Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Topic started by: Clean0nion on January 16, 2014, 11:19:45 AM

Title: The Corrupted Units thread
Post by: Clean0nion on January 16, 2014, 11:19:45 AM
Here we have a list of all the corrupted units, and who made then. I'll add links to the individual maps later.
If you made a new unit that is not essentially a modified version of current in-game units, for example my Ore Refinery, it is not valid for this list.

Remaining tech

Relay
Reactor
Ore mine
Guppy

Pulse cannon
Strafer
Nullifier
Sniper

Thor
[close]

Corrupted Beam made by ThirdParty
CS Topic Post
Corrupted Collector made by ThirdParty
CS Topic Post
Corrupted Mortar/Bertha made by eduran
CS Topic
Corrupted Terp made by Kwinse
Topic CS
Corrupted Sprayer made by Mikoz
CS
Corrupted bomber made by pawel345
No links
Corrupted Shield made by Lost In Nowhere
CS
Corrupted forge made by planetfall

If you made one, or you know of one, post it in the comments. Discussion of each unit is also encouraged.
If there are multiple versions of a unit, the one that the community seems to like best will be out on the list.
Title: Re: The Corrupted Units thread
Post by: eduran on January 16, 2014, 12:21:45 PM
Quote from: Clean0nion on January 16, 2014, 11:19:45 AM
*I still think this should be Corrupted Bertha

I'd say it can act like either a mortar or a bertha depending on how you set it up. Switch off the crosshair, set 'fireDelay' to 0, 'fireInterval' to around 150 and range to whatever a mortar has and you've got yourself a Corrupted Mortar.
Title: Re: The Corrupted Units thread
Post by: Clean0nion on January 16, 2014, 12:24:24 PM
Quote from: eduran on January 16, 2014, 12:21:45 PM
Quote from: Clean0nion on January 16, 2014, 11:19:45 AM
*I still think this should be Corrupted Bertha

I'd say it can act like either a mortar or a bertha depending on how you set it up. Switch off the crosshair, set 'fireDelay' to 0, 'fireInterval' to around 150 and range to whatever a mortar has and you've got yourself a Corrupted Mortar.
Alright. So now we have a double unit!
Title: Re: The Corrupted Units thread
Post by: pawel345 on January 16, 2014, 12:44:21 PM
I made a corrupted bomber and "strafer" (Ufo) as well as a corrupted collector.
Title: Re: The Corrupted Units thread
Post by: Clean0nion on January 16, 2014, 12:45:21 PM
Quote from: pawel345 on January 16, 2014, 12:44:21 PM
I made a corrupted bomber and "strafer" (Ufo) as well as a corrupted collector.
Provide relevant links and I'll add them.
Title: Re: The Corrupted Units thread
Post by: Lost in Nowhere on January 16, 2014, 07:10:08 PM
A corrupted Thor would be a nightmare to deal with...
Title: Re: The Corrupted Units thread
Post by: Flabort on January 16, 2014, 09:18:39 PM
May I lay claim on the corrupted Forge?  ;) I've got an idea, and want to try it.

Edit:
Spoiler
$EXP_PER_LEVEL:500.0
$RANGE:600.0
$CREEPER_PER_LEVEL:5.0
$CONSUMED_CREEPER:5.0

once
0.0 ->EXP
0.0 ->LEVEL
<-LEVEL <-CREEPER_PER_LEVEL mul ->CREEPER
CurrentCoords <-RANGE GetEnemyUnitsInRange ->LIST
0->POSITION
CreateList ->ORIG_AMOUNT
<-LIST GetListCount 0 do
<-LIST <-POSITION GetListElement GetUnitType "EMITTER" eq if
<-POSITION 1 add ->POSITION
else
<-LIST <-POSITION RemoveListElement
endif
loop
<-LIST GetListCount 0 do
<-ORIG_AMOUNT <-LIST I GetListElement 0 "productionAmt" GetScriptVar AppendToList
loop
endonce

CurrentCoords GetCreeper dup 0 gt if
<-CONSUMED_CREEPER sub dup 0 gt if
set creeper
else
pop 0 set creeper
endif
<-EXP 1 add ->EXP
else
pop
endif
<-EXP <-EXP_PER_LEVEL div ->LEVEL
<-LEVEL <-CREEPER_PER_LEVEL mul ->CREEPER
<-ORIG_AMOUNT GetListCount 0 do
<-LIST I GetListElement 0 "productionAmt" <-ORIG_AMOUNT I GetListElement <-CREEPER add SetScriptVar
loop
"Range: " <-RANGE Concat "
Level: " Concat <-LEVEL Concat SetPopupText
[close]

