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Author Topic: Ninja vs Samurai Overhaul  (Read 311 times)
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theorchero
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« on: September 11, 2011, 03:54:14 AM »

Hey I'm revamping the NvS. Again. I've been working on this particular project for a little while and I have actually made quite a bit of progress since I started but haven't had the time necessary to dedicate to finish it as I'd like to, but I'm working on it.

Hell, idk why I'm even posting this, Ima probably be flamed again. At any rate I'll post beta versions and changelog here as I edit. The "beta" versions that I'll release will be protected (of course) but I will provide a resource with pictures and information on triggers and units used. In a sense, providing capacity for learning without the usual risk. Expect the beta version to be fairly polished.

If you've played the original NvS you know that, while fun, was horribly made with definite room for improvement (which many editors, unsuccessfully, have tried) and I'm working on a complete overhaul of the original NvS.

Please place any ideas, suggestions, or comments here.

BETA RELEASE

Version 3.1a beta is released. Should be attached to post.
Or Click Here to download BETA!

Known Issues

-Anti-rush timer just disables/enables Rage Jump
-Ninja Shuriken tooltip color is fucked.
-Shuriken/Throw Knife is weak.
-Samurai can just jump/Ninja can blink to tree areas (should this even be fixed? really?)

PLEASE LEAVE FEEDBACK!


[CHANGELOG]

Multiboard:
-Set colums 5 rows 10  #  ...done!
-Set up Icons, Names, Kills, Lives, and Bounty #  ...done!
-Set up individual variables. May be able to use previous ones. # ...done?
-Set name coloring # ...done! (note: set actual naming - names for user are actually colored)
-Create self-regulating triggers for multiboard management # ...done!

Leavers:
-Set up transition on multiboard # ...done! (note: leaver players will display on multiboard that they have left.)
-Resource allocation? # No - there's enough shit on there and it's hard enough to have self-regulating code for what's already there.

Gameplay:
-Build Income trigger # ..done!
-Create universal currency; make shops vision hidden to opposite teams # ..done!
-Balace prices #No transition needed[?]
-Adjust health & damage of all units # currently unnecessary.
-Add XP tome to ninjas $ ..done!
-Add Shuriken to ninjas # ability added, needs tweaking..
-Build anti-rush zones # in progress
-Create victory timers # ...done!
-Modify talisman triggers; make more effective, fix typos
-Create a "safe zone" for talismans, need to develop and experiment on "talisman-rescue" procedures # note: "sealing" procedures? (gradual)
-Revamp ninja substution
-Create passive ability spellbooks; hide to leave icon room #unnecessary, have layout workaround
-Rearrange ability keys # ..done!
-Modify and Sync hotkeys
-Add item combations
-Add killstreak triggers, bonuses, and sounds.
-Guard caps and balances
-Revamp charge # removed, replacing with "Rage Jump" - DONE

Balances:
-Nerf arrow and shuriken. May make them single target. May replace with a singal-target AoE ARC spell. ("Throw Knife") # Done. Needs tweaking.
-Remove useless camo. Replace with a better ability. # ..done!
-Nerf Charge, give a chance to fail to teleport or something else to increase risk. # In progress. Removed Charge and adding a range AoE jump ability. - DONE.

Aesthetic:
-Fix up ugly terrain
   -Make river "flow" cleanly
-Add some ability SFX
-Make multiboard user-friendly (in progress, see first section) #..done?
-Modify beginning cutscene. Make more uniqely, lively, and actually interesting. # ...done!
-May add tutorial. Doubt it, though. # No.
-Need to add "story" for talismans and samurai # note: dead god?
-TOOLTIPS. # working on it D:

Quests:
-Set up, make them look nice # ..done!  Cool
-Get rid of the ones that were made by a fucking illiterate candian # ..done! Thank god that eyesore is gone.

