RTS myth.... 1.7

A forum for discussing map making ideas and problems for the Myth series.
Post Reply
User avatar
Point
Posts: 1804
Joined: Mon Mar 22, 2004 12:58 pm

RTS myth.... 1.7

Post by Point »

um this might be way too command and conc... but i already have a train unit that drops off artillery artifacts and supply units that build defenses and stuff that moves other stuff on maps...

then i was thinking a building unit that builds... stuff... though instead of just artifacts now with 1.7 projectiles to units... someone could have barracks that build troops... so if scripting isnt heavy theres a new kinda Unit trading in town PROJECTILES to UNITS....

ie.... lets say unit trading 8 types of units isnt enough for you... then say make..a
Armory... builds 8 types of monster changing artifacts..
barracks builds 8 types of units to use said artifacts....
now using Wbush math thats 64 unit types with no Unit trading needed...

:) 1.7 looking forward to this BUILD of myth to debut...
if one does not learn from the failings of the past they are likely to suffer its return.
Zeph
Posts: 1019
Joined: Wed Apr 13, 2005 4:57 pm
Location: Montreal

Post by Zeph »

man i really hope your units are intuitive because i certainly do NOT want to learn 64 new units. Even warcraft reign of chaos has less than that
User avatar
Point
Posts: 1804
Joined: Mon Mar 22, 2004 12:58 pm

;)

Post by Point »

Zeph wrote:man i really hope your units are intuitive because i certainly do NOT want to learn 64 new units. Even warcraft reign of chaos has less than that

this factory thing was mainly so I didnt have to make a whole bunch of new meshes.... since i would like to be able to use the same mesh for multiple tagsets and still have artifacts for each needed a way to place these artifacts on the mesh... a few ways to do this... have one that detonates immediatly and turns into the desired item from a base item... or have a unit that drops them...

anyway this would also maybe allow for not having 12 meshes for one map... say patrol etc...

The only thing I havent got is how to do coop on the same mesh... easy for the coop units to exclude the multi though the coop choice unless it could be game type custom cant be set to only show up in that game type.. at least as far as i know...

phex did a cool thing in civil wars the epic one where you could pick a unit set in UT... though that i believe took scripting... so say u chose the arty package or the cav package... attack or defend etc...
if one does not learn from the failings of the past they are likely to suffer its return.
Cdoug
Posts: 5
Joined: Tue May 20, 2008 8:15 pm

Post by Cdoug »

yo this sounds so awesome i hope you get this done im looking forward to this :)
The Elfoid
Posts: 1014
Joined: Mon May 03, 2004 5:30 am
Location: Devon, England
Contact:

Post by The Elfoid »

Unit spawning IS possible, but it'd be a bit difficult for your purpose. You know how you can have thrall rise out of the ground? You could have units do that in a building - a barracks, say - then march outwards. You'd need to script a time frame on it so it didn't do it forever. Far from perfect but it's a way of doing something.
User avatar
Pyro
Bug Finder Extraordinaire
Posts: 4751
Joined: Sun Mar 21, 2004 2:14 pm
Location: Texas

Post by Pyro »

No, no script needed with the 1.7 feature that allows projectiles to promote to units. So a "building" unit could do an attack and releases a projectile that would promote to the right unit.
Post Reply