I'm glad i started a discussion here, but like some others here have already said - I'd not call SC2 a perfect RTS game. I'd call it standard - it delivers what should be delivered, and the crew behind it balances what must be balanced - that's the basic idea. Of course there's the story behind it as well, and the idea behind it is good as hell. But still, it's standard because nothing really new has been added to the RTS genre with SC2, it's just been perfected.
EA messed up C&C 4, but what I'm hoping for is that they get the IDEA behind it right, because IMO, any idea that's good just needs balancing and adding on to become great. If you've got a bad idea, like the one behind C&C 4 was (because god forgive me, that's the worst game I've ever played, seen from a relative perspective), then you're screwed.
I set turret turn rate to 1000000 (highest value) but that didn't work. I guess it's the backswing then. Haven't tried Ahli's solution yet - that might be the answer too
I've got a photon cannon surrounded by zerglings. It has a weapon with the period of 0.1, and it kills the zerglings in one shot. It should ideally be able to kill 10 zerglings in 1 second. It can't, because there's a delay between shooting one zergling and shooting the next. That delay I want removed.
I've been wondering if there's any way of removing the delay that is between attacks on multiple units? Say, if I had a structure that shot ever 0.1 seconds - there's a relatively long delay between it kills one unit and moves on to killing the next. Is this set in the turret or the weapon, or is the scan function simply not fast enough?
It's such a big map to create - I don't think anyone here has the nerve to do it. I've been thinking about it - but you definetly need a team to do it I guess.
What I'm struggling with at the moment is to make the psi disruptor first finish a loop and then stop the animation through actor events. So that it etracts, fires, retracts and then stops (if there are no more units - in case of multiple units it would just start again, looping the animation).
The events I've set up looks something like this (I don't have access to them right now)
Event:
Unitbirth
Action:
Stop animation bracket
____
Event:
Weapon start
Action:
Start animation bracket
_____
Event:
Weapon stop
Action:
Stop animation bracket
____
But this makes it stop in the middle of the animation - I'd like it to finish the loop
Maybe you could make the weapon have the same length as the animation? But is this possible without fiddling with 'period'?
I've been working for some time on a project that basically is a remake of Wintermaul Wars, a pretty popular map in WC3. I know that the custom map system has been overwhelmed by TD's, but I simply couldn't find any decent TW (tower wars) out there. Therefore I started creating the map. Only thing left is the turrets - but while doing them I started thinking (Yes... I thought):
What would be the most popular map do you think? A LTW kind of map (Line tower Wars, another map from WC3, where you basically send to the player in the line next to you - any leaks will be sent to the player in the line next to you), or a WMW type of map that's more focused on teamwork?
It would be great if I got some feedback from someone who knew these maps, and who know what type would be 'in' right now.
And do you guys know if there've been made a map like Line Tower Wars yet?
I've been trying to modify the 'Psi Disruptor' so that it only played its animation when attacking. I failed :(
How do I do this? I want the unit to be completely still until it attacks. That is, make it 'smash down' when it's starting its attack. Is this even possible, or is it the model itself that is playing like this?
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I'm glad i started a discussion here, but like some others here have already said - I'd not call SC2 a perfect RTS game. I'd call it standard - it delivers what should be delivered, and the crew behind it balances what must be balanced - that's the basic idea. Of course there's the story behind it as well, and the idea behind it is good as hell. But still, it's standard because nothing really new has been added to the RTS genre with SC2, it's just been perfected.
EA messed up C&C 4, but what I'm hoping for is that they get the IDEA behind it right, because IMO, any idea that's good just needs balancing and adding on to become great. If you've got a bad idea, like the one behind C&C 4 was (because god forgive me, that's the worst game I've ever played, seen from a relative perspective), then you're screwed.
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It's going to be better than SC2. Just sayin' (;
Wauw, I'm looking forward to see what Bioware can make of this game!
0
Set it to 'Generic - Finish'
I had that problem as well
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@DrSuperEvil: Go
I set turret turn rate to 1000000 (highest value) but that didn't work. I guess it's the backswing then. Haven't tried Ahli's solution yet - that might be the answer too
0
To rephrase my question:
I've got a photon cannon surrounded by zerglings. It has a weapon with the period of 0.1, and it kills the zerglings in one shot. It should ideally be able to kill 10 zerglings in 1 second. It can't, because there's a delay between shooting one zergling and shooting the next. That delay I want removed.
I'll try and look at that, Ahli. Thanks!
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I've been wondering if there's any way of removing the delay that is between attacks on multiple units? Say, if I had a structure that shot ever 0.1 seconds - there's a relatively long delay between it kills one unit and moves on to killing the next. Is this set in the turret or the weapon, or is the scan function simply not fast enough?
0
@Lequi: Go
It's such a big map to create - I don't think anyone here has the nerve to do it. I've been thinking about it - but you definetly need a team to do it I guess.
0
@DrSuperEvil: Go
What I'm struggling with at the moment is to make the psi disruptor first finish a loop and then stop the animation through actor events. So that it etracts, fires, retracts and then stops (if there are no more units - in case of multiple units it would just start again, looping the animation). The events I've set up looks something like this (I don't have access to them right now)
Event:
Unitbirth
Action:
Stop animation bracket
____
Event:
Weapon start
Action:
Start animation bracket
_____
Event:
Weapon stop
Action:
Stop animation bracket
____
But this makes it stop in the middle of the animation - I'd like it to finish the loop
Maybe you could make the weapon have the same length as the animation? But is this possible without fiddling with 'period'?
0
@strhsxx: Go
I'm guessing when the slot 'player 1' is not used - as in, there's no player 1.
0
I've been working for some time on a project that basically is a remake of Wintermaul Wars, a pretty popular map in WC3. I know that the custom map system has been overwhelmed by TD's, but I simply couldn't find any decent TW (tower wars) out there. Therefore I started creating the map. Only thing left is the turrets - but while doing them I started thinking (Yes... I thought):
What would be the most popular map do you think? A LTW kind of map (Line tower Wars, another map from WC3, where you basically send to the player in the line next to you - any leaks will be sent to the player in the line next to you), or a WMW type of map that's more focused on teamwork?
It would be great if I got some feedback from someone who knew these maps, and who know what type would be 'in' right now.
And do you guys know if there've been made a map like Line Tower Wars yet?
0
If you somhow find a way to really the behavior to a certain point - I'd be happy if you'd share it (;
0
@peranzormal: Go
I'll try that out.
Else, I can probably do it through triggers.
0
Make the behavior a buff that applies a periodic effect of type 'create unit'.
-That should work.
0
I've been trying to modify the 'Psi Disruptor' so that it only played its animation when attacking. I failed :(
How do I do this? I want the unit to be completely still until it attacks. That is, make it 'smash down' when it's starting its attack. Is this even possible, or is it the model itself that is playing like this?
0
Awwww... No replies :(
Greate tut!