[SCREENSHOTS]


Preview of cutscene


Preview of a decent fucking multiboard


Much better quest interface

[OTHER]

[old]

Code:
THIS SHIT IS DRIVING ME INSANE:

I've been trying to create a trigger for a "slam" effect. Height is increased, he slides towards target, and when he reaches it he goes down, finishing the "slam" animation, with a special effect of warstomp and damage dealt from him.

these are the triggers:

~~~


Rage Leap
    Events
        Unit - A unit Finishes casting an ability
    Conditions
        (Ability being cast) Equal to RageJump [Reveal]
    Actions
        Set Slidee[(Player number of Player 1 (Red))] = (Triggering unit)
        Set Pointed_Location[(Player number of Player 1 (Red))] = (Target point of ability being cast)
        Set Position_Spell[(Player number of Player 1 (Red))] = (Facing of Slidee[(Player number of Player 1 (Red))])
        Region - Center RageRed <gen> on Pointed_Location[(Player number of Player 1 (Red))]
        Unit - Create 1 Footman for Player 1 (Red) at Pointed_Location[(Player number of Player 1 (Red))] facing Default building facing degrees // note: this was to test if the variable "Pointed_Location" was properly set. It wasn't, it goes to default (mid of PMA)
        Unit - Add Crow Form to (Triggering unit)
        Animation - Change Slidee[(Player number of Player 1 (Red))] flying height to 30.00 at 10.00
        Animation - Play Slidee[(Player number of Player 1 (Red))]'s slam animation
        Animation - Change (Triggering unit)'s animation speed to 30.00% of its original speed
        Unit - Pause (Triggering unit)
        Unit - Make (Triggering unit) Invulnerable
        Unit - Turn collision for Slidee[(Player number of Player 1 (Red))] Off
        Special Effect - Create a special effect attached to the weapon of Slidee[(Player number of Player 1 (Red))] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
        Set SPECEFFECTS[(Player number of (Owner of (Triggering unit)))] = (Last created special effect)
        Trigger - Turn on SlideRage <gen>
        Trigger - Turn on SlideRage Copy <gen>


~~~


SlideRage
    Events
        Time - Every 0.03 seconds of game time
    Conditions
    Actions
        Animation - Change Slidee[(Player number of Player 1 (Red))] flying height to ((Current flying height of (Triggering unit)) - 1.00) at ((Current flying height of (Triggering unit)) - 1.00)
        Unit - Move Slidee[(Player number of Player 1 (Red))] instantly to ((Position of Slidee[(Player number of Player 1 (Red))]) offset by 12.00 towards Position_Spell[(Player number of Player 1 (Red))] degrees)


~~~


SlideRage Copy
    Events
        Time - Every 0.03 seconds of game time
    Conditions
        (RageRed <gen> contains Slidee[(Player number of Player 1 (Red))]) Equal to True
    Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn off SlideRage <gen>
        Animation - Change Slidee[(Player number of Player 1 (Red))]'s animation speed to 150.00% of its original speed
        Animation - Change Slidee[(Player number of Player 1 (Red))] flying height to 0.00 at 0.00
        Unit - Cause Slidee[(Player number of Player 1 (Red))] to damage circular area after 0.00 seconds of radius 200.00 at Pointed_Location[(Player number of (Owner of (Triggering unit)))], dealing 100.00 damage of attack type Hero and damage type Normal
        Special Effect - Create a special effect at Pointed_Location[(Player number of Player 1 (Red))] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
        Wait 1.00 seconds
        Special Effect - Destroy (Last created special effect)
        Special Effect - Destroy SPECEFFECTS[(Player number of Player 1 (Red))]
        Unit - Unpause Slidee[(Player number of Player 1 (Red))]
        Unit - Make Slidee[(Player number of Player 1 (Red))] Vulnerable
        Unit - Turn collision for Slidee[(Player number of Player 1 (Red))] On
        Unit - Remove Crow Form from Slidee[(Player number of Player 1 (Red))]
        Animation - Change Slidee[(Player number of Player 1 (Red))]'s animation speed to 100.00% of its original speed

~~~~

I need an ability that:

-Can be used with "(Target point of ability being cast)" variable
-[b]Can target ground[/b] (preferably with an AoE display)
-Doesn't teleport the target (blink's teleport is hard coded -.-)

[b]OR:[/b]

-Another way to define the location of the point that the ability is being cast at. Note: "Issued Order" - can it refer to the ability cast?
« Last Edit: September 30, 2011, 10:59:01 PM by theorchero » Logged
Neco
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« Reply #1 on: September 11, 2011, 04:02:21 AM »

Never played that map myself, but so after looking at epicwar it doesn't look too bad at all.

