View Full Version : Water Units
HGBounderX
12-26-2006, 1:58 AM
I am posting this to see if anyone knows how you could make water units.
Having water units would be a great aspect and I am not exactly a programmer of any sort...
I know it can be done, it has been done before in the never finished water mod.
DemonicArchon
12-26-2006, 2:06 AM
You have to do something witht he map were certain units are transported ot an area, and can never leave a location..or something...i'm not entirly sure but it has been discussed before..lol
HGBounderX
12-26-2006, 2:30 AM
Probably way too complicated for me.
If I'm going to incorporate it, I'll have to make a team with someone taht cna do it =\
TheNomad
12-26-2006, 5:28 AM
You have to modify the terrain with TileEdit and alternatively create some new doodads (or modify existing ones) to create ramps and such.
... it's a lot of work. The last person that did this (including making water critters) gave up and deleted the mod before it was even released as alpha but it was around 60% done... apparently the mod died.
nirvanajung
12-26-2006, 11:55 AM
You have to modify the terrain with TileEdit and alternatively create some new doodads (or modify existing ones) to create ramps and such.
:smirk: oh really? could u a brief introduction 2 me about steps and the preparation settings or something for making like that
As u know, my ancient age mod are need to make kind of Water ship
thats an dilemma in the ancient age mod
... it's a lot of work. The last person that did this (including making water critters) gave up and deleted the mod before it was even released as alpha but it was around 60% done... apparently the mod died.
probably that doesn't matter for me even thats need to a lot of work
cause i've been going to produce while about a year
if there is a chance to make water units i'd happy though that does just nearly as water :rolleyes:
even could not perpectly works for all Physical conditions of the Water
have u any idea about basic steps and resource Settings to make a work ?
i'd Thanks even if u could get just an roughly idea ;)
It's impossible to get it done well with a mod, however, it is possible to do it with mapping.
First, create your body of water (you can have as many as you want, repeat these steps for each of them if you have more than 1), and put either burrowed invinsible zerg units or observers (or best, since you're already making a mod, mod an unused unit to have a 1*1 size, flying, with no graphic, that can't be clicked) around the body of water.
Place another different invisible flying unit in the middle of that body of water.
Make the following trigger:
Players:
computer owner of the units placed around the water areas
Conditions:
Current player brings at least 1 of -that unit- to 'anywhere'
Actions:
Move 'location 1' on -that unit- owned by Current player at anywhere.
Give 1 -that unit- owned by current player at 'location 1' to another computer player
Kill all 'water unit 1 hero version' owned by all human players at 'location 1'
Kill all 'water unit 2 hero version' owned by all human players at 'location 1'
(etc...)
Preserve Trigger
And create this trigger:
Players:
human players
Conditions:
Current player brings at least 1 'water unit 1' to anywhere
Actions:
Give all 'water unit 1' owned by current player at anywhere to a computer player (can be one that you already used)
Issue order to 'water unit 1' owned by one of the computers to move to 'the unit in the middle of the body of water'
Enable invinsibility for all 'water unit 1' owned by that computer player
Preserve Trigger
And another trigger...
Players:
human players
Conditions:
-computer player that you used in the earlier trigger- brings at least 1 'water unit 1' to 'anywhere'
Actions:
Move 'location 2' on 'water unit 1' owned by -computer player that you used in the earlier trigger- at anywhere
Preserve Trigger
and last...
Players:
human players
Conditions:
-computer player that you used in the earlier trigger- brings at least 1 'water unit 1' to 'location 2'
-first computer player of the first trigger- brings at most 0 'the modded 1*1 null unit' to 'location 2'
Actions:
Remove 1 'water unit 1' for the right computer at 'location 2'
Create 1 'water unit 1 hero version' for Current player at 'location 2'
Preserve Trigger
Basically what this does is, makes ships you build fly towards the water until they're in it and than be given to you. They can't be moved or killed while they move into the water (because they're invinsible and owned by a computer player). Once they're in the water, they are given to you, and will die if they try to go out of it.
Note that for multiplayer maps, you'll need a different computer player per human player for the last 3 triggers.
nirvanajung
12-26-2006, 12:39 PM
hmm... that isnt what i want for melee types of game
Also doesnt fit as the Watership especialy for the Transportship either
Anyways, thanks an UMS trigger though
if gonna make an screenplay MAP of the MOD, i'll keep that in my memory
TheNomad
12-26-2006, 12:50 PM
Well, water can be made walkable (in theory), but I am not sure you can restrict movement (as in not let the unit out), except if it is done natively by the cliffs (at which point it can work with no problem).
I am not sure if I can nirvana, but I will give you a push in the right direction. You'll have to wait a week after NYE though.
nirvanajung
12-26-2006, 1:05 PM
ok fine, u dont have to rush on it just try make the idea slowly
TheNomad
12-26-2006, 2:20 PM
It's impossible to get it done well with a mod, however, it is possible to do it with mapping.
Or vice-versa ;)
As Bugs Bunny said in one of his episodes: EUREKA!
This should take modding to a new level :)
As soon as I figure out some more stuff about the program I'll tell you how Nirvana.
