WIP Monoliths- The Divided Goal

Zack1996

Working on a Map
Reaction score
68
No one's interested?
:(

Hopefully, I'll get the alpha out ASAP, so people will have something to try.
PS: Will be released sometime this month. Around the 20th.
 

Zack1996

Working on a Map
Reaction score
68
Thanks dude. I'm sorry about not updating the first post (for those non-beta testers), but I need some time to fix some stuff first.

I can provide some screenies, it may take some time though, since I'll be testing it with a friend first. I hope you like them.

Also, I've sent BlackRose and Bloodcount the pre-alpha maps. If you want to get them, just give a constructive comment :D
 

waaaks!

Zinctified
Reaction score
255
I really thought that Monoliths from blizzard is just an simple game where your enemies are neutral hostiles that protects the monolith (when using non-neutral players). Anyways, keep it up.
 

Zack1996

Working on a Map
Reaction score
68
Thanks. I just finished the second hero and is in the midst of testing for leaks and desyncs. I'll send you and the others the pre-alpha when I'm done.
 

FhelZone

Have a drink of a nice cold mellowberry juice!
Reaction score
103
Oh, so this is your project :D Send me an alpha too, I'll look into it.....
 

Zack1996

Working on a Map
Reaction score
68
Sure! I'll fix some bugs and leaks first... The handle count seems to go up for no reason at all :S
 

FhelZone

Have a drink of a nice cold mellowberry juice!
Reaction score
103
Got to test it recently.....

The skills were pretty good, though I was expecting that the game was a demi-melee game.

There seems to be too much lag, I think it was caused by the creeps movement system.

Are the monolith creeps supposed to battle each other?

I can't seem to understand what to do with the monoliths part.

Tooltips were pretty awesome.

The random terrain works great.

The revolving question mark is pretty useful and makes the game easier to understand.

Well, that is all I noticed while testing the game, I'll be waiting for another test map.....
 

Zack1996

Working on a Map
Reaction score
68
There seems to be too much lag, I think it was caused by the creeps movement system.
Thanks for the information. I just looked at the trigger, and your right. It does leak, I'm just unsure how much (I think it leaks 1 group per second per Creep party, that's kinda bad after a while).
Are the monolith creeps supposed to battle each other?
Yep, they should battle each other. The only problem is, the Monoliths may be too far apart, that's when you start to fight them and stuff xD
I can't seem to understand what to do with the monoliths part.
That part isn't completely implemented yet, its still being tested.
Basically, you pick up and Monolith Shard and use it on those smaller Monoliths. When you finish the charging, you get a charged shard. You use it on the Larger Monolith somewhere in the center to charge that Monolith. The aim of the game is to completely charge that Monolith. After that, the game ends and your scores are tallied.
Basically, this game shouldn't be too competitive, just random killing fun.

Tooltips were pretty awesome.

The random terrain works great.

The revolving question mark is pretty useful and makes the game easier to understand.
Glad you like it.

I'll be sending you guys the new test map. Some of the bugs the other testers noted are fixed. I'll try and improve gameplay as much as possible :D
 

Zack1996

Working on a Map
Reaction score
68
Mainly bug fixes. I'll update the first post at the end of the Month. I'll probably be somewhat done with the third hero by then.

Anyway, the alpha should be done sometime around the starting of December, given that I don't slack on the spell-making and such.

Until then, there's a somewhat stable pre-alpha here:
http://www.fileden.com/files/2008/12/18/2229532/Monolith- Divided Goal.w3x

Haven't been updated in a while though, although the content is rather recent, seeing that I have been focusing on fixing bugs and cleaning leaks, as well as the stupid desync.

The map is unprotected, so if anyone could help me with the desync (probably caused by Life Chain), I would be really grateful. I'll paste the code here for easy reference (please also comment on code quality if possible, it would be really helpful :D)
JASS:
//-----------------------------------------------------------
//--Blizzard Lightning
//-----------------------------------------------------------

