High Speed RPG - Need Help

spyre03

New Member
Reaction score
2
Title: High Speed RPG
Genre: Action RPG/Campaign

Concept:
- All players are allies.
- Neutral creeps are the enemies
- Each player chooses a hero
- There is only one path in a mazelike dungeon
- Random creeps keep on flowing in opposite direction.
- There is an ally AI unit named "VIP"
- Compared to players, it is weak and vulnerable to attacks.
- Players must protect the VIP no matter what.
- Players can control the VIP and they need him to enter key areas.
- Objective is to escort the VIP from the starting area to the goal.
- Each areas have bosses that are stronger than the heroes.
- Escorting of the VIP must be done in certain time limit for each area.

Unique points:
- Unlike other RPGs where each players go their own ways, in this map, you can see all 10 players fighting together to destroy their obstacles.
- Does not really use default hero models
- random creeps, doodads, and terrain so that every time you play, you encounter new things. Currently the array list goes over 100 for the level 1-3 creeps.
- auto teleport: something like in the polar escape where you don't have to restart from the

Currently working on heroes:
- Aqua Dragon: Agility hero with aquatic abilities. currently uses Shakra.
- Goblin Shredder: Strength hero with chemical abilities. currently uses foreked burn.

Abilities in the making:
- Forked Burn: replaced forked lightning model to the one for the "mana burn" so now it is green in color.
- Aqua Swarm: replaced locust swarm model with "wisp".
- Shakra: replaced shockwave model with something like water elemental death model. Looks cool.

Trigger Questions (please give me a link or an answer):
- how do you make the person who attacks his own teammate into a sheep temporalily?
- how do you make an ally AI player's unit to become controllable by ally human players?
- how do you make it such that like in DotA, when a creep dies, it gives off exp around the area of the dieing unit.
- how do you make it such that you press F9, I want the quest, details or something like instruction for the players to come out.
- how do you import a custom ability from lets say wc3sear.ch without having the problem of "missing trigger"? I did try but the ability animation does not appear.

Ideas required:
- nontriggered abilities: like you see above, ideas such as using mana burn graphics for "forked lightning"
- simple tiggered abilities: if you know how to make certain abilities using trigger, it would be nice if you can show me. Will give credit upon usage.
- Naming of the heroes, background story (like in DotA, when you select a hero, there is quite a detail about the character popping up. I'm not really good in english, so I hope people can help)

Requires backgrond Story for:
- Aqua Dragon: Agility hero with aquatic abilities. currently uses Shakra. (the bluish lizard of Naga)
- Goblin Shredder: Strength hero with chemical abilities. currently uses foreked burn. (like a big version of tinker, controlled by a goblin - I did not change the name, so you can search it in World editor)
 
J

Jarwan

Guest
for the ally attack stop thing perhaps

Code:
Events
A unit is attacked.
Conditions
(Attacked Unit) Equal to (Ally of(Attacking unit))
Actions
Unit - Order (attacking unit) to stop
Unit - Pause (attacking unit)
Wait (whatever time u want to wait)
Unit - Unpause (attacking unit)

that wont turn him into a sheep, but will disable him for a short while.
For the other, in force options:

Add the AI player to the user player force.
Check "full shared unit control" and "shared vision" and "allied victory"

that should do it :)
 

Battle[StFh]

New Member
Reaction score
6
I think you can do:
Code:
Events
A unit is attacked.
Conditions
(Attacked Unit) Equal to (Ally of(Attacking unit))
Actions
Unit - Order (attacking unit) to stop
Set (attacking unit) is <first variable>
Unit - Replace with Sheep
Set <second variable> = Last Replaced Unit
Wait (whatever time u want to wait)
Unit - Replace <second variable> with <first variable>

I, however, don't have my WE open... so...
 

spyre03

New Member
Reaction score
2
Thank you all for the reply.

I have another question.

In DotA, when a creep dies, it gives off exp around the area of the dieing unit. I'd like to know how that is possible to be implemented.

Or else, I have to resort to conditions like every time a unit
- attacks
- is being attacked
- cast a spell
- kills a unit

giving the unit exp through that, but I think it will be a bit uneven.

>

Another problem is that

When you press F9, I want the quest, details or something like instruction for the players to come out, but I do not know how to do this F9 thing.

Does it need a lot of Triggers by making custom quest pop up or something?
 
K

Kyne

Guest
For the F9 ordeal, that simply opens up the quest menu. What you want to do is something like

Events - 1 second after game start
Conditions - none
Actions - set new quest (optional) with title of "Hero Choosing" with description of "walk into big circle to choose your hero"

just used one example that would create a quest that would be called Hero choosing and when you clicked on it, it would tell you to walk into big circle to choose your hero :p
 

spyre03

New Member
Reaction score
2
umm.. i don't really get the whole thing but current situation is that when I press F9 theres nothing in the quest menu cos i havent put anything. So i want to know how to put some thing in the quest menu, such as "credit", "how to play",etc.
 

Battle[StFh]

New Member
Reaction score
6
Ok, so I made up a nice trigger for you :)

I think it'll work, i took the example of the "Credits" Quest:
Code:
Quest Trigger
    Events
        Time - Elapsed game time is 1.00 seconds
    Conditions
    Actions
        Quest - Create a Required quest titled Credits with the description <the Credits>, using icon path <your Icon>

It isn't really a hard trigger
 

spyre03

New Member
Reaction score
2
Ok, so I made up a nice trigger for you :)

I think it'll work, i took the example of the "Credits" Quest:
Code:
Quest Trigger
    Events
        Time - Elapsed game time is 1.00 seconds
    Conditions
    Actions
        Quest - Create a Required quest titled Credits with the description <the Credits>, using icon path <your Icon>

It isn't really a hard trigger

So I'm suspecting that, Whatever quests that appear on the screen is listed down when you press F9?
I will try putting this in. thank you.
 
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