Just hollar if you need any coding help or comments, I'm more than happy to help.
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Novynn@Azeroth | Novynn@Lordaeron | Novynn@Northrend
theorchero
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« Reply #2 on: September 11, 2011, 04:36:12 AM »

Hmn, I know how to do this, but for the life of me cant think of the ability base to use:

"Storm Hammer" (singal projectile, goes in a line, but disappears when it hits) targeting ground.

Since stormhammer cant target ground, that cant be it. I don't even think fireball targets ground.
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« Reply #3 on: September 11, 2011, 05:51:33 AM »

Acid bomb with no AoE range? It really depends on what type of resulting effects you want the ability to have.
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Novynn@Azeroth | Novynn@Lordaeron | Novynn@Northrend
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« Reply #4 on: September 11, 2011, 10:21:00 AM »

i almost forgot orc knew how to edit.

according to my Total War: Shogun 2 experience, a ninja could take out practically anyone.
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« Reply #5 on: September 11, 2011, 11:56:55 AM »

i almost forgot orc knew how to edit.

according to my Total War: Shogun 2 experience, a ninja could take out practically anyone.
Don't forget the Geisha's who would prostitute then pull out a Fan of knives or a Comb knife :S
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« Reply #6 on: September 11, 2011, 01:09:21 PM »

orc i wanna play nvs right now get on wc3 Smiley
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theorchero
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« Reply #7 on: September 11, 2011, 04:19:30 PM »

I'm here.
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theorchero
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« Reply #8 on: September 13, 2011, 01:38:47 PM »

Updated To-do
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theorchero
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« Reply #9 on: September 14, 2011, 05:34:59 PM »

THIS SHIT IS DRIVING ME INSANE:

I've been trying to create a trigger for a "slam" effect. Height is increased, he slides towards target, and when he reaches it he goes down, finishing the "slam" animation, with a special effect of warstomp and damage dealt from him.

these are the triggers:

~~~


Rage Leap
    Events
        Unit - A unit Finishes casting an ability
    Conditions
        (Ability being cast) Equal to RageJump [Reveal]
    Actions
        Set Slidee[(Player number of Player 1 (Red))] = (Triggering unit)
        Set Pointed_Location[(Player number of Player 1 (Red))] = (Target point of ability being cast)
        Set Position_Spell[(Player number of Player 1 (Red))] = (Facing of Slidee[(Player number of Player 1 (Red))])
        Region - Center RageRed <gen> on Pointed_Location[(Player number of Player 1 (Red))]
        Unit - Create 1 Footman for Player 1 (Red) at Pointed_Location[(Player number of Player 1 (Red))] facing Default building facing degrees // note: this was to test if the variable "Pointed_Location" was properly set. It wasn't, it goes to default (mid of PMA)
        Unit - Add Crow Form to (Triggering unit)
        Animation - Change Slidee[(Player number of Player 1 (Red))] flying height to 30.00 at 10.00
        Animation - Play Slidee[(Player number of Player 1 (Red))]'s slam animation
        Animation - Change (Triggering unit)'s animation speed to 30.00% of its original speed
        Unit - Pause (Triggering unit)
        Unit - Make (Triggering unit) Invulnerable
        Unit - Turn collision for Slidee[(Player number of Player 1 (Red))] Off
        Special Effect - Create a special effect attached to the weapon of Slidee[(Player number of Player 1 (Red))] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
        Set SPECEFFECTS[(Player number of (Owner of (Triggering unit)))] = (Last created special effect)
        Trigger - Turn on SlideRage <gen>
        Trigger - Turn on SlideRage Copy <gen>


