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Blocking Missiles

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Level 10
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Nov 5, 2008
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Hi!

I have some thoughts about ranged units:

1) I want the archers on my map to be able to shoot over units but NOT over trees or doodads. So archers needs a plain field in order to work well.

2) I also want the Glavie Thrower's attack to work like a bowling ball. The Glavie aims and shoots at an enemy unit but the missile strikes the first thing that comes in it's way.

Any ideas how to make this?
 
Level 18
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darkrider's way is probably the only way it's possible. It is going to be one hell of a big bunch of triggers, and then I'm not even talking about permanent items, passive abilities, temporary abilities, scrolls and other attack speed enhancements. If I were you I wouldn't do that, since it's not worth the effort unless this is the key-stone to your map. If your map can live without, I suggest you shouldn't do this.
 
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All units have their own attack speed and units can or can not be under effect of a scroll or ability that changes it. It has to be done per unit-type, per ability effected and per buff effected. That's far from generic or you'll get massive flaws, especially in games where the attack speeds widely variate.

PS: If you just attack with an army of quick attackers, you'll get massive lag.
 
Level 10
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Oh.. I did not know this was such a difficult thing to do. But thanks for all answears!

It's not crucial for my map to have those advanced range ideas I have. I just feel that ranged attacks are so basic, just attack and archers auto-hit. You know, I like when missilies becomes a more important factor in combat. In Starcraft, the Lurker has the funniest attack, if you are paying attention you can out-micro a Lurker, but if you don't, your units are torn apart. Same goes with Reavers, if you micro well you can do huge damage.

Two new, more simple questions then:

1) Any ideas how to make archers overall more "fun" to use?

2) The bowlingball missile, is that really really hard to do? Imagine a unit that fires a giant slow missile at an enemy unit and the enemy player responds by sending a unit in the way of the missile, absorbing it's damage. Kinda like dodging a bullet for a friend :)

If things are really hard to change then I have to accept the fact, but all answears and hints and ideas are welcome!
 
Level 18
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1. What's 'more fun' in your opinion?

2. You can't track a attack projectile. All you can do is make a unit with that model, move it from the caster's position to the target every x seconds (depending on the caster's attack speed) and then you can track it like a unit.
 
Level 19
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Aug 24, 2007
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That will go against any other trigger that's related to a stop or attack command. If you got 1 of those triggers, they'll trigger a LOT.

no...

@Kabel: and making archers unable to shoot on things wont make your map fun
Dont stick on details
 
Level 19
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okay then my solution then apply an AI machine like in Half Life 2 or F.E.A.R or Call of Duty or ................................ goes like that
 
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