Hello WowAce

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//You know you love it
// No Project Column icons, no rounded corners

// fonts
!base_font_size = 12px
!base_line_height = 1.0

!normal_fonts = "Verdana","arial","sans-serif"
!title_fonts = !normal_fonts
!navigation_fonts = !normal_fonts

// colors

!body_background_start_color = #FFFFFF
!body_background_finish_color = add_luminosity(#FF82AB, 10%)

!normal_text_color = #000000
!header_background_color = !body_background_finish_color
!main_background_color = #FFFFFF
!footer_background_color = #000000

!standard_module_background_finish_color = #FFB5C5	
!standard_module_background_inner_finish_color = add_luminosity(#FFFFFF , 80%)

!heading_color = !normal_text_color

!link_color = #4B0082
!visited_link_color = increase_hue(!link_color, -30deg)
!active_link_color = set_hue(!link_color, 50deg)

!heading_link_color = !link_color
!heading_visited_link_color = !heading_link_color
!heading_active_link_color = !heading_link_color

!input_gradient_size = 500px
!input_background = add_luminosity(#FF82AB, 15%)
!input_focus_background = #FFFFFF

!avatar_border_color = #000000
!username_normal_color = #000000
!avatar_normal_background = #ffffff
!username_author_color = #007f00
!avatar_author_background = #007f00
!username_moderator_color = #00007f
!avatar_moderator_background = #00007f
!username_anonymous_color = #7f7f7f
!avatar_anonymous_background = #7f7f7f

!standard_gradient_color_difference_outset = 15%
!standard_gradient_color_difference_inset = -15%

!action_button_color = !normal_text_color
!action_button_background_finish_color = #6699cc
!action_button_hover_background_finish_color = !action_button_background_finish_color + #222

// tab

!tab_normal_color = #292421
!tab_normal_text_color = #FFFFFF
!tab_hover_color = #FFFFFF
!tab_hover_text_color = #000000

!tab_shine_color = #fff
!tab_shine_amount = 15%

!tab_disabled_shine_color = !tab_shine_color - #333
!tab_disabled_color = !tab_normal_color - #111
!tab_disabled_text_color = !tab_normal_text_color

!poll_bar_author_start_color = #ccf
!poll_bar_author_finish_color = add_luminosity(!poll_bar_author_start_color, -20%)
!poll_bar_user_start_color = #cfc
!poll_bar_user_finish_color = add_luminosity(!poll_bar_user_start_color, -20%)

!global_navigation_link_shine_amount = 20%
!global_navigation_link_shine_color = add_luminosity(!body_background_finish_color, !global_navigation_link_shine_amount)


!listing_selected_th_finish_color = #FF82AB
!listing_selected_th_start_color = add_luminosity(!listing_selected_th_finish_color, !tab_shine_amount)

!listing_hover_th_finish_color = #FFFFFF
!listing_hover_th_start_color = add_luminosity(!listing_hover_th_finish_color, !tab_shine_amount)

!listing_hover_tr_finish_color = #FFFFFF
!listing_hover_tr_start_color = add_luminosity(!listing_hover_tr_finish_color, !tab_shine_amount)

!ins_color = #070
!del_color = #700

// various other stuff

!body_background_gradient_size = 10px
!body_background_attachment = "scroll"

!standard_block_padding = 10px
!single_space_size = 5px

!page_width = 1000px

!site_logo_height = 40px
!site_logo_width = 200px

// if true, that means it's dark on light, otherwise light on dark.
!light_color_scheme = luminosity(!normal_text_color) < luminosity(!standard_module_background_finish_color)

!standard_gradient_size = 200px
!standard_gradient_direction = "down"
!header_background_start_color = !header_background_color
!header_background_gradient_size = !standard_gradient_size + !site_logo_height
!header_background_gradient_direction = !standard_gradient_direction

!footer_background_start_color = !footer_background_color
!footer_background_gradient_size = !standard_gradient_size
!footer_background_gradient_direction = opposite_direction(!standard_gradient_direction)

!main_background_start_color = add_luminosity(!main_background_color, !standard_gradient_color_difference_outset)
!main_background_gradient_size = !standard_gradient_size
!main_background_gradient_direction = !standard_gradient_direction