I haven't tested it yet, or made a "corrupted" image. Basically, it consumes creeper under it, converts it to EXP, which increases it's level. The higher it's level, the more any emitters in range emit. The variables should be floating points in order to properly display the level similar to a totem.
Title: Re: The Corrupted Units thread
Post by: Relli on January 16, 2014, 10:46:31 PM
Amusingly, I also thought of a Corrupted Forge. I had the idea that it would end up as a tug-of-war over the totems. Though how the creeper would claim it, and how you would claim it back, I didn't consider. Maybe it'd use Collectors or Relays, and you have to disconnect them before you can connect to it yourself. Though at that point you're also getting into the territory of making custom CRPL connections.
And since I forgot to mention it, the evil forge would automatically upgrade all emitters a bit when it received enough Aether (presumably you'd have to fake the Aether somehow)
Title: Re: The Corrupted Units thread
Post by: Clean0nion on January 17, 2014, 02:26:19 AM
Whoever uploads a map with it first gets the credit!
Seeing as technically it doesn't exist yet.

Speaking of CRPL connections, if you have a look at the map preview I posted for Skarsgard World 3, you'll see that each terrain square is 3x3... that has something to do with a placement script I'm developing.
Spoiler
Certain units have a "responsibility" trait, like CNs, collectors, and relays, and there is a range around then where units can be built, and the demand for each unit per responsible units changes on the conditions, ie how much AC, how many nearby player units.
[close]
But for now, I'm otherwise occupied with Sall.
Title: Re: The Corrupted Units thread
Post by: MizInIA on January 17, 2014, 11:40:16 AM
Quote from: Relli on January 16, 2014, 10:46:31 PM
Amusingly, I also thought of a Corrupted Forge. I had the idea that it would end up as a tug-of-war over the totems. Though how the creeper would claim it, and how you would claim it back, I didn't consider. Maybe it'd use Collectors or Relays, and you have to disconnect them before you can connect to it yourself. Though at that point you're also getting into the territory of making custom CRPL connections.
And since I forgot to mention it, the evil forge would automatically upgrade all emitters a bit when it received enough Aether (presumably you'd have to fake the Aether somehow)
the Creeper could use Digitalis to power the totems and breaking the Digitalis connection would allow you to power them and supply your forge.
Title: Re: The Corrupted Units thread
Post by: Annonymus on January 18, 2014, 10:31:39 AM
If you make the creeper-forge use the totems I would suggest you get its level and lvlup-rate to define how much creeper it creates or whatever the effect will be and actually modify the totems values to make it level up like it should normally when in use (or make it lvldown at the same rate since the creeper is using it...) to add some realism, the first suggestion could even be used to make some sort of super-totem right on a place where there is a constant battle between player and creeper so you can use the super-totem to get a great good but will also risk much if the totem gets in the creeper's hands because it will be at a high level. or make a totem with a strong emitter right next to it that activates after X minutes so you can use the totem until that time but have to make a balance between using the totem for aether and not leveling it up too much because the creeper will get it...
Title: Re: The Corrupted Units thread
Post by: planetfall on January 31, 2014, 09:32:52 PM
I seem to be late to the "corrupted forge" party... Ah well, I'll try anyway.
Title: Re: The Corrupted Units thread
Post by: Flabort on February 15, 2014, 01:47:28 AM
Quote from: Clean0nion on January 17, 2014, 02:26:19 AM
Whoever uploads a map with it first gets the credit!
I believe that this means that Planetfall gets the credit.  :)
Title: Re: The Corrupted Units thread
Post by: Azraile on May 14, 2014, 08:28:29 PM
I have some interesting ideas for maps.. and was wondering if some one that knows how to code could make the following for me:

A corrupted reactor that makes set amount of power

versions of the corrupted units that require power from the corrupted reactors (including collectors sense they release energy into the land not draw from it.)

And a different version of those receptors at the end of the game that require energy from corrupted beam towers to produce a rather large shield, and that fire a much thicker beam at something that looks like the thing from the end of the game (only mable with a swirle of energy over it) that dosn't really do anything but needs power from the thicker beams or it blows up and when it dose you win.

they will fire the beam no matter what... but are shielded only if a corrupt beam tower is powering them.
Title: Re: The Corrupted Units thread
Post by: Azraile on May 14, 2014, 08:44:25 PM
I know thats a lot to ask for but I don't get the codding but I have some cool ideas for maps ^.^;;;

there set on a world that is almost compleatly a sea of creep because it is VERY rich in ore...

