Synoscope
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I use this system a lot. It involves setting and unsetting variables dependent on player actions. I'd like to know if it can be improved or if it's a bad system in general because I think I know enough start producing a map I've been working on (for realzies)
Okay. Each player has 1 unit they use. That unit is assigned a variable (arrayed) that corresponds with the controller.
Red's Unit is PlayerUnitArray[1]
Blue's Unit is PlayerUnitArray[2]
All the way through 11.
Player 12 is used for NPCs
Now I use this variable to set other variables to make my triggers work and in return make the game function in an interesting manner.
Example:
Now I would set these immunities through variables and players would acquire them through items (most likely) Example, within an example: Player 1 uses an item that gives him immunity to zombify status --- Set PlayerUnitArray[1] = Immune_Zombify_Surv[1]. Now he can't become zombified for the duration of the match.
I have this If/Then/Else action for every player on the map. That way if a survivor gets hit with zombify they can be used to activate other triggers that effect 'zombified' units. (Create zombie on death for example)
I, of course, have the If/Then/Else for every player's unit.
Example of a reasoning for setting the Zombify_Surv Variable
I know it's a lot to read through but I'd really like to know what the better mappers think of it so I can start this map. If it's a bad system I don't won't to use it (for I'll be using it a lot) or if it could use improvement I'd like to know.
Also, if it's a bad system I'd appreciate a better one (a link or a quick run through)
Thanks.
Okay. Each player has 1 unit they use. That unit is assigned a variable (arrayed) that corresponds with the controller.
Red's Unit is PlayerUnitArray[1]
Blue's Unit is PlayerUnitArray[2]
All the way through 11.
Player 12 is used for NPCs
Now I use this variable to set other variables to make my triggers work and in return make the game function in an interesting manner.
Example:
Code:
Event
A unit is attacked
Condition
Attacked unit-type = Survivor (survivor is the 1 unit each player has)
Attacking unit-type = Zombie
And: (All conditions are true)
Triggering Unit not equal to Immune_Zombify_Surv[1]
Triggering Unit not equal to Immune_Zombify_Surv[2]
//All the way through 11. This way units can't get 'zombified' if they have acquired an immunity to it.
Now I would set these immunities through variables and players would acquire them through items (most likely) Example, within an example: Player 1 uses an item that gives him immunity to zombify status --- Set PlayerUnitArray[1] = Immune_Zombify_Surv[1]. Now he can't become zombified for the duration of the match.
Code:
Action
If/Then/Else
If:
Triggering unit = PlayerUnitArray[1]
Then:
Set Zombie_Surv[1] = Triggering Unit
Create 1 dummy for player 12 (Brown)
Give last created unit Zombify (Passive) //Envenomed spears- damage over time until cured.
Order last created unit to attack once Zombie_Surv[1]
Add ability Zombify(tornado) to Zombie_Surv[1] //Tornado has a blank buff that lets the player know what's happening to his character
Else
Do Nothing
If/Then/Else
If:
Triggering unit = PlayerUnitArray[2]
Then:
Set Zombie_Surv[2] = Triggering Unit
Create 1 dummy for player 12 (Brown)
Give last created unit Zombify (Passive)
Order last created unit to attack once Zombie_Surv[2]
Add ability Zombify(tornado) to Zombie_Surv[2]
Else
Do Nothing
I have this If/Then/Else action for every player on the map. That way if a survivor gets hit with zombify they can be used to activate other triggers that effect 'zombified' units. (Create zombie on death for example)
Code:
Event:
Unit- A unit starts the effect of an ability
Condition
Ability being cast = "UnZombifyItem" effect //An item that would have the discription of "Removes the state of Zombify, bla bla bla."
Action
If/Then/Else
If:
Target of Ability Being cast= Zombie_Surv[1]
Then:
Remove Zombify (tornado) ability from Zombie_Surv[1]
Remove debuff Zombified from Zombie_Surv[1]
Set Zombie_Surv[1] = PlayerUnitArray[12] //This clears the 'zombify' status from the survivor by placing it onto a dummy,
Set Immune_Zombify_Surv[1] = PlayerUnitArray[1] //This will make the survivor immune to the zombify effects.
Else
Do Nothing
I, of course, have the If/Then/Else for every player's unit.
Example of a reasoning for setting the Zombify_Surv Variable
Code:
Event
A unit dies
Condition
Or
Triggering unit is equal to Zombify_Surv[1]
Triggering unit is equal to Zombify_Surv[2] //for each player
Action
Create 1 Zombie for player 12 at location of dying unit.
I know it's a lot to read through but I'd really like to know what the better mappers think of it so I can start this map. If it's a bad system I don't won't to use it (for I'll be using it a lot) or if it could use improvement I'd like to know.
Also, if it's a bad system I'd appreciate a better one (a link or a quick run through)
Thanks.