So im thinking about making a map based on the werewolf game (aka mafia). Basically the the idea is that there are about 11 players that are playing the villagers. Two of this villagers are actually werewolves, but no one knows who the werewolves are (other then ther weres themselves). So the game have two phases - day and night. At night the werewolves secretly kill one villager, and at day the villagers talk and try to figure out who the wereloves are, then they vote and lynch the person who got the most votes. this is continued until one side (wolves or villagers) kills all the players on the other side.
this are the basics but u can add a lot of additional roles like a seer that can, once a day, check to see if a chosen player is a werewolf (but have no way of proving this to the other players).
Do you think this idea is worth implementing? you think ppl will play this? or should i try to adjust it to the starcraft atmosphere and add more real-time aspects to the game?
there was this mod i used to play where your statistics were saved to bnet i think. maybe if u look at it's code u can see how they done it.
its called wgx nagrand arena http://www.sc2mapster.com/maps/wgx-nagrand/ and its the best mod ever..
edit: it seems like there is no download link at their page.. are the maps i play saved to my computer? maybe ill give it a look
@BrotherLaz: Go
lol i acctually thought a czech hedgehog is an animal for a moment :p
well i have an idea about how to check whether a path is completely blocked or not. its kinda lame though so i guess other ppl can provide better answers. this is my idea anyway: whenever you order a unit to move somewhere, create an invisible (no model) unit at that location with infinite speed that cant attack and tell it to move to the target location. then wait 0.1 seconds and check if it have arrived. if a path exists then it should be there. if its not arrived the path is blocked. then destroy that unit.
actually there are pretty nice sky-boxes built-in at each map.. the problem is a bug in the editor - if you lower the view distance (and u must do that to get decent frame rates at first person view) then the sky disappear since they are far.. using a custom built sky will probably cause the same problem..
you can use 'set unit height' and 'get ground height at (poistion of unit)'(aka get height AT point)
set unit height puts ur unit at a chosen height relative to the ground, so lets say u want it always at height 11, then set the height to 11-ground height. of course u must update the height all the time using triggers (either loop or timer)
i think it should work
mmmm.. when u set it on, set the ground mover upgrade to 0 and the reaper mover upgrade to 1 and when u want to change it back change the reaper upgrade back to 0 and the ground back to 1.
i think that u must first set one to 0 and than the other to 1 in order for it to really work
yeah
and also remember that changing the mover type isnt enough, u need to add the behavior 'reaper jump' to the unit, but there is already an action for this so it should be easy
i had the same problem too.. i found a way around it, the problem is that it works only if any player can have only one unit of that type at each moment..
basically what i've done is to create 2 upgrade, one that changes this unit mover to 'air' (or cliff jumper in ur case) and one to change it to ground, and using triggers i could change the unit mover as i wanted by addind\removing those upgrades..
dont know if this helps..
when making a function, is there any way to pass it an array as parameter? and is there any way to have the function return an array? maybe even with custom scripts?
and about custom scripts.. is the editor supports them at the moment? it seems like it acts really weird when i try to integrate custom scripts with my triggers..
i think this is because the field 'Target - Location Offset - Start - Value' is set to 'Source Unit' and not to 'Target unit'. i think this is what causes the line of damage to emerge from the hellion but im not quite sure..
another thing that confuses me is that the last hit takes place at distance 6.5 and not 6. is it because of the hellion's radius? and why all hits are at intervals of 0.25 except the last one where it jump from 6 to 6.5? the radius of the splash is only 0.15 so is there a dead spot just before the end of the fire where units dont get hit? seems strange :P
well the way they made the hellion work is pretty stupid. it actually shoots a lot (25) of little shots along the line of the fire, and each of this shots is a tiny 360-degree regular splash..
if u check the data editor u can see that the hellion's weapon's effect is to call 'Hellion - battle canon(persistent)'. and what this persistent does is to first call 'Hellion - battle canon(damage)' (thats under 'Effect - initial') - this will make the unit u targeted take the damage.
after that, under the 'Effect - Periodic Effect' it calls the the 'Hellion - battle canon(search)' to do splash damage. now look at 'Effect - Periodic offset', it have 25 values that represents the places where the splash damage will occur. all this values represent the line from the hellio. the 'Effect - periodic count' is set to 25 so that all 25 locations of splash will be called and thats pretty much it..
a bit confusing but ask if something isnt clear.
just remember to consider the facing of the unit so it will keep moving in the direction it is facing..
the action should be something like: "Order Unit to (Move targeting relative point near (Position of Unit)" and in the angle choose "towards (Facing of Unit)" where Unit is a variable that points to your unit
i really think that what causes my problem is that when looking to the horizon you can see almost the entire map..
and i update the camera every 0.01 seconds, but when the camera is just looking down at my unit the fps is about 200. only when looking forward it drops below 30 so i dont think it is the camera updates that cause the frame rate to drop, but just that the game need to render the entire map.
in ur game when you look down you frame rate keeps being low?
so i'm having a problem with the FPS of my FPS :P
i made a map with a third person view, and it seems like whenever the camera looks towards the horizon the frame rate just drops..
i can fix this by lowering the "distance - far clip" property of my camera but the result is plain ugly.
i know that real fps games will use lower resolution textures and models for objects far away so that the frame rate will be decent even when looking far.. is such a thing possible in the editor? or maybe other method to improve frame rate? or is sc2editor just not suitable for first person mods?
