Xel'naga Tower for Fleet Ops

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posted on August 12th, 2011, 4:40 am
Last edited by DOCa Cola on August 13th, 2011, 8:05 am, edited 1 time in total.
In Starcraft 2, they have a map item called a zelnaga tower that allows the user to see a large portion of the map around the tower once a unit gets close to the item. This creates a fun map item that allows the map to be more strategic and dynamic. I tried to incorporate this into the fleet ops map by having dominion hyperstation stations in small blue nebula (to bring down shield) with a crew of 1... I also made special energy to 0. That way, anyone can beam 1 crew member over to the hyperstation to control it and have the benefit of sight and ping from the station... until the other team beams over 1 crew member. No one can attack the station because it is set as invincible. Furthermore, there is no scan ability since the special energy is set to 0.  I thought all was according to plan. When I set the station as team 1, the hyperstations dissapeared from the map every game i started. When I set the hyperstation as team 0, no one can control it despite crew being beamed over. Is there a way around this so I can bring the zelnoga tower concept to fleet ops?
posted on August 12th, 2011, 9:46 am
if u set any unit to a team that is used as a player slot these units get wiped. you need to put it in a non player slot, like team 8 on a 4 player map.
posted on August 12th, 2011, 5:08 pm
Ok... so i solved the previous problem by seting the hyperstation team as team 5 in a 4 player map. It now works perfectly in that it remains on the map when the game starts and it allows us to control it. Now there is a new problem. Although it works well on an instant action game, setting the itmes as team 5 cause the game to consistently go out of sync in a multiplayer game. Is there a way around this?
posted on August 12th, 2011, 5:22 pm
would be really interested to know if fo engine could ever do other game modes  like dota or company of heroes / dawn of war II 
posted on August 12th, 2011, 5:29 pm
Common ppl... i need answers on the out of sync issue.... back on the topic... focus... focus!
posted on August 12th, 2011, 6:16 pm
The cause of most OOS is still unknown for the most part. :(  Talk to Dominus though, he might be able to help. :blush:
posted on August 12th, 2011, 6:24 pm
Yeah most map based races seem to cause oos in multiplayer, especially if you give them AI. This is the case with all the NPC races in my mod. I imagine the devs will figure out oos problems down the road.
Also I don't mean to sound nitpicky.... but being a Starcraft freak myself I have to point out that it's "Xel'naga"  :whistling:
posted on August 13th, 2011, 2:22 am
Interesting, this could be quite useful information. Thanks for reporting. Any chance you can upload the map in question here please? Might be key to solving some of the out of syncs :)
posted on August 13th, 2011, 7:17 am
K... here is the map... just crediting Queen Ashley for making most of the map... I just added the 3 hyerstation stations.

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Station Race.png

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posted on August 13th, 2011, 4:36 pm
Thanks :)
posted on August 25th, 2011, 7:29 am
Adam_C wrote:would be really interested to know if fo engine could ever do other game modes  like dota or company of heroes / dawn of war II 


I could imagine a CoH style flops campaign.... you start with a small yard ship,  and ahve to use tactics to keep it alive, and slowly form a bigger group until you can fedroll the enemy race.
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