the different random one-minute-or-less things to accomplish. Maybe make eight different track set-ups and give each of the players one at random and race to the finish! Good stuff.
I love how you allow tracks to be switched on the go. I've played too many of these pipe/track games where you are required to setup the route and click "start", which takes the challenge out of it. So much more fun doing it your way! I like it =D
Hi there, great video! I downloaded the map from your project page and it seems like the file there is *edit* NOT an earlier/stripped version of the one you demonstrated.
The thing that interests me the most is how you get the train to run like it does in the video :).
Great works, anyhow!
EDIT* Silly me. I didn't read the triggers when I made this post. To start the train, type "run train". Btw, I like your commenting style.
Haha, yea, I just realized that, despite my meticulous commenting in the Trigger Editor itself, a lot of people are just going to run the map, so I'll upload a version with a load screen that covers all the basics sometime today. Thanks for all the feedback!
Oh since you are still here. Have you tried running the map on bnet? Do you think the infinite loop is going to have any performance impact? Also, is it possible to change the value of the train's speed? I am thinking of giving players the actual ability to accelerate/decelerate.
Good call about the performance. I actually have no idea since I only intended it for a single player map myself, but my guess would be that it would be fine since not that much is going on during each loop, and you could always just increase the increment and decrease the positions per track variable to achieve the same effect (albeit slightly choppier). Previously I had the trigger fire at 0.05 and 0.01 second increments, and that was before I added the speed parameter. I only changed it to 0.00 because it could handle it, but with the new speed parameter (positions per track variable), you could definitely go back to 0.05 and just decrease the positions per track.
As for changing the speed mid-game, I'm not sure how possible it is at the moment, but that's definitely something I will be adding in the next few weeks. However, if you want to just experiment on your own I recommend doing a simple test trigger where the player types "speed x" and it changes the positions per track variable to x. I'm pretty sure that should be fine as long as you leave the positions per track as an odd number between 5 and the train position array value. Hope that helps. Glad to see someone else hacking it already :)
Cool Stuff, Good idea!
I am currently creating a 4v4 map for me and my friends and i included a monorail just for the optics.
As there are currently "only" 4 threads about the monorail i choosed this one to post my question here as it looks like the best thread on this topic :)
I wanted to have my monorail pass cliffs and or other terrain heights. I tried to adjust the height/level of the single rail doodads, but as soon as i place one on a higher ground i cant have the rails fit into each other.
Despite of the view angle, is there any option to adjust the angle of one or more rail tracks? (e.G. start of monorail track is at height level 1 end at height level 2 or 3)
Another way or workaround would also be appreciated. I just want to have my monorail (as a part of a large railroad system with couple of stations) included in my map and it would look so much cooler if it could pass mountains etc (not to speak about tunnels).
@Hegemuffin: You made a very solid system. You should be very proud of yourself. I am very impressed good job!!! ( How long this take for you to get working correctly? )
This gave me a decent idea on a possible game where 2 (or 3 if using starcraft lore) sides of the conflict fights for control of a mine, which uses the train rail system to deliver minerals to their base.
This expands into a idea where player helps out their base by using heroes to take outposts and destroy enemy structures, and capture mines. The mines play a role into providing the base with additional resources, but each side always will have a built in mine inside the base itself (to continue to help out the base if they get outnumbered).
A artifact item system can be used to further help those who are overrun from the opposing team, allowing any hero with the artifact to become even stronger, but only usable while consuming the souls of those on your side that had died. The more worse your team's condition is, the better chance and power a artifact may work out for you. Assuming such artifact is very powerful, they'd probably have to be located near each team's base, and have pillars like the xel'naga watch towers that is able to be controlled and channeled by a team.
@dra6o0n: Yeah this system can fit in alot of mini-game type stuff. You could put this in a mini-game map and use this system probably 5-10 times and make it a different concept.
Even could make it a puzzle.
@dra6o0n: Yeah this system can fit in alot of mini-game type stuff. You could put this in a mini-game map and use this system probably 5-10 times and make it a different concept. Even could make it a puzzle.
Lets see if they can make a Cat Mouse map with this!
Cat & Mouse: Railway
Maybe if designed well, Mice, or smaller cat minions, are able to hitch a ride on the trains to make an escape or sneak attack. Allowing any side to control the Railway system is a fun aspect that allows a player to screw over other players when they decided to hitch a ride (Mice wanting to escape on a train, cat changes the course and brings it over to it).
