Hiya! I need yall trigger folk help with a small proof of concept map what i have in mind is this multiplayer map and all the players spawn as civilians in some sort of scary installation and most be close to other players to not loose their sanity but one player is a zombie but doesnt see this himself, so i will try some up the things need doing and hopefully some nice soul out there might offer some help:
Spawn system: You spawn in outhouses and preferrebly they play their little opening animation when you do so. Done.
Line of sight: Your line of sight should be either very limited or light based. Done.
Zombie: The player that is a zombie should not be able to see this himself. Preferrebly a infested terran (campaign) with some sort of contamitation/irridiation cloud around him that damages nearby civilians.
Health and Sanity: Two seperate bars, one for Sanity that decreases as long as you dont stick together with other people and are in bad lighting Done. The other one for Health that decreases when you are close to the zombie death cloud of doom.
More zombieness: When a zombie dies one random civilian will turn into one.
And thats pretty much it unless i forgot about something then just say so below.
Edit: If you're confused see last post made by me for hopefully some clarification.
Well the only point of doing this is to make a very, very hectic map; civilians and zombies trying to find eachother, civilians fleeing from zombies... Well it doesn't sound very hectic but thats the point anyway.
I'm a little confused- are you asking for HOW to do these? I would definitely do sanity via triggers instead of data. Have a variable called sanity with array size 15, and control it with the modify variable trigger to add or subtract sanity.
As for the span system, just use create unit at point and set the point to your desired spawn location. Then you can use send actor message to unit to make your unit play some sort of animation.
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Feel free to Send me a PM if you have any questions/concerns!
Okay will try that. Sorry for the confusion around what help i'm asking for. I'm asking for any kind of help i can get from you, either if you have time to do it for me or you can just describe how and what i should do.
If there are any more doubts don't feel compelled to ask.
Like said many times before i do not claim to know anything about data and triggers but can't i just for the Sanity bar have a decreasing energy bar and a ability or trigger that kills the unit when it reaches zero and a aura around each civilian that stops the decrease of energy on other units then itself in a certain radius?
Thought i would revive this thread now that my break is starting :) So here's what i want to accomplish: None of the players actually see eachother they're all cloaked/burrowed but uses the normal civie model because that way there will be no healthbars other then your own, so what do i need to do?
Edit: And still: "Can't i just for the Sanity bar have a decreasing energy bar and a ability or trigger that kills the unit when it reaches zero and a aura around each civilian that stops the decrease of energy on other units then itself in a certain radius?"
None of the players actually see eachother they're all cloaked/burrowed but uses the normal civie model because that way there will be no healthbars other then your own
You don't need to do that. You can hide the health bar for the other unit in its actor.
Yup, you can do that. Set your units energy regeneration to -1 (or however fast you want it to decrease) and set its max and starting energy.
Create a behavior of type buff and let's call it "Sane" (Don't forget to press "Suggest" every time you create a new object in data so that it gets a logical ID instead of "UnknownBehavior" or so). Open Modifications+, go to unit, scroll down, increase energy regen by 1 (Or more if you want to increase energy and not just stop the decrease.), and set it's duration to 0.6 seconds
Create an effect of type "Apply Behavior", and call it "Sane" as well and press suggest again. The behavior applied should by default be Sane (Since the effect and behavior share the same ID) , but if it isn't, change the behavior field to the previously create behavior.
Now create an effect of type search area. Open Areas+, and add a new value (press the green X), and set the radius to what you want and the effect to the Apply Behavior you created before.Then close it and set the target filters to what you want (they're straightforward)
Open "Exclude+" and add a new value, by default it should be caster, so leave it at that and press ok
Now create another Buff behavior. Set it's duration to -1, it's periodic effect to the search area you just created, and it's period to 0.5. Add that behavior to your units (In the data editor, go to "Units", find the unit, and there's a "Behaviors" field).
To make the unit die when out of energy, set it's final effect to "Timed Life Fate", and the "Validator (Remove)" to "Has Energy" (What this does is that the behavior checks the validator pretty much constantly. If it fails (In this case, no energy), the behavior removes itself. The Final effect is triggered when the behavior is removed in any way whatsoever, and in this case it's Timed Life Fate. I'm guessing you know what the fate of timed life units is.)
As BasharTeg said, you can hide health bars for any unit. You can also change their color if you want to (Also works for energy and shield bars)
Wow, that worked like a charm (Don't take that wrong i had full confidence in you... <.< ) Thanks a bunch.
The idea behind the lifebars is also that you can't select any other unit too so there will be no differences between "hallucinations" and real people another thing is that as zombie you will see yourself as a normal civilian but the others will see a half rotten nightmare, so any ideas?
Not sure whether making units appear different to players is possible, but some people were messing around with it. I think I remember someone making a tutorial or so, dunno the limitations though. Search for changeling related stuff on the forum.
Hiya! I need yall trigger folk help with a small proof of concept map what i have in mind is this multiplayer map and all the players spawn as civilians in some sort of scary installation and most be close to other players to not loose their sanity but one player is a zombie but doesnt see this himself, so i will try some up the things need doing and hopefully some nice soul out there might offer some help:
Spawn system: You spawn in outhouses and preferrebly they play their little opening animation when you do so.Done.Line of sight: Your line of sight should be either very limited or light based.Done.one for Sanity that decreases as long as you dont stick together with other people and are in bad lightingDone. The other one for Health that decreases when you are close to the zombie death cloud of doom.And thats pretty much it unless i forgot about something then just say so below.