function BLTime takes nothing returns nothing
    local timer time = GetExpiredTimer()
    local integer id = GetHandleId(time)
    local lightning l = LoadLightningHandle(udg_BLHash, id, 0)
    local unit source = LoadUnitHandle(udg_BLHash, id, 1)
    local unit target = LoadUnitHandle(udg_BLHash, id, 2)
    local real fade = LoadReal(udg_BLHash, id, 3)
    local real extra = LoadReal(udg_BLHash, id, 4)
    local real x1 = GetUnitX(source)
    local real x2 = GetUnitX(target)
    local real y1 = GetUnitY(source)
    local real y2 = GetUnitY(target)
    local real z1 = GetUnitFlyHeight(source) + 30
    local real z2 = GetUnitFlyHeight(target) + 30
    call MoveLightningEx(l, true, x1, y1, z1, x2, y2, z2)
    if(extra > 0)then
        set extra = extra - fade
        call SaveReal(udg_BLHash, id, 4, extra)
    else
        call SetLightningColor(l, 100.0, 100.0, 100.0, (GetLightningColorA(l) - fade))
    endif
    if (GetLightningColorA(l) <= 0)then
        call DestroyLightning(l)
        call FlushChildHashtable(udg_BLHash, id)
        call PauseTimer(time)
        call DestroyTimer(time)
    else
        call MoveLightning(l, true, x1, y1, x2, y2)
    endif
    set time = null
    set l = null
    set source = null
    set target = null
endfunction

function BlizzLightning takes unit source, unit target, string mdl, real life returns lightning
    local timer time = CreateTimer()
    local integer id = GetHandleId(time)
    local real fade = 0.03/ life * (4 / 3)
    local real x1 = GetUnitX(source)
    local real x2 = GetUnitX(target)
    local real y1 = GetUnitY(source)
    local real y2 = GetUnitY(target)
    local real z1 = GetUnitFlyHeight(source) + 30
    local real z2 = GetUnitFlyHeight(target) + 30
    local real extra = life / 3
    local lightning l = AddLightning(mdl, true, x1, y1, x2, y2)
    call MoveLightningEx(l, true, x1, y1, z1, x2, y2, z2)
    call SaveLightningHandle(udg_BLHash, id, 0, l)
    call SaveUnitHandle(udg_BLHash, id, 1, source)
    call SaveUnitHandle(udg_BLHash, id, 2, target)
    call SaveReal(udg_BLHash, id, 3, fade)
    call SaveReal(udg_BLHash, id, 4, extra)
    call TimerStart(time, 0.03, true, function BLTime)
    set time = null
    set bj_lastCreatedLightning = l
    set l = null
    return bj_lastCreatedLightning
endfunction

JASS:
function LifeChain takes nothing returns nothing
    local timer time = GetExpiredTimer()
    local integer id = GetHandleId(time)
    local unit caster = LoadUnitHandle(udg_SpellHash, id, 0)
    local unit lasthit = LoadUnitHandle(udg_SpellHash, id, 1)
    local unit u
    local real amount = LoadReal(udg_SpellHash, id, 2)
    local real AoE = LoadReal(udg_SpellHash, id, 3)
    local real x = GetUnitX(lasthit)
    local real y = GetUnitY(lasthit)
    local group hit = LoadGroupHandle(udg_SpellHash, id, 4)
    local boolean isally = LoadBoolean(udg_SpellHash, id, 5)
    local boolean done = false
    call GroupEnumUnitsInRange(udg_ug, x, y, AoE, Filter(function TrueBoolexpr))
    loop
        set u = FirstOfGroup(udg_ug)
        exitwhen done == true or u == null
        call GroupRemoveUnit(udg_ug, u)
        if((IsUnitType(u, UNIT_TYPE_DEAD) == false) and((IsUnitType(u, UNIT_TYPE_MECHANICAL) == false) or(GetUnitTypeId(u) == 'n00B')) and ((IsUnitAlly(u, GetOwningPlayer(caster)) == isally)) and(u != caster) and IsUnitInGroup(u, hit) == false and IsUnitVisible(u, GetOwningPlayer(caster)))then
            set done = true
            call BlizzLightning(lasthit, u, "HWSB", 1.0)
            call DestroyEffect(AddSpecialEffectTarget("Abilities\\Spells\\Other\\HealingSpray\\HealBottleMissile.mdl", u, "chest"))
            call GroupAddUnit(hit, u)
            set lasthit = u
            if(isally == true)then
                call SetUnitState(u, UNIT_STATE_LIFE, GetUnitState(u, UNIT_STATE_LIFE) + amount)
                set isally = false
            else
                call UnitAddAbility(u, 'A00F')
                call SetUnitAbilityLevel(u, 'A00F', 2)
                call UnitDamageTarget(caster, u, amount, false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_MAGIC, WEAPON_TYPE_WHOKNOWS)
                call UnitRemoveAbility(u, 'A00F')
                set isally = true
            endif
            call SaveUnitHandle(udg_SpellHash, id, 1, lasthit)
            call SaveGroupHandle(udg_SpellHash, id, 4, hit)
            call SaveBoolean(udg_SpellHash, id, 5, isally)
        else
            set u = null
        endif
    endloop
    if(done == false)then
        call BlizzLightning(lasthit, caster, "HWPB", 1.0)
        call SetUnitState(caster, UNIT_STATE_LIFE, GetUnitState(caster, UNIT_STATE_LIFE) + amount)
        call DestroyEffect(AddSpecialEffectTarget("Abilities\\Spells\\Other\\HealingSpray\\HealBottleMissile.mdl", u, "chest"))
        call PauseTimer(time)
        call DestroyTimer(time)
        call FlushChildHashtable(udg_SpellHash, id)
        call DestroyGroup(hit)
    endif
    set time = null
    set caster = null
    set lasthit = null
    set u = null
    set hit = null
endfunction

