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Comments on Profile Post by BloodSoul

  1. Marcell
    Marcell
    Thanks. The same trigger is fine. People with bad pc's shouldn't play :P
    Mar 22, 2018
  2. BloodSoul
    BloodSoul
    I've started coding your new "Base CoP" for converting/sacrificing units. However, I have some questions about it. Well, you said you have 2 teams, and each should have 3 regions (circle of powers?) at their base. Is that correct?

    Also, what type of unit is allowed to be converted by those regions/CoPs? Where should new units spawn? Center of their base, or at player starting location?

    The main thing is basically done for now: It's capable of detecting when units enter/leave a CoP. It also takes into account when a unit dies while standing on it. The best part is that there's only one loop, which runs when those units are about to be converted (killed). So, YAY for potato PCs.
    Mar 24, 2018
  3. Marcell
    Marcell
    It's 8 players, 2 in a team so 4 teams maximum. Each team has 1 base they share with 1 entrance to the base. I'll send you the map, it's an older version of the map as I'm not at home atm.
    Mar 26, 2018
  4. Marcell
    Marcell
    https://ufile.io/md6lq Left is the play area, right is the units/buildings spawned by each team. The red flagged buildings in the spawn area get spawned in 3 locations close to the controlling team's base in their sector. The anti air towers will have a wider spawn range than anti melee and anti tank.
    Mar 26, 2018
  5. BloodSoul
    BloodSoul
    All right. How will this system work exactly? Will it spawn only one unit type, like the previous one which I helped you with? Also, how many circles of power will exist? One for everyone, or one for each team? The last question for now: will units be spawned at each players starting location?
    Mar 27, 2018
  6. Marcell
    Marcell
    Ok, so there's 1 circle of power per building type and per spell used by all players. The player will use his peasants to run to the circle of power, the peasants will be killed as a cost and only killed when the right cost is presented. The building in question will then spawn inside the square of the respective team (see map I uploaded above). There will be 9 towers, each one has 1 circle of power, these 9 towers will spawn 3 towers when the cost is met. The position of the towers is hard to say, but it won't be on top of the spawn location, but more outward and closer to the entrance of the team square, 3 of the 9 towers will be anti air, and they will be more spread out than the anti infantry and anti vehicle towers. TBC char limit
    Mar 28, 2018
  7. Marcell
    Marcell
    For the spells, you will also pay a cost on the circle of power using peasants, when the cost is paid, the triggering player will then be "forced" the cast the spell. One of the spells should only be castable on the hill in the middle of the battle field and one can be cast anywhere.
    Mar 28, 2018
  8. BloodSoul
    BloodSoul
    Thanks for the explanation; everything is clear now. I'll have to restructure the system a little bit, so it can perform for all possible units, structures, and even spells.
    Mar 28, 2018
  9. BloodSoul
    BloodSoul
    I've worked on it for a while, and so far it has improved a lot. Now, you can list specific units that can be spawned, define the amount of "sacrifice cost" for each unit. After configuring such list, all you have to worry about is placing a circle of power (medium), and a unit that belongs to neutral passive and is included in the list, of course.

    A few questions:
    About the towers (anti air/ground), do you want to spawn them near the player's base entrance? Also, about the spells, how will it work exactly?
    Mar 29, 2018
  10. Marcell
    Marcell
    Thanks a lot so far. Yea, the anti-infantry and anti-ground tower would be spawned near the entrance. I'll quickly draw a rough idea.

    The spells, the one spell I'm thinking a black hole type effect, sucking all units in the aoe to the middle of the hill, only castable in the middle. Damage I've not yet thought about, but it would be relatively OP, but won't kill everything. I have a lot more spell ideas, like another would be a castable aoe to render allied units in the aoe immune, but not able to attack (anywhere on the map). Plant land mines at the aoe location (inside your base or near an epic unit only) and so forth. But, I don't want you to do everything, unless you want to, the most important aspect is the sacrificing and then the player will be forced to cast the spell at hand.
    Mar 29, 2018
  11. BloodSoul
    BloodSoul
    Sorry for making you wait for so long. I'm trying to work on a trigger where you don't have to place hundreds of regions in a certain base's entrance in order to build future towers. Once I'm finished making this trigger which will replace that manual and tedious work, I'll let you know and post the map so that you can give some feedback. Then, we can continue on implementing a way of casting spells.
    Apr 3, 2018
  12. Marcell
    Marcell
    Thanks, sounds good.
    Apr 3, 2018
  13. BloodSoul
    BloodSoul
    Apr 4, 2018
  14. Marcell
    Marcell
    Hi, thanks for helping, however I've decided to stop working on the project... Happy belated April Fools xD. I'm sure you would've been quite upset if that was the case.

    Your level of coding is miles above my head, lol. I'll spend some time understanding what you've added to the map, digest it and give feedback. I now need to perform heart surgery to place these triggers into my most up to date version of the map xD

    I like some of your ideas, makes me think which one I'd like to use instead, mine or yours. But I'll get into those after I've grasped the triggers more.
    Apr 4, 2018
  15. BloodSoul
    BloodSoul
    Oh man, you got me for a second hahahaha
    If you need anything, let me know. Also, I forgot to tell you one thing. When copying the triggers to your map, check some variables just to see if they are 100% there. For some reason, when I transferred my system to your old map, 2 variables were not working properly - That happened twice.

    BCS_Loop
    BCS_PlayerID

    Neither had their data type (integer) defined properly; It was blank for both. So, paste the triggers in your map once. Delete all of them, and check the variable editor (specifically those 2 variables mentioned above). Then, once everything is ok, paste the triggers again. I'm not sure if the same thing happened to you, but it's just a heads up.

    Oh, another thing I forgot to tell you. Your editor should copy all the variables automatically. If that's not the case, go to: File -> Preferences... -> General (tab) -> Check: Automatically create unknown variables while pasting trigger data
    Apr 4, 2018
  16. Marcell