It's not like a regular TD, I don't believe you can create an enclosure without seriously compromising the effectiveness of your maze. Since creeps are constantly being sent by a human player and not set by waves, enclosing any creeps wouldn't do that much good.
This is cool... i'm not sure that i would replace my current anti-block with this one but it's nice to know that there is a mathematical way to do it. How do you get your min/max x coords btw. I don't think you can get that info with triggers, you need to have a table of sizes for each building.
The way I did anti-block was pretty simple, detect if units are idle and if so, give them weapons for a short period of time. It works great!
Also... I'm gonna own some newbs at line tower D. I never mastered the end-game but I always end up as 1st or 2nd.
I used another easy way to do anti block for my map.
There is a funtion for the pathingcost between 2 points and a funktion that returns if pathing between tow points is posible.
Depending on the structure of your map you can use one or also both funktions to do it.
Seven, it's all about speed. I'm sure you can time these functions separately. Also, I don't think he was being an ass. There is a function that can do that for you so I think it'll be faster than the algorithm you use now.
i also made an LTW in wc3. (line tower wars - evolution)
it also has got an anti-block system and the funny thing is, that it works nearly the same as yours.
(perhaps this is the only way to do it)
what i would like to see in your map is that you make MANY game modes and functions to change the gameplay as you want.
that is something i did in my ltw - but with the new cool dialogs in sc2 you can make it MUCH better! ;-)
Now we working on units with auras, on a new system for the elementals towers ....
Come on facebook join us : " Line Tower Wars "
Personnaly I think that we must work all together on the same map !! Beacause there will be too different versions... I can let my map for an other ... But I want that we work together hand on the hand !
Because we can have a several avantage : I'm french so with the jet lag we can work 24h/24H
I wait your reply for more informations.
I give to you my msn : [email protected] , my gmail : [email protected] , my account SC2 : ID :Alrik Code : 614
(sorry if my english is very bad ...)
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doop de doop
I'm really interested in your anti blocking system. How does it work? Did you recode a shortest path algorithm on your own?
doop de doop
doop de doop
Always liked Line Tower wars :D One thing that does bother me is:
In your version of anti block system, you would be able to enclose creatures as long as the main path is clear.
@killay: Go
It's not like a regular TD, I don't believe you can create an enclosure without seriously compromising the effectiveness of your maze. Since creeps are constantly being sent by a human player and not set by waves, enclosing any creeps wouldn't do that much good.
Nice system. I'm just starting to get how it works. Would like a demo for reverse engineering rather than tutorial since I'm a bad listener.
Doop de doop.
AI Pathing Unit Cost (function). Returns -1 if it's impossible for the parameter unit to reach the parameter target.
Yeah...
This is cool... i'm not sure that i would replace my current anti-block with this one but it's nice to know that there is a mathematical way to do it. How do you get your min/max x coords btw. I don't think you can get that info with triggers, you need to have a table of sizes for each building.
The way I did anti-block was pretty simple, detect if units are idle and if so, give them weapons for a short period of time. It works great!
Also... I'm gonna own some newbs at line tower D. I never mastered the end-game but I always end up as 1st or 2nd.
I used another easy way to do anti block for my map. There is a funtion for the pathingcost between 2 points and a funktion that returns if pathing between tow points is posible. Depending on the structure of your map you can use one or also both funktions to do it.
Doop de doop.
Pender explained it in this thread:
-> http://www.thehelper.net/forums/showthread.php?p=717370#post717370
Doop de doop.
I working too on a LTW, but we are with the original creator ;) so good work and LTW coming soon :
http://www.linetowerwars.com/
@Alrik21: Go
Its always nice to see different versions and ideas on a linetowerwars map :) So good luck to both of you and the rest that follows!
Regards
@DarkRevenantX: Go
Heh.
@Sevenation: Go
Seven, it's all about speed. I'm sure you can time these functions separately. Also, I don't think he was being an ass. There is a function that can do that for you so I think it'll be faster than the algorithm you use now.
hiho,
i also made an LTW in wc3. (line tower wars - evolution) it also has got an anti-block system and the funny thing is, that it works nearly the same as yours. (perhaps this is the only way to do it)
what i would like to see in your map is that you make MANY game modes and functions to change the gameplay as you want. that is something i did in my ltw - but with the new cool dialogs in sc2 you can make it MUCH better! ;-)
Robbepop
Quote from killay:
@Alrik21: Go
Its always nice to see different versions and ideas on a linetowerwars map :) So good luck to both of you and the rest that follows!
Regards
——
me !! :-)
I started mine two nights ago lol!
( I changed up the income system, to have some different features )
Now we working on units with auras, on a new system for the elementals towers ....
Come on facebook join us : " Line Tower Wars "
Personnaly I think that we must work all together on the same map !! Beacause there will be too different versions... I can let my map for an other ... But I want that we work together hand on the hand ! Because we can have a several avantage : I'm french so with the jet lag we can work 24h/24H
I wait your reply for more informations. I give to you my msn : [email protected] , my gmail : [email protected] , my account SC2 : ID :Alrik Code : 614
(sorry if my english is very bad ...)