0
So im thinking about making a map based on the werewolf game (aka mafia). Basically the the idea is that there are about 11 players that are playing the villagers. Two of this villagers are actually werewolves, but no one knows who the werewolves are (other then ther weres themselves). So the game have two phases - day and night. At night the werewolves secretly kill one villager, and at day the villagers talk and try to figure out who the wereloves are, then they vote and lynch the person who got the most votes. this is continued until one side (wolves or villagers) kills all the players on the other side. this are the basics but u can add a lot of additional roles like a seer that can, once a day, check to see if a chosen player is a werewolf (but have no way of proving this to the other players).
Do you think this idea is worth implementing? you think ppl will play this? or should i try to adjust it to the starcraft atmosphere and add more real-time aspects to the game?
0
there was this mod i used to play where your statistics were saved to bnet i think. maybe if u look at it's code u can see how they done it. its called wgx nagrand arena http://www.sc2mapster.com/maps/wgx-nagrand/ and its the best mod ever..
edit: it seems like there is no download link at their page.. are the maps i play saved to my computer? maybe ill give it a look
0
i answered a similar question to someone here: http://forums.sc2mapster.com/development/map-development/3671-change-mover-type/ i think it should help
0
@BrotherLaz: Go lol i acctually thought a czech hedgehog is an animal for a moment :p
well i have an idea about how to check whether a path is completely blocked or not. its kinda lame though so i guess other ppl can provide better answers. this is my idea anyway: whenever you order a unit to move somewhere, create an invisible (no model) unit at that location with infinite speed that cant attack and tell it to move to the target location. then wait 0.1 seconds and check if it have arrived. if a path exists then it should be there. if its not arrived the path is blocked. then destroy that unit.
0
actually there are pretty nice sky-boxes built-in at each map.. the problem is a bug in the editor - if you lower the view distance (and u must do that to get decent frame rates at first person view) then the sky disappear since they are far.. using a custom built sky will probably cause the same problem..
0
you can use 'set unit height' and 'get ground height at (poistion of unit)'(aka get height AT point) set unit height puts ur unit at a chosen height relative to the ground, so lets say u want it always at height 11, then set the height to 11-ground height. of course u must update the height all the time using triggers (either loop or timer) i think it should work
0
@MrZ3r0: Go
mmmm.. when u set it on, set the ground mover upgrade to 0 and the reaper mover upgrade to 1 and when u want to change it back change the reaper upgrade back to 0 and the ground back to 1. i think that u must first set one to 0 and than the other to 1 in order for it to really work
0
yeah and also remember that changing the mover type isnt enough, u need to add the behavior 'reaper jump' to the unit, but there is already an action for this so it should be easy
0
@MrZ3r0: Go
i had the same problem too.. i found a way around it, the problem is that it works only if any player can have only one unit of that type at each moment.. basically what i've done is to create 2 upgrade, one that changes this unit mover to 'air' (or cliff jumper in ur case) and one to change it to ground, and using triggers i could change the unit mover as i wanted by addind\removing those upgrades.. dont know if this helps..
0
when making a function, is there any way to pass it an array as parameter? and is there any way to have the function return an array? maybe even with custom scripts?
and about custom scripts.. is the editor supports them at the moment? it seems like it acts really weird when i try to integrate custom scripts with my triggers..
0
@puritysdisciple: Go
i think this is because the field 'Target - Location Offset - Start - Value' is set to 'Source Unit' and not to 'Target unit'. i think this is what causes the line of damage to emerge from the hellion but im not quite sure.. another thing that confuses me is that the last hit takes place at distance 6.5 and not 6. is it because of the hellion's radius? and why all hits are at intervals of 0.25 except the last one where it jump from 6 to 6.5? the radius of the splash is only 0.15 so is there a dead spot just before the end of the fire where units dont get hit? seems strange :P
0
well the way they made the hellion work is pretty stupid. it actually shoots a lot (25) of little shots along the line of the fire, and each of this shots is a tiny 360-degree regular splash.. if u check the data editor u can see that the hellion's weapon's effect is to call 'Hellion - battle canon(persistent)'. and what this persistent does is to first call 'Hellion - battle canon(damage)' (thats under 'Effect - initial') - this will make the unit u targeted take the damage. after that, under the 'Effect - Periodic Effect' it calls the the 'Hellion - battle canon(search)' to do splash damage. now look at 'Effect - Periodic offset', it have 25 values that represents the places where the splash damage will occur. all this values represent the line from the hellio. the 'Effect - periodic count' is set to 25 so that all 25 locations of splash will be called and thats pretty much it.. a bit confusing but ask if something isnt clear.
0
just remember to consider the facing of the unit so it will keep moving in the direction it is facing.. the action should be something like: "Order Unit to (Move targeting relative point near (Position of Unit)" and in the angle choose "towards (Facing of Unit)" where Unit is a variable that points to your unit
0
@ShadowLightX: Go
i really think that what causes my problem is that when looking to the horizon you can see almost the entire map.. and i update the camera every 0.01 seconds, but when the camera is just looking down at my unit the fps is about 200. only when looking forward it drops below 30 so i dont think it is the camera updates that cause the frame rate to drop, but just that the game need to render the entire map. in ur game when you look down you frame rate keeps being low?
@Mokse: Go
i just tried disabling my camera movement. but even when my camera is static (still looking to the horizon though) my frame rate goes below 30..
UPDATE: take a look at this vid: it seems like far away objects are not fully rendered there and have a fog-like effect. any idea how they did this?
0
so i'm having a problem with the FPS of my FPS :P i made a map with a third person view, and it seems like whenever the camera looks towards the horizon the frame rate just drops.. i can fix this by lowering the "distance - far clip" property of my camera but the result is plain ugly. i know that real fps games will use lower resolution textures and models for objects far away so that the frame rate will be decent even when looking far.. is such a thing possible in the editor? or maybe other method to improve frame rate? or is sc2editor just not suitable for first person mods?