map 1 - you land on a mountain top (now tiny islands) and try and destroy  creep that has taken over ore deposits to slow the growth of creep in the area....  (wich btw... currupted ore deposes would be cool too... something like an ore field with large purple crystals growing out of it or spires of purple crystals  lol)

Then try and activate and repair a damaged titan ship

map 2 - the titan ship is used to clear away a pyramid under the creep that has a good deal of defensive capabilities but is deep in creep, there is little time to get it up and running again before the sea of creep comes 'rushing' (lol) back in.  From there local creep nodes can be eliminated to form power spots that will be needed for powering force field and teraphormers to create a shield and sea wall and establish a beach-head.

map 3 - assault on a corrupted military base (I wish I could make currupted golems with this x.x but I think that would be hard to code and make the map to hard anyway)

map 4 - Re-programing the golems to build a base to launch an attack from and using mass drivers from the military base the underground and corrupted power core of the extinct civilization is revealed.  With much of the area saturated with currupted collectors and the sea of creep now pouring into the exposed cavern bellow. An assult must be launched on the power plant, one station at a time to destroy it.
Title: Re: The Corrupted Units thread
Post by: Annonymus on May 15, 2014, 06:38:06 PM
I'll try to create the units you requested but I need more information about what they should exactly do, for example I have no idea what you mean by "a different version of those receptors at the end of the game that require energy from corrupted beam towers to produce a rather large shield, and that fire a much thicker beam at something that looks like the thing from the end of the game (only mable with a swirle of energy over it) that dosn't really do anything but needs power from the thicker beams or it blows up and when it dose you win." and I won't be able to do the graphics, only the code which means you'd have to give me the images or ask someone else to draw them.
Title: Re: The Corrupted Units thread
Post by: Azraile on May 15, 2014, 08:03:56 PM
I guess I can try and figure something out with the images....

The first is basic...

A corrupt reactor and a code that dose one of two things....  make the corrupted unites the code is added to need to be connected to the reactor to work (ends the code if it's not hooked up) ...   or makes reactors send out packets (able to set how much power they have maybe?)  that the codes don't run on theThis  units unless they have 'ammo'

This will let me set up nasty defenses that can only be taken out by destroying the reactor(s) powering it first as the corrupted collectors and shields will protect them as long as they are powered.


The final mission stuff I've though through more and the idea is to have corrupted beam towers powering a CRPL unit that as long as it's getting energy from at least one beam tower it will fire another beam that only targets a second kin of CRPL unit, it will also produce a shield that will stop any air attacks, destroy  any units that land near it, and push back AC with a good deal of strength making the area in the shield untouchable.....  The second CRPL unit that it targets just produces creep and self destructs if it's not getting energy from the first units beams for a set amount of time...   maybe let both units run on ammo and give them a fair amount so they will run for a little bit after disconnected....   But when the second is dystroied you win

The general idea is it's a large power plant thats been corrupted. There will be an outer ring with 6 or 8 corrupted generator (or generator clusters) that power defenses on the ring and down 'spokes' there will be beam towers fiering at larger shielded reactors on an inner ring that work together to create the reaction in the center.
Title: Re: The Corrupted Units thread
Post by: Annonymus on May 16, 2014, 05:26:27 AM
I made the corrupted reactor but I had no time to test it for now.

In the script for the corrupted reactor you will have to insert the UID of the core you attached the PowerManager.crpl script to.
Besides all the reactors you will have to build another core (which will be invisible and not influence the gameplay in any way (besides managing the power from the reactors of course)) and add PowerManager.crpl on it.

I will make the other scripts later today and test them after I finished all of them.

If you want you can test the reactors already but since there are no units that require energy from them that might be a bit difficult... (unless you add
showtracelog
cleartracelog
<-totalReactorPower trace

to the end of the PowerManager.crpl script)

Else you can start building the map already with the reactors.
Or wait until I made the other units, too.
Title: Re: The Corrupted Units thread
Post by: Azraile on May 16, 2014, 02:33:50 PM
ok sounds good....

this is what It did for the reactor
Title: Re: The Corrupted Units thread
Post by: Annonymus on May 17, 2014, 10:27:36 AM
I'm quite busy in RL right now so the other units will be delayed a bit, I'll try to make them tomorrow (Sunday), else I'll do them on Monday
Title: Re: The Corrupted Units thread
Post by: tornado on May 17, 2014, 05:10:14 PM
Here's an idea
Corrupted terps
They set terrain to level one
Title: Re: The Corrupted Units thread
Post by: Asbestos on May 17, 2014, 05:52:49 PM
There's already a corrupted terp.
Title: Re: The Corrupted Units thread
Post by: Azraile on May 17, 2014, 07:43:03 PM
take your time... i can normal units to desine the map
Title: Re: The Corrupted Units thread
Post by: Annonymus on May 18, 2014, 07:51:20 AM
I think I made all of the units you requested (attached) but, as I said, I did not make anything with the graphics and I am still to busy to test them, so you'll either have to test them by yourself or wait unitl I find the time for it (which I don't know how much it will take, depending on how things go my next opportunity might be next wednesday...)