~~~


SlideRage
    Events
        Time - Every 0.03 seconds of game time
    Conditions
    Actions
        Animation - Change Slidee[(Player number of Player 1 (Red))] flying height to ((Current flying height of (Triggering unit)) - 1.00) at ((Current flying height of (Triggering unit)) - 1.00)
        Unit - Move Slidee[(Player number of Player 1 (Red))] instantly to ((Position of Slidee[(Player number of Player 1 (Red))]) offset by 12.00 towards Position_Spell[(Player number of Player 1 (Red))] degrees)


~~~


SlideRage Copy
    Events
        Time - Every 0.03 seconds of game time
    Conditions
        (RageRed <gen> contains Slidee[(Player number of Player 1 (Red))]) Equal to True
    Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn off SlideRage <gen>
        Animation - Change Slidee[(Player number of Player 1 (Red))]'s animation speed to 150.00% of its original speed
        Animation - Change Slidee[(Player number of Player 1 (Red))] flying height to 0.00 at 0.00
        Unit - Cause Slidee[(Player number of Player 1 (Red))] to damage circular area after 0.00 seconds of radius 200.00 at Pointed_Location[(Player number of (Owner of (Triggering unit)))], dealing 100.00 damage of attack type Hero and damage type Normal
        Special Effect - Create a special effect at Pointed_Location[(Player number of Player 1 (Red))] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
        Wait 1.00 seconds
        Special Effect - Destroy (Last created special effect)
        Special Effect - Destroy SPECEFFECTS[(Player number of Player 1 (Red))]
        Unit - Unpause Slidee[(Player number of Player 1 (Red))]
        Unit - Make Slidee[(Player number of Player 1 (Red))] Vulnerable
        Unit - Turn collision for Slidee[(Player number of Player 1 (Red))] On
        Unit - Remove Crow Form from Slidee[(Player number of Player 1 (Red))]
        Animation - Change Slidee[(Player number of Player 1 (Red))]'s animation speed to 100.00% of its original speed

~~~~

I need an ability that:

-Can be used with "(Target point of ability being cast)" variable
-Can target ground (preferably with an AoE display)
-Doesn't teleport the target (blink's teleport is hard coded -.-)

OR:

-Another way to define the location of the point that the ability is being cast at. Note: "Issued Order" - can it refer to the ability cast?
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Neco
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« Reply #10 on: September 14, 2011, 05:58:22 PM »

Channel, change targetting to Point Target and in options set "Visible" and "Targetting Image" to true.

By the way, Crow form can be added then removed instantly afterwards, since it doesn't need to keep the ability to be able to change the Z access.
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theorchero
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« Reply #11 on: September 14, 2011, 06:24:18 PM »

Channel, change targetting to Point Target and in options set "Visible" and "Targetting Image" to true.

By the way, Crow form can be added then removed instantly afterwards, since it doesn't need to keep the ability to be able to change the Z access.
Hmn.. Didn't know that about the crow form.

and.. what the fuck?

There are no options in object editor or main window, OR trigger.

What the fuck are you talking about?

Edit: targeting image? there isn't, its all just models for effect on units and the targeting is already "point target" in the trigger, and nothing like that in object editor.
« Last Edit: September 14, 2011, 06:37:28 PM by theorchero » Logged
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« Reply #12 on: September 14, 2011, 06:39:26 PM »

I meant the ability "Channel", which is the only real customizable ability in Warcraft 3.

If you base your ability off it, then you can make it act like you want via your trigger. Just remember to set the follow-through time to 0 so it becomes instant-cast rather than channeled.
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theorchero
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« Reply #13 on: September 14, 2011, 06:52:17 PM »

I had that already.. and now i'm back to my original problem.

The ability that triggers it doesnt have a cooldown, I'd have to set one manually via diasable/enable which is kind of a pain -.-
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Neco
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« Reply #14 on: September 14, 2011, 07:05:02 PM »

Huh? I was just answering to this:
I need an ability that:
-Can be used with "(Target point of ability being cast)" variable
-Can target ground (preferably with an AoE display)
-Doesn't teleport the target (blink's teleport is hard coded -.-)

If you have another problem then you'll have to explain it.
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theorchero
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« Reply #15 on: September 14, 2011, 07:40:10 PM »

is there a way to trigger a cooldown besides doing a disable->wait->enable trigger?
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Neco
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« Reply #16 on: September 14, 2011, 08:25:50 PM »

No, although usually the ability itself provides the cooldown instead of triggering it internally.

You could do a checking system at the start of the trigger but that would involve things like SimError (ew).
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« Reply #17 on: September 14, 2011, 10:29:20 PM »

orc is a boss
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theorchero
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« Reply #18 on: September 15, 2011, 01:43:30 PM »

^

Lolk

Yea.. looks like I'm going to have to create a dummy ability >.<
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theorchero
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« Reply #19 on: September 23, 2011, 04:17:59 PM »

Updated.
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theorchero
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« Reply #20 on: September 30, 2011, 10:59:27 PM »

Released first beta.
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