!standard_module_background_start_color = add_luminosity(!standard_module_background_finish_color, !standard_gradient_color_difference_outset)
!standard_module_background_gradient_size = !standard_gradient_size
!standard_module_background_gradient_direction = !standard_gradient_direction

!standard_module_background_inner_start_color = add_luminosity(!standard_module_background_inner_finish_color, -!standard_gradient_color_difference_outset)
!standard_module_background_inner_gradient_size = !standard_gradient_size
!standard_module_background_inner_gradient_direction = !standard_gradient_direction


!standard_module_border_size = 1px

// headings
!heading_padding = !standard_block_padding
!h1_size = fontpc(24px)
!h2_size = fontpc(20px)
!h3_size = fontpc(17px)
!h4_size = fontpc(15px)
!h5_size = fontpc(14px)
!h6_size = fontpc(14px)

// elements
!paragraph_padding = !standard_block_padding 0 !standard_block_padding 0

!pre_margin = 10px

!halfway_color = merge_colors(!normal_text_color, !standard_module_background_start_color)

!date_info_color = !halfway_color
!date_info_size = fontpc(12px)

// horizontal rule
!hr_color = !normal_text_color
!hr_border = "outset" !hr_color
!hr_size = 1px
!hr_margin_size_side = 20px
!hr_margin_size_top = 10px
!hr_margin_size_bottom = 0px

// lists
!list_padding_left = !standard_block_padding + 30px
!list_padding_right = !standard_block_padding
!list_padding_top = !standard_block_padding
!list_padding_bottom = !standard_block_padding

// ul.navigation-horizontal
!list_navigation_horizontal_color = !halfway_color

// definition lists
!dl_padding = !standard_block_padding
!dd_left_padding = 40px

// tables
!caption_font_size = fontpc(16px)

!th_font_size = fontpc(14px)
!th_padding = 10px 0
!td_font_size = fontpc(13px)
!td_padding = 5px 5px

!thead_border_bottom = 2px "solid" !normal_text_color
!tfoot_border_top = !thead_border_bottom
!td_th_border_bottom = 1px "solid" !halfway_color

// forms
!form_field_margin_left = 40px

!legend_font_size = fontpc(20px)
!error_color = red
!description_font_size = fontpc(11px)

!input_color = !normal_text_color

!form_label_width = 150px

!textarea_height = 200px

!multifield_label_width = 220px

// users
!avatar_size = 48px
!profile_avatar_size = 300px
!avatar_border_size = 0px
!avatar_padding = 2px
!username_font_size = fontpc(18px)

!show_user_background = true

// comments
!comment_avatar_spacing = 5px

!rounded_corners = false

// icons

!inline_icon_size = !base_font_size
!tiny_icon_size = 16px
!small_icon_size = 22px
!medium_icon_size = 32px
!expanding_link_button_size = !tiny_icon_size
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.global-navigation
   :margin-top 10px
.global-navigation-links
   :font-weight bold
   :font-size 11px
.col-project a
   :font-size 12px
   :font-weight bold
.col-icon
   :display none
.col-project
   :font-size 100%
   :font-weight bold
.create-link-before-filter
   :padding-bottom 4px
   :font-weight bold
   :font-size 11px
.user-actions
   :color #000000


// Site menu and Front Page Tabs

.selected
   :font-size 12px
   :font-weight bold

.tabs
   :font-size 12px
   :font-weight bold

.box-header a
   :font-weight bold
   :color #FFFFFF

// Category list hacks

.col-category ul li a
   :background none !important
   :display inherit
   :border none !important
.category:after
   :content ", "
.category
   :background none !important
   :margin 0
   :display inline
   :height auto 
   :width auto !important
   :vertical-align auto 
   :display block 
   :overflow auto 
   :padding-top 0 !important
   :border none
.category li
   :display inline
   :list-style none
.category li:after
   :content ", "
.category li:last-child:after
   :content ""

/logo
.site-logo a
   :background url(http://static.wowace.com/content/attachments/0/858/HelloWowAce2.png) !important
   //:visibility hidden
  • HelloWowAce2.png

Facts

Created
Jun 21, 2009
Updated
Apr 01, 2011

Authors

At quam primis nascetur sagittis lacinia hymenaeos, taciti turpis vehicula habitant auctor vehicula, netus morbi malesuada placerat interdum,. Nonummy dui viverra non fames cras, pretium pharetra etiam litora cursus, metus taciti nisi nec, sagittis sodales semper porta facilisi, elementum morbi. Mus metus potenti aliquet, at dapibus viverra mattis rutrum primis, proin nostra aliquet sociosqu volutpat proin, etiam auctor suspendisse fames bibendum, porttitor. Pretium nisi cubilia feugiat condimentum scelerisque, mi potenti in quam magna molestie, ante tortor nec eros dolor,. Quis pharetra nisi per, dapibus.