Explanation about the variables:
CorruptedReactor.crpl has to be on every corrupted reactor.
    IsReactor: has to be 1 always, else you break the other scripts, DO NOT CHANGE
    Power: how much energy this reactor generates
    dropsEnergyOnDeath: if 1 it will drop a ressourcepack when nullified, if 0 it won't
    EnergyDropped: how much energy the dropped ressourcepack will contain
PowerManager.crpl has to be attached to only 1 core on the entire map, if it's more than 1 you will break the scripts
    IsPowerManager: has to be 1 always, else you break the other scripts, DO NOT CHANGE
    ReactorRange: how big the power-supply range of the reactors is
    DigitalisOnReactorRange: will fill the range of the reactors with digitalis (if 1)
    DigitalisOnReactorDestroyable: if 1 the digitalis (created by DigitalisOnReactorRange) will renew every frame, this means that you can fire at it but not destroy it
CorruptedBeam.crpl has to be attached to every corrupted beam
    IsCorruptedBeam: always leave at 1 DO NOT CHANGE
    powerconsumed: how much energy this beam requires
BigBeam.crpl has to be attached to the big beam powering the final unit which needs it to live
Inhibitor.crpl has to be attached to the last unit which will destroy itself when not powered by BigBeam.crpl

P.S. I have updated CorruptedReactor, you now no longer need to manually insert PowerManager's UID

EDIT:forgot to attach the files
EDIT2: corrected a typo in CorruptedReactor.crpl
EDIT3: corrected another error in CorruptedReactor.crpl
Title: Re: The Corrupted Units thread
Post by: Azraile on May 18, 2014, 02:11:03 PM
Thats awsome, thanks!

I like the idea of a final energy burst on death and the diti stuff, I will probly only use the stuff to figure out if stuff is in range but I'm sure others will find lots of use for those ideas.
Title: Re: The Corrupted Units thread
Post by: Azraile on May 18, 2014, 06:24:37 PM
Quote from: Annonymus on May 18, 2014, 07:51:20 AM
CorruptedBeam.crpl has to be attached to every corrupted beam
    IsCorruptedBeam: always leave at 1 DO NOT CHANGE
    powerconsumed: how much energy this beam requires


dose this include beam towers far away being used for defense and not this fuction?  or am I right in thinking I should use the normal currupt beam tower code on them.

Quote from: Annonymus on May 18, 2014, 07:51:20 AM
PowerManager.crpl has to be attached to only 1 core on the entire map, if it's more than 1 you will break the scripts
     IsPowerManager: has to be 1 always, else you break the other scripts, DO NOT CHANGE
     ReactorRange: how big the power-supply range of the reactors is
     DigitalisOnReactorRange: will fill the range of the reactors with digitalis (if 1)
     DigitalisOnReactorDestroyable: if 1 the digitalis (created by DigitalisOnReactorRange) will renew every frame, this means that you can fire at it but not destroy it


Is this the code that will shut down currupt units that arn't connected to the power grid?
Title: Re: The Corrupted Units thread
Post by: Azraile on May 18, 2014, 07:00:21 PM
oh if you can't get them to work off a power grid maybe you can get them to work of a digi grid like with the collectors on this map:

http://knucklecracker.com/forums/index.php?topic=15020.0
Title: Re: The Corrupted Units thread
Post by: Annonymus on May 19, 2014, 06:13:50 AM
The corrupted beams I made can ONLY be used to do what you asked me for (shoot at another big beam which is used to power yet another core), if you change the "IsCorruptedBeam" var you will break the scripts since other scripts refer to this to identify it, if you have another script which can be used to create creeper-controlled beams that will not interfere with any of my scripts as long as there are no variables with the same name.

No, the PowerManager.crpl is needed as a point of referral for CorruptedReactor.crpls to add their own power to it and for CorruptedBeam.crpls to know how much energy is available, they will shut themselves down if there's not enough power (although it is possible right now for the creeper to go into a slight deficit (like the player), which means 1 beam can be only partially powered by the reactors but still work).

