• 0

    posted a message on Squad based CTF recruiting team members.
    • Regarding the attached picture*

    Not sure if you have a leaderboard or anything, but if you want to replace the unit picture it wouldnt be too bad of an idea to stick a scoreboard there showing flag possession, score, and a few other things.

    Posted in: Team Recruitment
  • 0

    posted a message on [Official Thread] LifeWatch (Open Zombie "Survival" RPG)
    Quote from s3rius: Go

    @Silentforce09: Go

    Uhm, so I guess you'll fight rather few zombies at once? It'd be painful to click every damn zombie when there's hundreds of them infront of you.

    Actually, after a few more times playing i kinda get irritated also, so i fixed it to where you can attack move but you wont auto engage or attack after damage

    Posted in: Project Workplace
  • 0

    posted a message on [Official Thread] LifeWatch (Open Zombie "Survival" RPG)
    Quote from s3rius: Go

    @Silentforce09: Go

    Uhm, so I guess you'll fight rather few zombies at once? It'd be painful to click every damn zombie when there's hundreds of them infront of you.

    Kinda, were trying to be a bit different than the standard 500 zombies on screen at once and auto shoot that everyone else is doing. Our has a bit more of a tactical approach to the combat system, instead of auto attacking and sitting still throwing your grenade when it comes off cooldown. Theres going to be a decent number of abilities the player can spec into so there is more focus on a actual RPG element rather than "my gun shoots faster than they move". But yea there wont be a scare amount of them but there will be enough to make you panic, were still working out the medium on the numbers and placement

    Posted in: Project Workplace
  • 0

    posted a message on [Official Thread] LifeWatch (Open Zombie "Survival" RPG)

    Story

    Set around the year 3025, the world as we known is all but gone. A disease known as Mortuus Ambulus infected sentient life on Earth causing the infected to die and then rise again with basic animal instincts of survival. Every major power house of the world went to war, but later seized and every country created a universal patrol force to monitor actions of their nation. In the ashes of civilization The Allied Keeper Task Force was organized to help round up civilian survivors. The civilians that were under the protection of the AKTF soon were armed with Class 3 Powered Battle Uniforms (PBU) to do simple missions and ultimately find a cure. It is the player’s role to work with friends and fight the “Risen”. Going through an intense story line that will keep you guessing while still having the ability to customize your character with an open RPG experience will keep you entertained for hours on end. With moderation of course :D

    Features

    Highly customizable equipment system.

    • 10 Equipment Slots.
    • Weapon, Weapon Attachments, Ammo, Armor, Armor Attachments, Accessory's.
    • Different equipment setups allow for many playing styles.
    • 100's of different items allow for variation of equipment from other players.
    • Different armor types allow for different weapon options ( Demolitions PBU for grenade launchers, Scout PBU for snipers).
    • Weapon types: Assault Rifle, Shotgun, Submachine Gun, Flamethrower, Grenade Launcher, Sniper Rifle.
    • Many accessories that change play-style and tactics ( RotoTech Hydraulic System grants faster run speed for scouting, Titan Plating increases armor for a heavy combat build).
    • Higher level armors change the way characters look to increase the feel of being a higher level.

    Quests

    • Many different quests and paths to follow to avoid the horror of grinding or the whole game following the same quest line.
    • Certain paths grant different types of rewards Ex: A path branches off to either helping the forts medic or engineer, medic gives life regen accessory made from his research you helped with. Engineer gives a physical barrier accessory that grants a recharging shield through the salvaged parts you found.
    • Quest progress WILL travel through saved games. No more losing your place in a quest line and restarting over.

    Combat

    • Players can attack move but will not auto engage or attack after being damaged.
    • Many types of scripted enemy's allows for a interesting battle rather than being auto attacked the whole game.
    • Use of barricades, turrets, explosives, built contraptions, enviromental advantages to combat the Risen.