Edit: If you're confused see last post made by me for hopefully some clarification.
@SheogorathSC: Take a look at the hundreds of maps that use variants of this concept ;-)
The sanity bar is a new concept :).
Ask more specific questions regarding what you need help with, and we'll help.
@StragusMapster: Go
Well i need help with everything on that list i don't know how i can be more accurate.
@SoulFilcher: Go
Well the only point of doing this is to make a very, very hectic map; civilians and zombies trying to find eachother, civilians fleeing from zombies... Well it doesn't sound very hectic but thats the point anyway.
@SheogorathSC: Go
I'm a little confused- are you asking for HOW to do these? I would definitely do sanity via triggers instead of data. Have a variable called sanity with array size 15, and control it with the modify variable trigger to add or subtract sanity.
As for the span system, just use create unit at point and set the point to your desired spawn location. Then you can use send actor message to unit to make your unit play some sort of animation.
@zeldarules28: Go
Okay will try that. Sorry for the confusion around what help i'm asking for. I'm asking for any kind of help i can get from you, either if you have time to do it for me or you can just describe how and what i should do.
If there are any more doubts don't feel compelled to ask.
@zeldarules28: Go
Like said many times before i do not claim to know anything about data and triggers but can't i just for the Sanity bar have a decreasing energy bar and a ability or trigger that kills the unit when it reaches zero and a aura around each civilian that stops the decrease of energy on other units then itself in a certain radius?
Parasite and the progeny maps have been done so may times they have lost interest.
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
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
I'm not doing this because i think it'll get very popular i'm doing this as a fun way of learning and like said just as a proof of concept.
@zeldarules28: Go
Spawn system is working fine exept the animation. Gonna need some more help with that.
@SheogorathSC:
Send me a PM with the map attached, explain in detail what you need for the animation.
Don't let the naysayers discourage you! The deception/survival genre is going to be HUGE. HUGE I TELL YOU. *laughs maniacally*
Thought i would revive this thread now that my break is starting :) So here's what i want to accomplish: None of the players actually see eachother they're all cloaked/burrowed but uses the normal civie model because that way there will be no healthbars other then your own, so what do i need to do?
Edit: And still: "Can't i just for the Sanity bar have a decreasing energy bar and a ability or trigger that kills the unit when it reaches zero and a aura around each civilian that stops the decrease of energy on other units then itself in a certain radius?"
@SheogorathSC: Go I believe using energy will make things easier.
You don't need to do that. You can hide the health bar for the other unit in its actor.
@SheogorathSC: Go
Yup, you can do that. Set your units energy regeneration to -1 (or however fast you want it to decrease) and set its max and starting energy.
Create a behavior of type buff and let's call it "Sane" (Don't forget to press "Suggest" every time you create a new object in data so that it gets a logical ID instead of "UnknownBehavior" or so). Open Modifications+, go to unit, scroll down, increase energy regen by 1 (Or more if you want to increase energy and not just stop the decrease.), and set it's duration to 0.6 seconds
Create an effect of type "Apply Behavior", and call it "Sane" as well and press suggest again. The behavior applied should by default be Sane (Since the effect and behavior share the same ID) , but if it isn't, change the behavior field to the previously create behavior.
Now create an effect of type search area. Open Areas+, and add a new value (press the green X), and set the radius to what you want and the effect to the Apply Behavior you created before.Then close it and set the target filters to what you want (they're straightforward) Open "Exclude+" and add a new value, by default it should be caster, so leave it at that and press ok
Now create another Buff behavior. Set it's duration to -1, it's periodic effect to the search area you just created, and it's period to 0.5. Add that behavior to your units (In the data editor, go to "Units", find the unit, and there's a "Behaviors" field). To make the unit die when out of energy, set it's final effect to "Timed Life Fate", and the "Validator (Remove)" to "Has Energy" (What this does is that the behavior checks the validator pretty much constantly. If it fails (In this case, no energy), the behavior removes itself. The Final effect is triggered when the behavior is removed in any way whatsoever, and in this case it's Timed Life Fate. I'm guessing you know what the fate of timed life units is.)
As BasharTeg said, you can hide health bars for any unit. You can also change their color if you want to (Also works for energy and shield bars)
@TheAlmaity: Go
Wow, that worked like a charm (Don't take that wrong i had full confidence in you... <.< ) Thanks a bunch.
The idea behind the lifebars is also that you can't select any other unit too so there will be no differences between "hallucinations" and real people another thing is that as zombie you will see yourself as a normal civilian but the others will see a half rotten nightmare, so any ideas?
Not sure whether making units appear different to players is possible, but some people were messing around with it. I think I remember someone making a tutorial or so, dunno the limitations though. Search for changeling related stuff on the forum.
You may be interested in a concept called "phasing." I'm not sure if it actually works since I haven't used it myself, but it might be worth a look.
http://www.sc2mapster.com/forums/resources/project-workplace/27296-gax3-star-craft-ii-editor-enchant-mod-mod-download/#p13
@BasharTeg: Go
Hmm... i added it to my map but it seems overly complicated.
I'm thinking about the roach and infestor, what makes them appear diffrent when moving underground and can i apply that somehow?