... and NO, it is not done by setting "Flyer" ;)
And YES I was right (phew), the movement is natively controlled so the drone/zealot can't get out of the water. Yay :)
Enjoy the teasers!
nirvanajung
12-26-2006, 2:37 PM
yo TheNomad,
i just have an thinking the trick of making replaced Water from other Terrain
aight, here is my idea what i was thinking about that
There are various different types of Terrain in game SC which are have different a steps it's kina the structure of Stair
i'd like to explain in detail
For example, the jungle Terrain, the structure of stair has put blow terrains
i make show list on here take look below
-------------
1 layer
----------
Dirt
mud
water
jungle
rocky
grnd
ruins
-------------
2nd layer
-------------
*Raised jungle
-------------
3th layer
-------------
high dirt
high jungle
high ruins
-------------
4th layer
-------------
high raised jungle
high temple
take a look the Raised jungle,
its the key terrain what try to replace into anoter Water
As far i know about original Water
most complecate issue is restrict movement
probably thats most task to embodiment Physical of Water naturaly
So i think the best source that embodiment like Water is Raised jungle,
cause that allow ground unit makes walk over there
To embodiment water conditions, first off change gfx resource as water grphics and animations and change settings of tileset propertices
then it could be possible to use for another Water of terrain
but we can't use Raised jungle as it was before unless recreat that from another terrain
what do u make of this idea ?
TheNomad
12-26-2006, 2:40 PM
Yes, I thought of that too, but I think the method I used is better (to make the water walkable). The only problem now is that I need to see how you can restrict movement only to certain units (you don't want a peasant to walk on water, right ? :P), such as boats. I have some theories, but they require a lot ot testing.
The thing is with both methods (yours, by replacing graphics, or mine, by making the water accessible) might have drawbacks like which units to allow to walk there. If I can find a way to only let, for example, the drone, but not hydralisk, ultralisk or zergling, then your mod will have no problems.
nirvanajung
12-26-2006, 2:51 PM
Or vice-versa ;)
As Bugs Bunny said in one of his episodes: EUREKA!
This should take modding to a new level :)
As soon as I figure out some more stuff about the program I'll tell you how Nirvana.
... and NO, it is not done by setting "Flyer" ;)
And YES I was right (phew), the movement is natively controlled so the drone/zealot can't get out of the water. Yay :)
Enjoy the teasers!
yuh Thenomad, is that really changed Water i mean which is modified from orginal Water ?
i just thought after saw that, Maybe that was modified from other source of the terrain
As like i said before ?
it seems like that just for me :o
TheNomad
12-26-2006, 2:58 PM
no no, it is normal water, just with modified internal properties :)
HGBounderX
12-26-2006, 3:09 PM
You could also have to modifiy graphics or make an overlay and set it to make it appear the unit is 'in' the water and not on it. =\
nirvanajung
12-26-2006, 3:16 PM
ok i'll take like that
Btw, i have an issue about build able of the matter
i want the buildings are should under build for just specific Buildings
such as the WaterShip port and kinda extractable resource building
which is under contructed over water
What do you make of this?
nirvanajung
12-26-2006, 3:20 PM
You could also have to modifiy graphics or make an overlay =\
i'm Game Artist that doesnt matter for me
the only matter is the time :)
and set it to make it appear the unit is 'in' the water and not on it.
no, Actually that doesnt need to do like that
that could solved by painting graphic and iscriting as looks like unit is in the water
B.A.Baracus
12-26-2006, 3:33 PM
Having water units would be a great aspect
There are no recourses in the water, and that was the whole point wc2 had water units because of oil out at sea. I see no practical reason for water units in starcraft.
HGBounderX
12-26-2006, 4:05 PM
Water units could increase game strategies, attack patterns, another caryying method and all that stuff. It would make three different types of units, water, ground, and air.
TheNomad
12-26-2006, 4:12 PM
There are no recourses in the water, and that was the whole point wc2 had water units because of oil out at sea. I see no practical reason for water units in starcraft.
He isn't making a SC-like mod. His is more like Age of Empires or Caesar or the such.
nirvanajung
12-26-2006, 4:35 PM
There are no recourses in the water, and that was the whole point wc2 had water units because of oil out at sea. I see no practical reason for water units in starcraft.
Right it could be no practical reson for StarCraft which is SF-concept game
But when we think of it, it could recourses in the water
if we make change the balance of SC and MODs
Some Water unit could be useful for a strategic play
Basicly, most Air unit is very important unit to make the war situation tuned in your favor they have a strategic ability but that needs great of money
Also need to take through high tech tree
But if there are Water units something kinda the Submarine, the seaplane tender
and they costs money more low-priced beside that could builded out more fast than the AirCraft unit that would be really have Merit and many advantage in game
just like this, don't be on a tiptoe of excitement it's just composited image ^_^
http://img239.imageshack.us/img239/259/1mc6.gif
B.A.Baracus
12-26-2006, 7:39 PM
Wow, where did you get the sprite for that boat?
TheNomad
12-26-2006, 8:15 PM
it's a reference to his mod :) check it (http://www.warboards.org/showthread.php?t=23613) out!
nirvanajung
12-26-2006, 9:05 PM
No that isn't, that Battleship is Empire Earth's sprite which is the game tiltle of Sierra Studio
TheNomad
12-27-2006, 5:31 AM
Oh... ok, I'll edit :)
wow this is intresting and i hope you guys do find a way to make water units tatll bed awesome and after that you can make zerglings and stuff move under ground while burrowed! (how the heel r u gonna do that now?)
TheNomad
12-28-2006, 10:26 PM
I am not sure burrowed units can be moved... I mean, DoA will know best, but I think (what do I know ? :P) that it isn't possible... except to make it appear burrowed, but in fact for it to not be (actually, I think this is the only way oO)
Well, good luck witrh whatever than, seeya tomorrow!
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