Hey all. New to the site. I've got a question for the OP. I've got an idea for a map but I have no idea where to start, and your train build is the closest I've found yet. Basically my idea is to have a train setup, where the trains are stretched across the map and appear at random intervals loaded with minerals and gas and slowly cross the map. I made it to building the train but have no idea how to do anything else. Does anyone have any advice? Or maybe point me in the direction of where I might be able to go learn for myself?
P.S
On a total tangent; ArcadeRenegade, where did you get that gif? I'm a huge fan of that series, but I don't recognize that scene. (I own the series, or at least I thought I did. As well as the movie.) I'm now wondering what I'm missing.
You can open up the campaign map by going to the campaign tab when you want to open a map, then check out how blizz made the train for the train hijacking map. Perhaps that could help you out.
I'm not sure whether people still remember this project, but I do seem to get the occasional comment bemoaning my failure to update it. In any case, I've finally returned to it after almost a year and a half and I just wanted to announce that I will be releasing v1.03 at some point in the next few days. This corrects the model issue that seemed to cropped up with later patches, and more importantly I've included the other 8 track pieces as well (with a fairly good parametric motion approximation - a bit tricky as the "slow bend" tracks don't seem to be as nicely describable with trig functions). What that means for you: Any track creatable with the monorail doodads will now be playable in the train system.
Also, since I essentially don't have time to map in any serious fashion, I thought that I'd release an independent set of puzzles based on this system as a sort of minigame. This should be completed fairly soon as well, since most of the difficult coding is already done. Don't worry - there will be a number of added gameplay components to spice things up, but basically I don't intend to embed this in any larger maps for the time being. Of course, others are free to use the train system in their maps, as ever, so long as they give credit. Thanks, and keep an eye out for the update.
Version 2.0 release!
Big updates, guys!
Note: I haven't made a new video for this one, as I think that the original still fairly accurately demonstrates the concept. However, I've added 8 new track pieces so that anything you can do with the monorail doodads you can now do with this system, and mostly importantly you can now have multiple trains (uncapped within reason)! Do check out the map; it's really much improved.
Project Link and Download
And, as before: If you do release a map that makes use of this system or some modified form of it, please credit "The Hegemuffin," and I'd appreciate if you'd let me know about the map so that I can see what you did with it (contact me on this site via PM).
Original video below (no longer accurate representation of current map state):
Looks awesome, I'd love to see how it works trigger-wise.
Hahaha, you don't want to see how it works trigger-wise. But you can! (Did you see the download link?) Anyway, I just made the link bigger for anyone who missed it at the bottom of the video.
@Hegemuffin: Go
Completely missed it, I searched your post for one too xD
Edit yea you're right I regret opening these triggers, I see "Sin" and my brain dies, the one thing I didn't learn in High School Algebra..
Although after looking at the code this is pretty well done, kudos to you sir, I've figured out a few things I can mess with in regards to it that are awesome. I don't think I'll use it in any maps (I'm sure someone will remake Railroad Tycoon with something like this xD) but its still very awesome nonetheless.
Aside from just being a fun stand-alone concept I see this as a perfect addition to a Minigame-style map, as one of the different random one-minute-or-less things to accomplish. Maybe make eight different track set-ups and give each of the players one at random and race to the finish! Good stuff.
@RobbleRobbles: Go
Ooo, that's a great idea! You could even just randomly generate the tracks on the fly - wouldn't be too hard with a little bit of work.
I love how you allow tracks to be switched on the go. I've played too many of these pipe/track games where you are required to setup the route and click "start", which takes the challenge out of it. So much more fun doing it your way! I like it =D
Hi there, great video! I downloaded the map from your project page and it seems like the file there is *edit* NOT an earlier/stripped version of the one you demonstrated.
The thing that interests me the most is how you get the train to run like it does in the video :).
Great works, anyhow!
Haha, yea, I just realized that, despite my meticulous commenting in the Trigger Editor itself, a lot of people are just going to run the map, so I'll upload a version with a load screen that covers all the basics sometime today. Thanks for all the feedback!
Oh since you are still here. Have you tried running the map on bnet? Do you think the infinite loop is going to have any performance impact? Also, is it possible to change the value of the train's speed? I am thinking of giving players the actual ability to accelerate/decelerate.
@Colawaffle: Go
Good call about the performance. I actually have no idea since I only intended it for a single player map myself, but my guess would be that it would be fine since not that much is going on during each loop, and you could always just increase the increment and decrease the positions per track variable to achieve the same effect (albeit slightly choppier). Previously I had the trigger fire at 0.05 and 0.01 second increments, and that was before I added the speed parameter. I only changed it to 0.00 because it could handle it, but with the new speed parameter (positions per track variable), you could definitely go back to 0.05 and just decrease the positions per track.
