about some Monster Flags

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Killery
Posts: 15
Joined: Wed Jan 21, 2009 6:47 am

about some Monster Flags

Post by Killery »

Im just well known as map maker. also unit modified.
now, I want projectmagma to update some monster flags for next version.
first of all, always uses entrace projectile group of monster flag.
I was trying to use this flag but it was like having a bug.
currently, this flag doesnt match as loathing monster entrace flag.
this flag of fear doesnt make monsters invisible while entrance projectile are proccessing.
it just make entrance projectile group tag.
whats the problem? if you use with this flag, its useless with non invisible units.
plz dont say that yeah you have to make units invisible on loathing.
why I suggest this is I want magma to work this flag on artifact switching.
like, thrall sniking and eruption. Im curretly work this by picking up sequence.
and eruption is artifacts T key action by using carried projectile.
but this is still odd that thralls sink by picking up projectiles.
and also, tranceformation of Soulblighter to unarmed.
in this case, just drop the glaive on switching artifact by monster entrance projectile by monster flag. dropping by shift I way is not cool.
yeah I really really wanna change it and its useful I guess.
on next version, always uses monster entrance flag must effect on switching artifact too. and make monsters unvisible when entrance and exit flag. plz.

and two or three more what I want magma to update,
thats raise to flying height of monster flag works overrided monster by artifact.
currently its not available. it doesnt rasie it. so plz update this.
I wanna make soulblighter crow moving to make possible.
oops and Local Projectile Grops on overrided moster too.
this doesnt work on overrided monsters by artifact.
Im thinking about multiple crows by this local projectile group on monster.

then... this is hard to change I guess.
Ive got jumping monster by oogabooga unit changing plug.
how did he do that is by deleting moster by dmg then using Promotion Unit Tag.
this is really interesting, myth engine never tried about jumping system.
but it was done by genius plugin maker.
however I has some problem.
first, when using that atk, it makes monster casualty sound.
forcing to complete it, he made the unit type suiciding though
target moster fees by closer. omg!
and this is the hardest wish. current jumping monster doesnt effect his health.
so if jumping has completed, the new monster is max vitality. omfg.
need to make a flag, to effect monster vitality on new created monsters.
magma plz update to make it possible jumping atk.
just doesnt sound monster casualty sound on fear flag adding mb.

and this is side problem.
just update to use available loathing Group Split Up action if its possible.
magma added mathmatics on map action now. I guess they can fix monster actions.

thats all. thx to reading my article duke :D
btw Im japanese if you have any problem that makes no sense part, let me know :?
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Max stop masturbating.
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GodzFire
Posts: 1774
Joined: Wed Nov 02, 2005 8:37 pm

Re: about some Monster Flags

Post by GodzFire »

I was about to say your spelling, grammar, and punctuation is simply atrocious, but then I saw about you being Japanese. Still, it wouldn't hurt to capitalize the first word of the sentence. :-)
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haravikk
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Re: about some Monster Flags

Post by haravikk »

Killery wrote:first, when using that atk, it makes monster casualty sound.
forcing to complete it, he made the unit type suiciding though
target moster fees by closer. omg!
To prevent the monster casualty sound you can set the "Uncontrollable" flag in a Unit Control map-action, but you may need to move in an invisible observer as the unit will then behave exactly like an allied uncontrollable unit (you can't see what it sees without invisible observers).
Killery wrote:and this is the hardest wish. current jumping monster doesnt effect his health.
so if jumping has completed, the new monster is max vitality. omfg.
need to make a flag, to effect monster vitality on new created monsters.
magma plz update to make it possible jumping atk.
just doesnt sound monster casualty sound on fear flag adding mb.
Well, preserving all the data would be best done in a new monster/projectile flag, but I dunno how hard it'd be.
Killery wrote:and this is side problem.
just update to use available loathing Group Split Up action if its possible.
magma added mathmatics on map action now. I guess they can fix monster actions.
Still don't know what this group-split up action is supposed to do, if we did I'm sure there's a solution =)
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Pyro
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Re: about some Monster Flags

Post by Pyro »

haravikk wrote:
Killery wrote:first, when using that atk, it makes monster casualty sound.
forcing to complete it, he made the unit type suiciding though
target moster fees by closer. omg!
To prevent the monster casualty sound you can set the "Uncontrollable" flag in a Unit Control map-action, but you may need to move in an invisible observer as the unit will then behave exactly like an allied uncontrollable unit (you can't see what it sees without invisible observers).
I think he is talking about failed unit promotions. Where a projectile is trying to promote to a unit in an area too high from the ground or on impassible terrain. Maybe there should be an alternative projectile option in a similar way it is used with projectile groups. So that if it can't promote to a unit, it can promote to some projectile and you won't hear "Casualty!".
haravikk wrote:
Killery wrote:and this is the hardest wish. current jumping monster doesnt effect his health.
so if jumping has completed, the new monster is max vitality. omfg.
need to make a flag, to effect monster vitality on new created monsters.
magma plz update to make it possible jumping atk.
just doesnt sound monster casualty sound on fear flag adding mb.
Well, preserving all the data would be best done in a new monster/projectile flag, but I dunno how hard it'd be.
This could be handled by those script parameters I mentioned to you Haravikk, where it grabs values from a specified unit. If these were created, then mapmakers can use the Math action to transfer values into the correct Unit Control action.
haravikk wrote:
Killery wrote:and this is side problem.
just update to use available loathing Group Split Up action if its possible.
magma added mathmatics on map action now. I guess they can fix monster actions.
Still don't know what this group-split up action is supposed to do, if we did I'm sure there's a solution =)
I haven't tested it, so I can't say if it works or not.
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