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Terrain that damages units
Posted: Thu Feb 21, 2008 12:58 am
by Anthson
For my next reimagined Myth netmap, I want to take a classic map and turn it VERY cold. I haven't decided which one, but I do know I want to run freezing water through it. This water needs to be passable, yet damaging. I need a way to set it up to where any unit inside the water itself slowly (very slowly, but still recognizably) loses health.
How do I accomplish this?
Will I need scripting to make it happen? If so, are there tutorials that can teach me basics enough to be able to create this kind of script? Can I get a few links that would help me out, here?
Posted: Thu Feb 21, 2008 3:01 am
by Eddaweaver
http://mything.org/index.php?a=article- ... =scripting
Maybe some combination of Geometry Filter or Test Unit with enclosed poly + Unit Control and
Lower Health Fraction would work.
I can't believe I know what this means
Posted: Thu Feb 21, 2008 6:26 am
by haravikk
Hmm, in the old days you would use a unit that detonates immediately to drop a projectile that continually detonates but never expires.
However I'd go with eddaweaver on this one, as a geometry filter will have a lot finer control (since you can plot your "water" areas precisely) and use a UNIT action to take a small amount of health off anyone in the water.
My suggestion to you though is to use actual water for the watery areas, you can make it so it doesn't wobble, and give it a subtle reflection which always looks cool. This way you can also supply a local projectile group to use on the water, which I'd recommend because you want to make sure it's obvious that the watery areas are dangerous, covering them in a thick icy fog or something.
I say this because if it isn't obvious to a user that the terrain may be dangerous, then it can really hurt the gameplay to have your units suddenly taking damage and you don't know why.
Even better if it's a solo map is have a unit comment on how dangerous the ice looks the first time you go near it, there might be a suitable line somewhere in Myth's tags already.
Posted: Thu Feb 21, 2008 6:49 pm
by carlinho
isn't the last map of soulblighter II (the cloudspine) like that?
the magma took health out of ya
Posted: Thu Feb 21, 2008 7:06 pm
by gugusm
carlinho wrote:isn't the last map of soulblighter II (the cloudspine) like that?
the magma took health out of ya
No, it was just impassable I think...
And yeah, combining both GEOM and CTRL actions could work fine if you mess up with them some time.
Posted: Thu Feb 21, 2008 9:00 pm
by Fury IX
There is a level on sisters of the blade that has killer mud, and a ww2 plug "acid bath" that had killer acid. So I put it in my thorncastle map too, a little poisonous pool of blood. Im not sure how they did it, by I edited the ripple effect projectile that shows when you walk in the water, and just made it do a slight bit of damage. I dont remember the specifics off hand but I remember it being pretty easy.
Posted: Thu Feb 21, 2008 9:03 pm
by vinylrake
I haven't done all the steps involved, but I would think another way of implementing the 'terrain or specific area of map causes damage to units' effect, you could use something like the red cloud damage effect already in the bungie tags - bushido used it, i used it again in the Balls of Death plugin ('Cloudkill Bacon'). - assign the effect to an artifact or scenery item and make it initially active (might need to do the unit dies at start of map kicking off the chain reaction effect. Change the cloud collection to something invisible and make the object self propagating so that when the effect runs out it kicks off another one of itself (or make the lifespan neverending?). Make the area of effect whatever you want and place the objects just under ground. The only issue might be if units are impervious to gas (like undead) you might need to change the type of attack the gas is set to.
ok maybe that's not so simple after all.