Polls preview

What feature do you want to see in v1.2?

  •  11.4% - Default Mob Configurations - 4
  •   5.7% - Mob Scaling Options - 2
  •   20.0% - Randomized Mobs (Diablo-style) - 7
  •   22.9% - Skill System Rewrite + More Skills - 8
  •   5.7% - More Custom AI Options - 2
  •  8.6% - More Item Options - 3
  •  0.0% - Target Conditions - 0
  •  20.0% - Citizens / Denizen Support - 7
  •  2.9% - Write a new item plugin instead! - 1
  •  2.9% - Something not listed here... - 1

What feature do you want to see in v1.2?

  1. Choice:

What hero or villain should I add next?

  •   18.2% - Professor X - 2
  •   18.2% - Loki - 2
  •   18.2% - Dr. Strange - 2
  •   27.3% - Galactus - 3
  •  0.0% - Invisible Woman - 0
  •   18.2% - IceMan - 2
  •  9.1% - Phoenix - 1
  •  0.0% - Shadowcat - 0
  •  18.2% - Magneto - 2
  •  9.1% - Green Goblin - 1
  •  18.2% - Sand Man - 2
  •  9.1% - Shazam - 1
  •   18.2% - Wonder Woman - 2
  •  9.1% - Scarlet Witch - 1
  •  0.0% - Black Panther - 0
  •  9.1% - Caption Marvel - 1
  •  9.1% - Groot - 1
  •   27.3% - Rocket Raccoon - 3
  •  9.1% - Star Lord - 1
  •  0.0% - Drax - 0
  •  0.0% - Gamora - 0
  •  9.1% - Cyborg - 1
  •   45.5% - Venom - 5

What hero or villain should I add next?

  1. Choices:

What's the most important thing to do?

  •  2.826 - Multiple arenas - 23
  •  4.231 - Bug fixes - 26
  •  1.524 - Complete the wiki/German wiki - 21
  •  3.750 - Dealers - 24
  •  3.364 - Skills (Any ideas?) - 22
  •  4.160 - Jailing - 25
  •  2.941 - MySQL Data storage - 17
  •  3.182 - Other things (Please write a comment) - 11
  •  4.000 - Usable API and documentation/examples - 4

What's the most important thing to do?

  1. Multiple arenas:

  2. Bug fixes:

  3. Complete the wiki/German wiki:

  4. Dealers:

  5. Skills (Any ideas?):

  6. Jailing:

  7. MySQL Data storage:

  8. Other things (Please write a comment):

  9. Usable API and documentation/examples:

Tables preview

Standard table, no row groups defined

Column 1 Column 2
Column 3 Column 4

Table with just a tbody

Column 1 Column 2 Column 3
Column 4 Column 5 Column 6

Table with a thead and tbody

Header 1 Header 2 Header 3
Column 1 Column 2 Column 3
Column 4 Column 5 Column 6

Table with a thead, tfoot, and tbody

Header 1 Header 2 Header 3
Footer 1 Footer 2 Footer 3
Column 1 Column 2 Column 3
Column 4 Column 5 Column 6

Table with a caption, thead, tfoot, and tbody

This is the caption for the table
Header 1 Header 2 Header 3
Footer 1 Footer 2 Footer 3
Column 1 Column 2 Column 3
Column 4 Column 5 Column 6

Test table with merged cells

A test table with merged cells
Average Red
eyes
heightweight
Males1.90.00340%
Females1.70.00243%

Empty cell

Column 1 Column 2
Column 4

Listing preview

AlphaBravoCharlieDelta
AlphaBravoCharlieDelta
0 Nov 20, 2014

Elementum elit eu ac auctor, congue aliquam sociosqu sem a sem, mus fusce nonummy iaculis sit tellus, ac phasellus facilisis vel. In cras pulvinar integer pellentesque, aptent mattis natoque vehicula nibh faucibus, viverra nonummy aliquet ad malesuada, ligula.

