Ryoko Project - ALIENS

SD_Ryoko

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Ryoko screen shot

LOL as Darg said before. I may or may not have done this today, depending on what you think.

Lost quality from making it a JPG.
 

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Very, very nice. You really cought that alien 2 feeling (I think it was the second movie)

And as a brave marine once said "How can they cut the power? THEY ARE FUCKING ANIMALS, MAN!!!" :D
 
Gameplay
I'm not sure how I want to play this yet. I DON'T want to just have a couple array of creeps, and spit 30 of them out every 60 seconds. I want more like 'scenes' not waves. I want aliens to come in different types of groups, and go different places. I want suprise attacks, formations, and aliens backing up aliens. I want it to seem random where they come from and who they hit. So it will be a LOT of trigger work, instead of some repetative functions. It will probobly all have to be custom. And I'm real scared about how to handle 2 players, 6 players or TEN players. I have no clue how I'mma do it yet.

Heroes
Unfortuneatly, theres only 3-4 heros that 'fit' into this map. I didn't see too many more models that would either. I only have 3-4 heros and thats a big problem. But I don't want to use models that won't fit the 'Scene'. My only idea right now is a couple different []kinds[/i] of marines, etc.

Creeps
The spawning aliens use the Egg Sack destructable (green gooey thing), and when they are killed, they spawn face huggers (Parasite units). Nests on the map are nuetral hostile, so that the computer doesn't send them after you. I'll probobly have to find a way to keep Player 11 and hostiles from fighting eachother. Or just avoid the nests. I got some great ideas for aliens.

Missions / quests
Each time you get a new quest, I have sounds "Secondary objective completed" and Incomming transmissions.
-Clean out alien nest somewhere on map
-Retrieve weapons and amunition
-Capture infested structure

Mech Loaders
You can load into the mechs and tanks. Mechs and tanks will drop every 8 minutes or so, and the game will say "reinforcements have arrived". The mechs are nuetral passive, so they dont move around or anything, but theres a dummy ability "Use mech" that loads you into it. The only prolem is, theres no event "Unit is unloaded". I tried everything, and I cannot get it to change BACK to passive. I can trigger to unload ability, but it doesn't work when you click the unit icon instead of unload. If I tie it into cargo hold, it changes even when you get IN the damn thing. So theres a little challenge.I even tried custom text and switching it to UNLOAD, and it didn't work.

Terrain
The terrain is nuts. Underground tileset. Outland plants. Felwood thorns and shrooms. Underground shrooms. Custom scaled HUGE shrooms. Northrend dead trees. Snow? LOL. Hey - I'm designing and alien planet, so I have a lot of liberties. You gonna contest what alien planets look like? :) :)
 
Ultimately, ANY feeback & advice, suggestions are welcome. Really.

And I need a clue on those mechloaders. Like I said, I want them to return to neutral passive when you get out. I can make it work for the ability UNLOAD, but not for when you click the units Icon. If I use the ability Cargo Hold event, it does it when you get in as well. Lastly, theres no event for Unloading a transport, only loading into it.
 
Its gonna be great, if you manage to pull it all out... good luck.
Ill experiment with the loading mechs thingy, couse Im kind of trying to do the same thing in my map with cars...

BTW the eggs thing... very good idea :D
 
Heres what I figured out about loading n unloading...
When you unlaod a unit by clicking on its icon in the cargo hold, the unloading proces is not part of an unloading ability your mech has... its part of the standard cargo hold ability...
If you set that your mech changes ownership when he is issued an order with no target, your trigger will work. Now all we have to figure out whats the order string for this... thing, so we can put it in the condition of the trigger (as an order comparation)...
Or... lol... we can set the condition not to equal all the other standard orders the mech has :D
 
Hey, man...
Come to think of it, the only other commands without a target this unit would have are stop n hold position, right?
 
OMG... I think thats it! I tried order 'unload', the most obvious, but failed. All else he can do is stop, hold position. So yeah!

Or... lol... we can set the condition not to equal all the other standard orders the mech has

[edit]
but shit.... order comparisons only allow string conversions I think. You think it would be as simple as 'stop' and 'hold' ?

...backwards thinking rules ;)
 
Well... yeah :) . I mean, what else could they be called...?
Even if its not "stop" n "hold" Im sure we can find em somewhere...
So... YUUUHUU

But man... ehh... how can you load a neutral passive unit? Is that possible? I mean, you can edit the units speed, but if the neutral passive thing works, it would really be a nicer way of doing it.
 
