Custom Sleeper Units Template [UPDATED: February, 24]

Started by Nicant, December 01, 2015, 05:00:15 PM

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Nicant

This is just Telanir's Sleeper map template (Telanir's Original Template), but with the Custom Sleeper Units loaded into the Template! I did this because the scripts in the Custom Sleeper Units Scripts posts keep going over the Max Character limit, so i have just decided to just have it so you can download everything real quick and simple! The Sleeper node can build the custom units and you can toggle whether or not the CCN can build them. To do this, just select the sleeper node (By double clicking it in the map editor) and put a 1 or 0 by where it says the certain sleeper units! Make Sure you give credit to Telanir or none of this would of been possible!

--Changes--
- Relays added! (They act like microrifts from CW2, but with creeper!)

Re-Doing all of my custom sleeper units so they can run better and not cause much lag.
Units added so far:
Default sleeper units are obviously in
- Reactor
- Sniper
- Sprayer
- Bomber
- Bertha
- Guppy
- Nullifier
- Forge
- Relay

Notes: To defend your stuff against the Bertha, try using shields!

If you find any bugs that are not listed above, then please tell me!
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Instructions on how to place the template in a map.

Step 1: Go to MyDocuments, then go to creeperworld3 (the folder), then to the WorldEditor folder.

Step 2: Create a new folder in the WorldEditor folder and name it what you want your map to be called.

Step 3: Then place the file that you downloaded in this post into you folder that you created.

Step 4: Exit the folder and start Creeper World 3, go to your projects and find your map.

Step 5: Everything should be working fine! If anything is not working or you don't have any textures loaded tell me and i will try fix it! Have fun making your map and don't forget to resize your map! Also don't forget to credit Telanir for the Scripts! None of this would be possible without him!!!
CW4 hype!!

Nicant

CW4 hype!!

Johnny Haywire

Nice! Now... just gotta wait for someone to make a map with these bad boys! (Hint hint)  ;)
You disagree with this sentence, don't you?

rer24

Hey, would it be possible to re-purpose the Sleeper and creep codes to use AC and fight the original creeps? I'd love to have a grand battle!
We shall end the infinite cycle of madness!

J

Quote from: rer24 on January 09, 2016, 10:25:17 AM
Hey, would it be possible to re-purpose the Sleeper and creep codes to use AC and fight the original creeps? I'd love to have a grand battle!
It's certainly possible, but a huge amount of work. In every script all creeper values have to be inverted and all logic for reacting to player units has to be rewritten to do something else. I'd love to do that sometime, but only when I have a few weeks spare time to get everything right.

Nicant

#5
Quote from: rer24 on January 09, 2016, 10:25:17 AM
Hey, would it be possible to re-purpose the Sleeper and creep codes to use AC and fight the original creeps? I'd love to have a grand battle!

I was thinking about having a Sleeper AC Node or even "neutral" units that if creeper or AC touch it, it would be converted into the respected "team".
CW4 hype!!

Johnny Haywire

Heh, maybe a kind of "Capture the flag" like in other games - whoever controls the flag controls the device or something.
You disagree with this sentence, don't you?

Nicant

#7
Quote from: Johnny Haywire on January 09, 2016, 06:06:30 PM
Heh, maybe a kind of "Capture the flag" like in other games - whoever controls the flag controls the device or something.
I might actually try and make an AC node in the next map! Yeah NVM, i just tried and convert it and it is waaaaaaaay out of my coding range.  :P Someone who is a lot more talented could probably do it.
CW4 hype!!

Builder17

Cannot it be just Flip emitter code little changed?

TLFP

#9
Maybe you could have greyed-out units that when creeper or Ac touches them you could spawn a sleeper or player unit?
It might work and be less of a pain to code. :D
Someone did something like that where you had to kill a greyed-out unit in order for the corresponding player unit to spawn in.
And just to clarify, I mean a grey picture of the unit on a core, not the units tab. ;)
Currently ghosting, don't mind me.
Christian, my list of various content creation groups can be found here

Nicant

Quote from: Builder17 on January 10, 2016, 04:15:23 AM
Cannot it be just Flip emitter code little changed?
no because you would have to get ride of the digitalis parts of the code which the code depends on. It would need a total rewrite in order for there to be an AC node.
CW4 hype!!

Nicant

Quote from: TheLongFellowPLAYER on January 10, 2016, 01:28:58 PM
Maybe you could have greyed-out units that when creeper or Ac touches them you could spawn a sleeper or player unit?
It might work and be less of a pain to code. :D
Someone did something like that where you had to kill a greyed-out unit in order for the corresponding player unit to spawn in.
And just to clarify, I mean a grey picture of the unit on a core, not the units tab. ;)
Yeah that's what i was thinking, but since it will require a total rewrite of code to make an AC sleeper node, i am not doing it.
CW4 hype!!

TLFP

#12
Quote from: Nicant on January 10, 2016, 03:56:07 PM
Quote from: TheLongFellowPLAYER on January 10, 2016, 01:28:58 PM
Maybe you could have greyed-out units that when creeper or Ac touches them you could spawn a sleeper or player unit?
It might work and be less of a pain to code. :D
Someone did something like that where you had to kill a greyed-out unit in order for the corresponding player unit to spawn in.
And just to clarify, I mean a grey picture of the unit on a core, not the units tab. ;)
Yeah that's what i was thinking, but since it will require a total rewrite of code to make an AC sleeper node, i am not doing it.
I would spawn a player controlled unit, for example a greyed pulse cannon will spawn an actual pulse cannon when in AC but in creeper you would just destroy the grey core and build a sleeper cannon core. I know it's not AI controlled but it's the next best thing. :D
Edit: I pasted code from the wiki to code the unit so here's the code:currentcoords getcreeper ->creeperAmount
if(<-creeperAmount 0 gt)
"CRPLCore" CurrentX CurrentY CreateUnit ->unit
<-unit "CCannon.crpl" AddScriptToUnit
self 2 destroy
endif
if(<-creeperAmount 0 lt)
"PULSECANNON" CurrentX CurrentY CreateUnit
self 2 destroy
endif

The problem is it builds a building player cannon, not a built cannon, but it works for the sleeper cannon.
And you wouldn't need a AC node to do it, just have the player, the Sleeper, and this code.
Currently ghosting, don't mind me.
Christian, my list of various content creation groups can be found here

Builder17

CONST_ISBUILDING eq FALSE SetUnitAttribute could work.

J

Quote from: Builder17 on January 11, 2016, 03:05:11 AM
CONST_ISBUILDING eq FALSE SetUnitAttribute could work.
Quote from: J on January 05, 2016, 01:41:50 PM
eq is a comparison operator

If that doesn't work, try setting the CONST_AMMO unit attribute to the amount needed to build it.