deadly swamps

A forum for discussing map making ideas and problems for the Myth series.
Post Reply
oaf
Posts: 3
Joined: Sun Dec 30, 2007 4:00 pm

deadly swamps

Post by oaf »

I should like to create areas where some life is lost only if you walk through.
It is possible?


Oaf
Sonixboom
Posts: 184
Joined: Thu Jul 17, 2008 9:39 am

Post by Sonixboom »

i think so, but it might take some flags, like a cloudkill type thing. idk though talk to pyro or ared

-Saint †
Anyone interested in joining my clan drop me a line.
User avatar
Killswitch
Posts: 142
Joined: Tue May 25, 2004 2:04 pm
Location: Los Angeles
Contact:

Re: deadly swamps

Post by Killswitch »

oaf wrote:I should like to create areas where some life is lost only if you walk through.
It is possible?
Do you mean you're making an epic Neverending Story TC? And this is going to be for the Swamps of Sadness?

Artax!!!
User avatar
Tireces
Posts: 553
Joined: Mon Jun 14, 2004 1:25 am
Location: (po)Land of Lag
Contact:

Post by Tireces »

dunno if answer was there but I remember such topic:
http://tain.totalcodex.net/forum/viewto ... ght=damage
"As long as a single one of us stands..."
User avatar
Fury IX
Posts: 254
Joined: Thu Oct 19, 2006 7:37 pm

Post by Fury IX »

by far the easiest way is to use media, and edit the ripple effect to do damage (and mb be invisible).

Scripting would be pretty easy too.
Last edited by Fury IX on Tue Mar 24, 2009 3:51 pm, edited 1 time in total.
Image
Image
User avatar
Fury IX
Posts: 254
Joined: Thu Oct 19, 2006 7:37 pm

Post by Fury IX »

by far the easiest way is to use media, and edit the ripple effect to do damage (and mb be invisible).

Scripting would be pretty easy too.
Image
Image
A-Red
Posts: 771
Joined: Fri Jul 23, 2004 8:36 pm

Post by A-Red »

In 1.7 there is a GEOM flag that lets you test for units on a terrain type, allowing you to selectively damage those units. If you're willing to wait for it, that's the easiest way to get what you want (and I'm sure if you ask nicely you can become a tester for the latest build). Otherwise, find out how to do what Fury said--I'd never heard of it before, but it sounds very effective.

If you want to script it in 1.6, you have to set up polygon tests around the areas you want to do damage (using Geometry Filters). Pretty easy if you have one area of damage , but not if you have 20 oblong swamp patches.
User avatar
Fury IX
Posts: 254
Joined: Thu Oct 19, 2006 7:37 pm

Post by Fury IX »

When you walk in water, it automatically creates a ripple or splash projectile that follows at the units feet. Just find this projectile and edit it to do damage.

Sisters of the Blade has "quicksand" that you die if you walk in (not sure how they did it), and theres a ww2 plug called Acid Bath that for sure uses the ripple effect to damage units who walk in the acid.
Image
Image
Sonixboom
Posts: 184
Joined: Thu Jul 17, 2008 9:39 am

Post by Sonixboom »

i remember hte quicksand but the acid bath ive never heard of... sounds really kool though

-Saint †
Anyone interested in joining my clan drop me a line.
Deqlyn
Posts: 387
Joined: Thu Dec 13, 2007 6:27 pm

Post by Deqlyn »

effectively in that method fury if your standing still. you could live as long as you dont move the water(if thats possible) not sure if it cinludes current. Depends on how much the dmg u have the ripple effect do.

Harrass undead that are immune to the swamp dmg would be interesting if they keep moving in and out of it.
Zeph
Posts: 1019
Joined: Wed Apr 13, 2005 4:57 pm
Location: Montreal

Post by Zeph »

actually, the blood from the unit being hit my ripple effect could trigger another ripple :P You need to set the damaging projectile to centered on target, slashing metal and choose nearby target!
A-Red
Posts: 771
Joined: Fri Jul 23, 2004 8:36 pm

Post by A-Red »

But note that if you make it slashing damage, you can't make undead immune to it. Or you could, but you'd have to alter a lot of other things to do it.
Zeph
Posts: 1019
Joined: Wed Apr 13, 2005 4:57 pm
Location: Montreal

Post by Zeph »

oops yes. bad idea!
Post Reply