    Skills

    • Specialization / Ability Tree
    • Able to respec during the game so no more remaking characters needed.
    • One unit class but is customized by Specializations and equipment builds.
    • Two free respecs. Any after requires quest completion and will cost biomass.
    • 3 Core Trees. Combat, Engineering, Medical. Each with its own perks and abilites. Ex: Combat allows players to delve deep into high end weapons and armors, Engineering allows building of turrets, barricades and gadgets, Medical gives access to skills that increase combat ability aswell as weapons that is designed from research to go straight for weakspots.

    Map

    • Ranges from a AKTF base set up deep in a forest to country side towns with makeshift blockades to full blown hot zones inside cites with solid fortification and ongoing battles.
    • There will be a Save/Load feature that will store all inventory, experience, quests, and currency.

    Sneak Peeks

    :Items:

    E2 Illumination Orb - Serves as a flashlight for the player, increasing sight radius. High level models increase by more.

    Hydra R-5 Physical Barrier - Electrically charges the surrounding air near the units creating a recharing shield of atoms to block incoming damage. (Grants unit a shield)

    Nova R-E Static Compressor - Compresses the static field from a units physical barrier making it harder to penetrate. (Increase shield armor)

    We have alot of plans for this map and are putting alot of thought into the storyline, quests, and systems. Right now we have been working on this for about 3 weeks and have had alot of progression. Currently we are still in the alpha stage with only the starting area complete and a few systems are still in the making. Here are a few pictures to show what we have so far and to give everyone something to look forward to. Also..... Whenever blizzard decides to fix the input lag there will be a custom UI system implemented along with a third person shooter aspect. Right now we are sticking with the Game UI to prevent aggravation while playing.
    Once we get a bit further into finishing the systems and polishing them we will release a gameplay video of the starting area so just keep checking back with us :D

    Starting Base

    (Our plans so far with the progression of PBU's. may change later though, still have mixed feelings on the engineer one

    Posted in: Project Workplace
  • 0

    posted a message on Adding Experience To Units

    @zeldarules28: Go

    Yea but then you can only add exp in increments of 100 cant you?

    Posted in: Triggers
  • 0

    posted a message on Adding Experience To Units

    This may have already been done, tried looking for someone else who has did it this way but i haven't really seen it. Also this may not be the most efficient way either... Just something im doing in my map unless it starts giving me problems.

    ANYWAY Instead of having to deal with set experience gains or loses through premade effects of 10 or so i done it this way.

    Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Triggering player) matching Required: Heroic; Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)

    Actions

    Variable - Set Picked Hero = (Picked unit)

    Bank - Store unit (Picked unit) as "Player Hero" of section "Hero" in bank Player Banks[(Triggering player)]

    Bank - Store real (Total experience of (Picked unit)) as "HeroExp" of section "Hero" in bank (Last opened bank)

    Bank - Save bank Player Banks[(Triggering player)]

    This will convert its total exp. to a real number and store that number in the bank.

    Variable - Set Hero Exp[(Triggering player)] = (Load "HeroExp" of section "Hero" from bank (Last opened bank) as real value)

    General - For each real Hero Exp[(Triggering player)] from 1.0 to Hero Exp[(Triggering player)] with increment 1.0, do (Actions)

    Actions

    Environment - Execute Heroexp on (Last restored unit) from player (Triggering player)

    The bottom code is the load feature. The way i have this is to do the loop for each 1 exp point that is loaded from the bank. Ex: The save code converts and saves 37 exp to the bank. The load then retrieves it and does the loop 37 times because the increment is set to 1... I made the effect Heroexp to where it adds only 1 exp. so it will trigger it 37 times therefore giving the exact amount of exp back to the unit.

    Im somewhat new to coding on starcraft... I have exp with warcraft but sc2 is just...retarded.. if this is a thing everyone does and doesnt need explaining my bad.. just thought of it and figured it might would help a few people...

    Posted in: Triggers
  • To post a comment, please or register a new account.