As for changing the speed mid-game, I'm not sure how possible it is at the moment, but that's definitely something I will be adding in the next few weeks. However, if you want to just experiment on your own I recommend doing a simple test trigger where the player types "speed x" and it changes the positions per track variable to x. I'm pretty sure that should be fine as long as you leave the positions per track as an odd number between 5 and the train position array value. Hope that helps. Glad to see someone else hacking it already :)
Cool Stuff, Good idea! I am currently creating a 4v4 map for me and my friends and i included a monorail just for the optics. As there are currently "only" 4 threads about the monorail i choosed this one to post my question here as it looks like the best thread on this topic :)
I wanted to have my monorail pass cliffs and or other terrain heights. I tried to adjust the height/level of the single rail doodads, but as soon as i place one on a higher ground i cant have the rails fit into each other. Despite of the view angle, is there any option to adjust the angle of one or more rail tracks? (e.G. start of monorail track is at height level 1 end at height level 2 or 3) Another way or workaround would also be appreciated. I just want to have my monorail (as a part of a large railroad system with couple of stations) included in my map and it would look so much cooler if it could pass mountains etc (not to speak about tunnels).
Thanks in advance!
@Hegemuffin: You made a very solid system. You should be very proud of yourself.
I am very impressed good job!!! ( How long this take for you to get working correctly? )
This gave me a decent idea on a possible game where 2 (or 3 if using starcraft lore) sides of the conflict fights for control of a mine, which uses the train rail system to deliver minerals to their base.
This expands into a idea where player helps out their base by using heroes to take outposts and destroy enemy structures, and capture mines. The mines play a role into providing the base with additional resources, but each side always will have a built in mine inside the base itself (to continue to help out the base if they get outnumbered).
A artifact item system can be used to further help those who are overrun from the opposing team, allowing any hero with the artifact to become even stronger, but only usable while consuming the souls of those on your side that had died. The more worse your team's condition is, the better chance and power a artifact may work out for you. Assuming such artifact is very powerful, they'd probably have to be located near each team's base, and have pillars like the xel'naga watch towers that is able to be controlled and channeled by a team.
Just an idea, but it sparks pretty well.
@dra6o0n: Yeah this system can fit in alot of mini-game type stuff. You could put this in a mini-game map and use this system probably 5-10 times and make it a different concept. Even could make it a puzzle.
Lets see if they can make a Cat Mouse map with this! Cat & Mouse: Railway
Maybe if designed well, Mice, or smaller cat minions, are able to hitch a ride on the trains to make an escape or sneak attack. Allowing any side to control the Railway system is a fun aspect that allows a player to screw over other players when they decided to hitch a ride (Mice wanting to escape on a train, cat changes the course and brings it over to it).
i dunno if this is what you did... but you can just make the train a unit with a ground mover and have your triggers order it to move to a position.
Hey all. New to the site. I've got a question for the OP. I've got an idea for a map but I have no idea where to start, and your train build is the closest I've found yet. Basically my idea is to have a train setup, where the trains are stretched across the map and appear at random intervals loaded with minerals and gas and slowly cross the map. I made it to building the train but have no idea how to do anything else. Does anyone have any advice? Or maybe point me in the direction of where I might be able to go learn for myself?
P.S
On a total tangent; ArcadeRenegade, where did you get that gif? I'm a huge fan of that series, but I don't recognize that scene. (I own the series, or at least I thought I did. As well as the movie.) I'm now wondering what I'm missing.
@kickazzgoalie: Go
You can open up the campaign map by going to the campaign tab when you want to open a map, then check out how blizz made the train for the train hijacking map. Perhaps that could help you out.
I'm not sure whether people still remember this project, but I do seem to get the occasional comment bemoaning my failure to update it. In any case, I've finally returned to it after almost a year and a half and I just wanted to announce that I will be releasing v1.03 at some point in the next few days. This corrects the model issue that seemed to cropped up with later patches, and more importantly I've included the other 8 track pieces as well (with a fairly good parametric motion approximation - a bit tricky as the "slow bend" tracks don't seem to be as nicely describable with trig functions). What that means for you: Any track creatable with the monorail doodads will now be playable in the train system.
Also, since I essentially don't have time to map in any serious fashion, I thought that I'd release an independent set of puzzles based on this system as a sort of minigame. This should be completed fairly soon as well, since most of the difficult coding is already done. Don't worry - there will be a number of added gameplay components to spice things up, but basically I don't intend to embed this in any larger maps for the time being. Of course, others are free to use the train system in their maps, as ever, so long as they give credit. Thanks, and keep an eye out for the update.
-The Hegemuffin