Vestibulum mus volutpat phasellus.

1 Nov 20, 2014

Gravida est quam magnis blandit, tempus parturient sem hac ultricies, magna porttitor potenti fames at pede dictumst, mollis lorem rutrum et, eu. Vitae elit sodales montes turpis, mauris class tempus quis praesent, pede enim porttitor hendrerit curae eu, curae dictum tellus integer,. Ligula a interdum malesuada lacus.

Conubia at justo vel eleifend.

2 Nov 20, 2014

Conubia scelerisque tincidunt ad suspendisse ante mus, aenean consequat laoreet curae suspendisse, pede erat porta parturient, fusce nulla tincidunt et, fringilla. Montes fusce lobortis felis blandit sed inceptos natoque, ornare ac tortor lectus, dignissim vulputate auctor enim. Sociosqu sollicitudin.

Natoque nunc nostra cubilia aliquet.

3 Nov 20, 2014

Velit sapien nisl class vel, nonummy amet consectetuer mauris curabitur, placerat iaculis elementum lobortis dictumst sapien, fringilla per sodales iaculis donec hendrerit,. Consectetuer non rhoncus.

Magnis sodales.

4 Nov 20, 2014

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Hymenaeos nibh condimentum.

5 Nov 20, 2014

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Pellentesque consectetuer.

6 Nov 20, 2014

Cras viverra convallis libero dignissim mollis, sit euismod et feugiat leo tincidunt, suscipit quam ante interdum pellentesque, mus nulla. Fermentum aenean elementum cum auctor aliquet, dictum sodales aliquam placerat penatibus gravida bibendum, lacinia condimentum elit. Litora diam at cubilia, venenatis volutpat vivamus dictumst, urna tempus.

Quis tempus purus habitant lobortis.

7 Nov 20, 2014

Neque primis tellus porttitor sed lacinia, nonummy primis rutrum mattis dapibus, odio bibendum cras mi ipsum leo aliquam malesuada, interdum orci mi eleifend. Lorem diam lorem phasellus, urna faucibus malesuada.

Tempus molestie curae montes.

8 Nov 20, 2014

Mus vitae hendrerit proin inceptos, facilisi curabitur ligula iaculis duis, massa senectus mauris curae, urna bibendum ac consectetuer sapien, cras accumsan ultricies hymenaeos. Blandit.

Nulla nec in.

9 Nov 20, 2014

Sodales urna habitasse consequat lacus senectus eu viverra, mollis venenatis ut bibendum facilisis pellentesque, pharetra ac hac vehicula nascetur. Feugiat sit nam.

Bibendum nulla mus velit.

10 Nov 20, 2014

Mauris cubilia natoque mollis sollicitudin, vel integer risus vulputate ridiculus congue, platea risus cras rutrum, magna a taciti sociosqu laoreet, curabitur natoque potenti mattis.

Maecenas euismod.

11 Nov 20, 2014

Maecenas iaculis non imperdiet quisque purus tempor, lectus dis nostra sit purus sociis, ut curae augue litora. Nostra consequat vulputate laoreet iaculis nunc lorem, eu et porttitor vivamus, suspendisse nibh molestie ante ultrices laoreet netus,. Lectus.

Sagittis integer ut.

12 Nov 20, 2014

Quisque arcu vehicula viverra at lacus massa turpis, lectus et adipiscing leo suscipit dolor, accumsan ultricies nisl consectetuer dapibus penatibus. Duis posuere vulputate mattis in potenti, sapien pharetra taciti lorem habitasse, non facilisis sapien sociosqu, interdum primis amet. Ullamcorper potenti venenatis pellentesque.

Hymenaeos magna fames ullamcorper.

13 Nov 20, 2014

Praesent quisque dolor inceptos nascetur semper ullamcorper, pellentesque habitasse lorem ligula tristique erat habitant, velit mi. Maecenas quis quisque tempor porta, quam libero dignissim pede.

Bibendum ultrices quisque cursus.