function Trig_LifeChain_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A000'
endfunction

function Trig_LifeChain_Actions takes nothing returns nothing
    local timer time = CreateTimer()
    local unit caster = GetTriggerUnit()
    local unit lasthit = GetSpellTargetUnit()
    local integer id = GetHandleId(time)
    local integer lvl = GetUnitAbilityLevel(caster, 'A000')
    local real amount = lvl * 65.0
    local real AoE = 400.0 + (lvl * 100.0)
    local group hit = CreateGroup()
    call BlizzLightning(caster, lasthit, "HWPB", 1.0)
    call DestroyEffect(AddSpecialEffectTarget("Abilities\\Spells\\Other\\HealingSpray\\HealBottleMissile.mdl", lasthit, "chest"))
    call SetUnitState(lasthit, UNIT_STATE_LIFE, GetUnitState(lasthit, UNIT_STATE_LIFE) + amount)
    call GroupAddUnit(hit, lasthit)
    call SaveUnitHandle(udg_SpellHash, id, 0, caster)
    call SaveUnitHandle(udg_SpellHash, id, 1, lasthit)
    call SaveReal(udg_SpellHash, id, 2, amount)
    call SaveReal(udg_SpellHash, id, 3, AoE)
    call SaveGroupHandle(udg_SpellHash, id, 4, hit)
    call SaveBoolean(udg_SpellHash, id, 5, false)
    call TimerStart(time, 0.2, true, function LifeChain)
    set time = null
    set caster = null
    set lasthit = null
    set hit = null
endfunction

//===========================================================================
function InitTrig_LifeChain takes nothing returns nothing
    set gg_trg_LifeChain = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_LifeChain, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_LifeChain, Condition( function Trig_LifeChain_Conditions ) )
    call TriggerAddAction( gg_trg_LifeChain, function Trig_LifeChain_Actions )
endfunction

Thanks for your support BTW :D
 

tooltiperror

Super Moderator
Reaction score
231
Bumping such an epic thread for the fact it needs move views and it is so cool.

I'll be trying out the Alpha today!
 

Zack1996

Working on a Map
Reaction score
68
Bumping such an epic thread for the fact it needs move views and it is so cool.

I'll be trying out the Alpha today!
Thanks, looking forward to your reply :D

Anyway, as promised, I'll update the first post soon.

I just need to rewrite the Auto-Gen Terrain and I'll update the first post! I've got a unstable version of the map, with mostly re-written systems and such, so the link above contains the only stable version I have :p
 

Zack1996

Working on a Map
Reaction score
68
You need testing?
Definitely!

However, the new version I'm working on has huge amounts of bugs. I have to address those first before doing any testing.

A question for JASSers. Any reason why a FirstOfGroup() loop sometimes stop halfway? It would be really great if anyone had an idea of why this happens.
 

Zack1996

Working on a Map
Reaction score
68
The group is emptied after 1 unit in the group is damaged. That's as far as I can tell.

Also, I have a damage detection system, but it uses a different global group than the one used in spells.

EDIT: Holy... I realised I used udg_ug in another context other than a spell. It triggers upon a unit's death, no wonder the loop gets cancelled only some times... Thanks for the advice BTW.
 

Zack1996

Working on a Map
Reaction score
68
UPDATE! Here's the map for those who are still interested. First post will be updated soon. Just not yet :p

Changes from the past:
  • More efficient coding.
  • 1 More hero
  • Some rebalancing
  • Cool way of getting Monolith Shards
  • More info
  • Doodads generated :)

I hope you like it. Bug reports and such are greatly appreciated :)

I do know that there are some problems with Spirit Link, as it does not set the health properly, so any help is appreciated :)

Merry Christmas everyone!
 

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