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Chrono Gun v1.1

CHRONO GUN
Simulating Chrono Legionnaire attack from Red Alert 2. Prevent all units from attacking the target and "freeze" the target completely in time.
Other unit of the same weapon can still attack the target. Damage is not applied until the unit hits zero health, in that case "disappears".

I recommend to use Damage Engine and Unit Indexer from their official repositories. The one included in this map is v3.6, which might be outdated already. In addition, they exclude fixes for some of the systems (mainly Damage Engine)

Links below :
Damage Engine 3.7.0.1 : Damage Engine by Bribe (includes Unit Indexer)
GUI Unit Indexer 1.3.0.0 : Unit Indexer by Bribe (in case the one from DE is outdated)

Due to nature of the system, cancelling an attack order might need to be executed several times if the last attack projectiles are yet to reach target if you don't use "Instant" weapon type. I recommend set all units who use this system to have their attack at 0.10 second or lower and use the weapon type "Instant".

There are 3 events utilized by Chrono Gun, which can be used for additional effect application.
Event variable : ChronoGunEvent
1. equals to 1.00
2. equals to 2.00
3. equals to 3.00

The first event stands for the moment a Chrono Gun hits a target. It applies with each shot of the weapon.
The second event and the third one stands for the moment a Chrono Gun stops applying it's effect, which is when they change orders.
The difference is second one applies when user is alive, and third is when they died.

KNOWN ISSUE :
Unit will slowly do their thing after a few moment, using PauseUnit fix the issue, but I don't do it due to it's issues.

INSTALLATION :
1. Tick "Automatically create unknown variables when pasting trigger data" in Preference
2. Import Unit Indexer (or Unit Event) and Damage Engine (use links above)
3. Setup the imports in step 2
4. Import the "Chrono Gun System" ability in the editor
5. Import Chrono Gun folder
6. Configure the CG Config as needed


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Contents

Chrono Gun (Map)

Reviews
KILLCIDE
An extremely simple submission, but can be useful nonethless. Awesome re-creation! Needs Fixed Nothing Suggestions An ability indicator would be nice. Is it intentional for the passive to affect friendly units? It would be cool to add a...
Forget about it :D

before edit said:
INSTALLATION :
1. Tick "Automatically create unknown variables when pasting trigger data" in Preference
2. Import Unit Indexer (or Unit Event) and Damage Engine (use links above)
3. Setup the imports in step 1
4. Import the "Chrono Gun System" ability in the editor
5. Import Chrono Gun folder
6. Configure the CG Config as needed
 
Level 37
Joined
Jul 22, 2015
Messages
3,485

Needs Fixed

  • When the Life of CG_Victim < CG_Damage[], you store the position of CG_Victim into a variable, but you don't do anything with it.
  • To modify damage with Bribe's DDS, use DamageModifierEvent == 1.00. There's a reason why he has two seperate events for it (;

Suggestions

  • An ability indicator would be nice.
  • When checking to freeze the target, i'd check if the Level >= 1, and not just Level == 1.
  • If you want to improve efficiency, I'd only have the Exclusion & Release triggers on if there is a frozen target active.

Status

Awaiting Update
 

Needs Fixed

  • When the Life of CG_Victim < CG_Damage[], you store the position of CG_Victim into a variable, but you don't do anything with it.
  • To modify damage with Bribe's DDS, use DamageModifierEvent == 1.00. There's a reason why he has two seperate events for it (;

Suggestions

  • An ability indicator would be nice.
  • When checking to freeze the target, i'd check if the Level >= 1, and not just Level == 1.
  • If you want to improve efficiency, I'd only have the Exclusion & Release triggers on if there is a frozen target active.

Status

Awaiting Update
Mind Clarify which trigger for the first point of Needs Fix? Kind of confused which one you refer to. Will fix the other issue.

I'll take suggestions into consideration.
 
View attachment 300101


I wouldn't do that third one. The improvement would be soo miniscule. I just want you to think about that sort of stuff in the future if you end up making a complex system that could actually benefit from it.

Alright :D

Anyway, applied all except the third suggestion. Effort 》result :p
I also constructed an event guide to use the events, though personally I don't use them at all. It might be useful for some people.
 
Level 37
Joined
Jul 22, 2015
Messages
3,485
An extremely simple submission, but can be useful nonethless. Awesome re-creation!

Needs Fixed

  • Nothing

Suggestions

  • An ability indicator would be nice.
  • Is it intentional for the passive to affect friendly units? It would be cool to add a configurable for that.
  • I'd add configurables for the attachment points. Some special effects look good at different attachment points.

Status

Approved
 
An extremely simple submission, but can be useful nonethless. Awesome re-creation!

Needs Fixed

  • Nothing

Suggestions

  • An ability indicator would be nice.
  • Is it intentional for the passive to affect friendly units? It would be cool to add a configurable for that.
  • I'd add configurables for the attachment points. Some special effects look good at different attachment points.

Status

Approved

Indicator eh... Maybe I can base on from Critical Strike or something. Consider the configurables when I can (and remember). Intentional to hit friendly, as this meant to override default attack.
 
Ahh, I was talking about Cryo Legionnaire from Red Alert 3(see here) who replaced Chrono Legionnaire :)

EDIT: If you mean the cryo one I was talking about was either legionnaire or copter, it is legionnaire sir
In short, a splash version. I'l take a look if I easily utilize Artillery system for this purpose.
 
Level 13
Joined
Mar 21, 2014
Messages
893
In short, a splash version.
It's not only splash version but it has notable differences like:
  1. Cryo's attack deal no damage(i.e. DamageEventAmount=0)
  2. Unlike chrono version, everyone can attack frozen target.
  3. Frozen target can be killed when it is artillery damage or cryo legionnaire jump at him.
However, thanks for considering to make cryo version. +Rep!
 
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