14 Nov 20, 2014

Venenatis cras nunc maecenas aliquam, sit ligula tempor metus natoque, senectus interdum magnis diam in ante lobortis, dignissim libero eros vivamus. Ante dictumst per ipsum potenti mollis, tristique sem commodo sem amet nibh.

Congue interdum tincidunt varius mollis.

15 Nov 20, 2014

Mollis mi risus suscipit lacinia, conubia interdum donec id, dictum risus taciti habitasse pellentesque, congue litora leo a curae, molestie rutrum scelerisque. Odio sollicitudin commodo suspendisse pede, erat justo posuere ornare eu, lacinia vestibulum justo conubia justo, massa netus. Potenti.

Mauris habitant nunc.

16 Nov 20, 2014

Tempor eget facilisis vivamus congue nunc natoque viverra iaculis, sociis nullam nulla pede platea tortor dis, sagittis tristique. Morbi ultricies fringilla quam nisi, ante ad et ridiculus non, augue venenatis nisi elit pretium, eros purus consequat facilisis. Tincidunt ante suscipit enim, lacinia nisl potenti.

Leo nunc hymenaeos.

17 Nov 20, 2014

Lobortis faucibus sociosqu nisl rhoncus interdum ultricies et, dictumst ac et leo praesent, torquent sagittis praesent gravida hac, nec aliquet a. Praesent arcu euismod elementum cubilia, pellentesque eu interdum maecenas vitae, pede purus convallis nisi turpis.

Curae eget suspendisse.

18 Nov 20, 2014

Vitae tincidunt taciti proin nisi commodo bibendum, et class habitasse blandit ultricies, potenti torquent in urna, cras porta facilisis. Dictum placerat ad feugiat laoreet mollis lectus, aptent eleifend egestas aliquet mauris, sem magna sollicitudin blandit vivamus ipsum,.

Metus curae tortor erat.

19 Nov 20, 2014

Dui pellentesque etiam sem habitasse pharetra, conubia laoreet tempus morbi, potenti pharetra dignissim praesent nostra sollicitudin praesent, duis. Donec habitasse etiam augue elementum, varius ultrices donec odio, posuere.

Tincidunt nascetur litora.

Comment preview

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  • Avatar of quentinbis quentinbis Nov 20, 2014 at 21:18 UTC - 0 likes

    @N1T3SLAY3R: Go

    It was the capital letter

    BFAK:90802177,5997a4d50e40193c441605b4eda3dc4a96724177d96ca9e02bbac379255f510f

  • Avatar of N1T3SLAY3R N1T3SLAY3R Nov 20, 2014 at 20:26 UTC - 0 likes

    @quentinbis: Go

    i may have to add a capital letter exception, try typing normal instead of Normal. Then tell me if it works, hopefully that's just it.

  • Avatar of quentinbis quentinbis Nov 20, 2014 at 18:52 UTC - 0 likes

    @N1T3SLAY3R: Go

    My test server is a localhost server :( I have no error log. Plugins: Empirecraft, Essentials, Vault, Worldedit Screenshot: http://oribon.olympe.in/ec1.png

  • Avatar of N1T3SLAY3R N1T3SLAY3R Nov 20, 2014 at 18:00 UTC - 0 likes

    @quentinbis: Go

    can you pm me your server ip so that i can check it out first hand, because i dont see an obvious issue

  • Avatar of quentinbis quentinbis Nov 20, 2014 at 16:46 UTC - 0 likes

    @N1T3SLAY3R: Go

    I'm using last spigot patch with last empirecraft version on spigotmc site.

  • Avatar of N1T3SLAY3R N1T3SLAY3R Nov 20, 2014 at 03:23 UTC - 0 likes

    @ShAdOw_Of_GoDs: Go

    No, this is not factions. This is an entirely new aspect to war which make buildings like walls etc. actually useful for defense and gives the game a bit more strategy during wars rather than simply charging and killing based on better equipment

  • Avatar of ShAdOw_Of_GoDs ShAdOw_Of_GoDs Nov 19, 2014 at 18:14 UTC - 0 likes

    Could you make an alternate war mechanic that instead of breaking the core structure it would require the players from the village under attack to die a certain amount of times until their land slowly becomes claimable? In other words something similar to the Factions' power system.