Code:
Untitled Trigger 008
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Load Mech 
        (Owner of (Target unit of ability being cast)) Equal to Neutral Passive
        (Unit-type of (Target unit of ability being cast)) Equal to Mech Loader
    Actions
        Unit - Change ownership of (Target unit of ability being cast) to (Owner of (Triggering unit)) and Change color
        Unit - Order (Target unit of ability being cast) to Load (Triggering unit)
 
So you cant just enter it, you have to target it with an ability, right?
 
Right. Only solution found.

I do not want the Mechs moveable or able to attack when no ones in it.

To get in it, it has to be owned by you. If I share control, you can fight over the mechs actions.

So the heros have a 'Load Vehicle' ability to get into the tanks & mechs.

I got that unload trigger working, with a catch.

If the mech doesn't unload fast enough, you lose your unit!

So I wait .20 seconds

But thats enough time to click and get back in! and then you lose your unit as well. I am worried.

Yesterday i messed with speed like you said. No go.

-If a units original speed is 0, you can't set it any higher.
-If its not zero, minimum movement speed is like 50.

So its a lose-lose.
 
i think i know a way of doing this, but it'll either make the map a bit messy or just require extra code. in star craft if you wannted something similar to this you had to move the hero to a neutral location while you controlled the mech.
--------------------------------------------------------------------------------
So..
For laoding

events
units casts a spell

conditions
spell = load
target = mech

actions
move hero to "loaded area"
give mech to player

-------------------------------------------------------------------------------
For unloading

events
units casts a spell

conditions
spell = unload

actions
move hero to "casting unit"
give mech to neutral


My other idea was using a game cache
i've never done this but it doesn't look very hard.
at the begining of the game you make a trigger
----------------------------------------------------------------------------
events
map initalization

actions
create game cache for each player named "mechhero"
-------------------------------------------------------------------------

So..
For laoding

events
units casts a spell

conditions
spell = load
target = mech

actions
store unit as "hero"
remove hero
give mech to player


For unloading

events
units casts a spell

conditions
spell = unload

actions
restore unit at mech
give mech to neutral

---------------------------------------------------------------------

if this doesn't make sence or doesn't work just say so and ill try and figure it out for you
 
Man when did you start making all of this? Are mapping all day or something, your progress is amazing...

Yon know whats funny? I was using UMSWE a while ago and I swaped to WEU only reasently. Anyway in UMSWE the setspeed worked perfectly, but I didnt figure out how to do the unloading part back then, so I didnt finish the car thing.
The problem Im facing is that I cant use the change ownership idea, because I want to make it possible for people to steal your car with an ability... so Im stuck now :mad:
 
Real close to what I have. When you use 'Load mech' though, it orders the mech to load your unit, so it does it automatically.

I needed TWO unload triggers. One for an issued unload order, and one for 'Unload All' ability after it is cast.
Originally posted by Sluggo
i think i know a way of doing this, but it'll either make the map a bit messy or just require extra code. in star craft if you wannted something similar to this you had to move the hero to a neutral location while you controlled the mech.
You could, just gotta make the unit unload before you change ownership. Its a little risky, yeah. Like I said, if you quickly click and get back in, you lose your unit..... sigh :)

.... I put about 5 hours into it wednesday, and played with the tiles for about an hour yesterday.

Originally posted by sATAra
The problem Im facing is that I cant use the change ownership idea, because I want to make it possible for people to steal your car with an ability... so Im stuck now[/b]
 
Well you dont need the unload all ability, that "issue unload order" is enough, right? I mean everybody who plays WC3 knows you can unload your unit that way, so I dont think it should be a problem.

Have you tryed waiting 0.01 seconds after the unload? And how the hell did you manage to get your unit back in in 0.2 seconds hehe...

Maybe theres a way to make your unloading units loading ability to have a short cooling process after it gets out...
 
I made a trigger.

-Events
Unit is issued order targeting a unit
Unit is issued order targeting a point
Unit is issued order with no target
-Actions
Game to display to all players Order: + string(issued order)

One was 'unload', the other was 'unloadall'. But I cannot use the second one, because it fires when they click. The mech kinda has to WALK to where unload all will be (the target) so I tied it to 'finishes casting ability' instead.

I had to add a wait because it takes a quick moment for the unit to unload, and the script was chaning ownership too fast.

(Yeah, I waited for the unit to pop out and click on em, so I guess thats worst-case)
 
wow i like that map but it just reminded me of halo mabye if u have that game u can look at some things on it and get some ideas.
 
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