  • Avatar of N1T3SLAY3R N1T3SLAY3R Nov 18, 2014 at 20:31 UTC - 0 likes

    /@quentinbis: Go

    ill try to make one sometime this weekend

    @Mawnstuah: Go

    in the newer versions the /ec should override essentials enderchest, as for changing the commands would require more work that its worth based on how its setup

    @quentinbis: Go

    ill look into that issue, which version of empirecraft are you running and server type?

  • Avatar of quentinbis quentinbis Nov 18, 2014 at 08:59 UTC - 0 likes

    When i enter /ec admin createstructure 20 Normal/rank/camp Test it say "the structure types normal/rank/camp does not exist ...." Is it normal ?

  • Avatar of Mawnstuah Mawnstuah Nov 18, 2014 at 03:26 UTC - 0 likes

    Dude no way! This is exactly what I was looking for, and this is the only plugin that suits what I was looking for. I made this idea up in my head except it was with factions, and I was hoping to get an extension plugin but this plugin seems to suit me very much more! I hope this doesn't become an inactive plugin because I think this has some real potential, plugins like this are what significantly enhances Minecraft gameplay. We just need some good servers running with this plugin and i'm sure many people would use this plugin eventually.

    Oh..can you change the commands to sound more smooth? :D? also ec is a command in essentials for ender chest :/

    Last edited Nov 18, 2014 by Mawnstuah

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  • 4 comments
    #4 Nov 20, 2014 at 20:58 UTC - 0 likes

    This is still a rough idea and i appreciate any and all feedback. I'm not making seperate games because they already exist. The point of this insane map is to incorporate all our favorite maps that already exist into one insane map. You will be able to race your friends with your ice bane skills against their skills to max lvl a hero, or be the AI and try to hinder the RPG groups progress. or show off your town management skills to produce an impressive income and wheel and deal with other factions for items and armor. I am aiming it to be a 45 - 60 min game, maybe even with a timer.

    It will be an original idea with unorthodox ending victories. Who wins? rpg group is max lvl hero but did not beat ending boss (AI player maxed out boss abilities), ice bane is max lvl but did not complete final escape (AI player upgraded all obstacles) and AI player prevented everyones final victory. This would end in a victory for all factions.

    Every faction has ways to affect other factions too. for example, an ice bane completes an escape section of the map and gains a bonus lvl. That bonus lvl also upgrades the armor for protoss, income for terran, and extra sends for AI zerg. Each new area the ice baneling unlocks may reveal or close an area for the other factions, and vice versa. (The rpg group mission 'kill the murlocs' at the end will break down some rocks that close off a pathway for the ice baneling. The ice baneling will have to escape a side area to hit a button that rebuilds the rocks opening his own pathway and resetting the 'kill the murlocs' rpg group mission)

    The AI player zerg will be sending waves of squads to disrupt the town and the RPG base. the AI player will be able to equip items bought onto challenge bosses. the AI player will also be able to lvl up boss abilities during combat but will not be able to micro zerg units. the AI player can also spend its mins on obstacles on teh ice bane race maps throught the entire map. The zerg player may alos hover an overlord spreading creep over the ice bane map sections hindering the ice bane. the ice bane will be able to spend a lvl to kill the overlord lowering the zerg supply to send at the town.

    The terran NPC player will be able to slightly control the wandering civilians in town. Keeping them near a building will enhance that building. Example: armory to create better armor to sell, blacksmith to create better weapons, or by the mins to mine faster. The leveling system for this faction will be exp points spent on the cost of items for sale, for insatnce, spend one exp point on minor health potions and you will get 6 mins instead of 5 mins when tehy are sold. Drops from the RPG group are sold to the item shop. The RPG group uses that money to buy items made by the terran player, and the terran player will use these drops to make items and sell upgrades to the AI zerg palyer.

    The RPG group is much simpler. They are the game catalyst. Everything happens for or around the RPG group. The way they will affect other factions is mroe direct. attking the AI in missions. Saving the town from zerg attacks assisting the terran palyer to make items. And when areas open for the RPG group, they will close for the ice baneling.

    Every faction has ways to affect the other while they play to win their own game. A complex game using familiar game mechanics that already exist.

    Great Ideas for the slide trigger. I like that you have found a way to make it correct. It seems as tho your way will have a slight deceleration to it due to a percentage of velocity. this allows me to implement an ability to boost. I will have to tinker twith triggers to figure out how to affect that level of physics. I was aware of the texture at position point to trigger on ice. Where do i start with the altering of that level of physics in the game?

    Walk softly, and carry a big eraser!

    DtownPunk

    #3 Nov 20, 2014 at 18:55 UTC - 0 likes

    So why not just make them separate maps instead of having players that are doing completely different things in the same map? Do remember you want sessions to last 1 hour at most as anything longer becomes very difficult to hold players in public.

    Quote:

    1. Will this map take 2 days to load? Is this too much coding? My map is 256 256.

    Loading is surprisingly fast in SC2 despite it parsing XML and JIT compiling Galaxy. Most of the time seems to be spent synchronizing banks, especially if they are quite large. Galaxy is Harvard architecture virtual machine with several megabytes in the heap and the code sections so should be more than sufficient (games like Final Fantasy 1/2 had less space available for the entire game and even less memory heap!).

    Quote:

    2. I can't seem to get a baneling to slide on ice. Ideas and suggestions?

    With one of the recent patches you can now detect which texture is the strongest at a point. Use this to determine what is covered in ice.

    native string   TerrainTexture (point pos);
    

    There is probably a GUI version of it.

    The trigger is similar to how you do it in Warcraft III except you must remember that the smallest resolvable deterministic time is 1/16 seconds. Many people back in WC3 used the incorrect approach forcing people to spam orders to turn (due to the standard move cancelling current order) but the correct approach was to assign each unit an object giving it a facing and a speed. These can be managed as custom values on the sliding unit or if the number of sliders is finite (bounded) you use a finite object system.

    The idea is you detect how much the unit has moved naturally (from standard movement) then apply a fraction of that as a velocity vector to the unit's sliding velocity vector. You then move the unit to it's sliding velocity vector position based on the point from the previous frame undoing the natural movement leaving only the slide movement to influence the results. Then you update the point for the next iteration so you can measure distance moved naturally and compute the next point. More complex control algorithms can be used to give sliding different responses (such as changing to the opposite direction is less responsive than slightly adjusting angel).

    Do note that most WC3 maps did sliding incorrectly. Instead of skidding on ice it was more like you were being pushed forward by a moving way (such as being on a booster floor in Mario Kart). This makes no sense and has little to do with ice. Other implementations simply disabled you from moving as it kept you going in a straight line at a constant speed from when you entered the surface which is accurate for surfaces with no friction (you cannot change direction).

    #2 Nov 20, 2014 at 18:48 UTC - 0 likes

    IMPASIBOL!

    Actor Addict

    #1 Nov 20, 2014 at 18:04 UTC - 0 likes

    So I have an insane Arcade map idea that intertwines all our favorite arcade games. I have medium knowledge about the editor with many hours tinkering around. My idea is to make an RPG ( with missions, items, abilities, and class tree) with a few players assisting the AI against the RPG group (nexus wars style) with another faction controlling the stores that sell items, and the townspeople (macro income style) with an intertwined ice baneling race with obstacles (ice bane escape style, bonuses will also affect other factions)

    I know........

    Insane.......

    To recap....

    FACTION,HOW TO PLAY,HOW TO WIN

    Protoss RPG group 3-4 plyrs,finish missions, help town, lvl up,complete all missions, max hero

    Zerg AI 1-2 plyrs,harass town, lvl AI boss, obstacles,prevent all other factions from winning

    Terran NPC 1-2 plyrs,manage shop, items, armor, townsppl,income based victory

    Ice bane 1-4 plyrs,escape on ice with abilities, dodge obstacles,reach the end of the race

    The genius of how to tie it all together and balance it will come later.

    1. Will this map take 2 days to load? Is this too much coding? My map is 256 256.

    2. I can't seem to get a baneling to slide on ice. Ideas and suggestions? I've tried, deceleration, terrain friction, triggers moving points, triggers changing behavior, changing data info on units, changing physics of terrain, changing baneling into a missle, and others i can't remember. I haven't tried pathing, changing minimum speed (i would have to create attribute), but i have started with an event that triggers when any unit is ordered to move, conditions any unit = baneling, and triggering unit is terrain type ice on position of unit. The action gets tricky....

    Thank you for any input you might have...

    DtownPunk

  • 4 comments