They aren't based on a power grid right now, but check if they are near enough to a reactor and if there is still energy available before they fire (at the BigBeam.crpl)

If you need a script of a corrupted beam that attacks the player, I need to make another one but that will have to wait until I'm less busy IRL, however 3P alwready made a good one so you may want to use his' instead.

Right now I'm not sure if tall the scripts work as intended because they are partially based on the order of execution and things like that, so if you encounter some problems tell me, that will accelerate the process of fixing them when I have time to, again (because I don't have to go search for errors myself).
Title: Re: The Corrupted Units thread
Post by: Azraile on May 19, 2014, 11:02:28 AM
It's ok, I can use the ones at the start of the thread.

I like the idea of using Digitalis for a power grid, the final stage beam towers just needing to be in range is fine.
Title: Re: The Corrupted Units thread
Post by: Azraile on May 21, 2014, 10:46:55 PM
made an image for corupted ore deposits
Title: Re: The Corrupted Units thread
Post by: Flash1225 on October 23, 2014, 05:22:09 PM
I've hated planetfall's corrupted forge CRPL ever since I found out what pain it will bring onto you. Especially one of the things it could do in one of his earlier maps...
Title: Re: The Corrupted Units thread
Post by: theo on March 21, 2015, 08:13:37 AM
I saw a guppy that could steal ammo and emit creeper in a pass the map map. Why it is not here?
And planetfall's corrupted forge also had corrupted totems.
Title: Re: The Corrupted Units thread
Post by: pawel345 on March 21, 2015, 08:18:50 AM
The guppy isn't here since is just a custom unit with a guppy texture and not, "corrupted" guppy. It's behaviour does not reflect the guppy behaviour in any way.
Title: Re: The Corrupted Units thread
Post by: theo on March 26, 2015, 12:35:05 PM
I made a corrupted relay. It transmits creeper to it's pair and destroys the pair if nullified. A relay's pair can have another pair. There can be entire chains of relays. It also functions as a emitter, but it emits creeper UNDER it, not on it.
#CorruptedRelay.crpl
#----------------------------------------------------------
$pairX:0
$pairY:0
$delay:60
$amt:30
$transferrer:1
$emmiterAMT:25
$emmiterDelay:60
once
<-emmiterDelay SetTimer1
<-pairX <-pairY GetUnitAt ->pair
Self CONST_ISBUILDING false SetUnitAttribute
Self CONST_CREATEPZ true SetUnitAttribute
Self CONST_CONNECTABLE false SetUnitAttribute
Self CONST_SNIPERTARGET false SetUnitAttribute
Self CONST_BEAMTARGET false SetUnitAttribute
Self CONST_THORTARGET false SetUnitAttribute
Self CONST_COUNTSFORVICTORY true SetUnitAttribute
Self CONST_SUPPORTSDIGITALIS false SetUnitAttribute
Self CONST_SHOWAMMOBAR false SetUnitAttribute
SetTimer0(<-delay)
<-delay SetTimer1
endonce
CurrentCoords GetCreeper ->creeper
GetTimer0 eq0 <-transferrer and if <-delay SetTimer0 if(<-creeper <-amt max <-amt eq)
<-pairX <-pairY <-creeper AddCreeper
CurrentCoords 0 SetCreeper
else
<-pairX <-pairY <-amt AddCreeper
CurrentCoords <-creeper <-amt sub AddCreeper
endif endif
if(GetTimer1 eq0) CurrentCoords 1 add <-emmiterAMT SetCreeper <-delay SetTimer1 endif
:destroyed
<-pair 2 Destroy
Title: Re: The Corrupted Units thread
Post by: hbarudi on April 06, 2015, 09:54:52 PM
http://knucklecracker.com/forums/index.php?topic=15301
link for corrupted bomber map
Title: Re: The Corrupted Units thread
Post by: theo on April 08, 2015, 03:14:19 AM
Will my relay win a place in the corrupted units thread?
Title: Re: The Corrupted Units thread
Post by: Telanir on April 08, 2015, 03:32:05 AM
Quote from: theo on April 08, 2015, 03:14:19 AM
Will my relay win a place in the corrupted units thread?

It seems like this thread has died out, the original poster hasn't updated it in over a year.
I did a little dabbling in creating creeper units before I found out this forum existed lol (thank goodness for the Wiki).
You can find most of my work here (https://knucklecracker.com/forums/index.php?topic=18369.0), and I'm also currently working on expanding those because it was apparently well received, my units don't exactly work like most in this thread, but you don't mind if I use your idea do you? :)
Title: Re: The Corrupted Units thread
Post by: theo on April 08, 2015, 04:55:37 AM
Also you can use other units here. I used a corrupted beam in one map and nobody got angry.
Here's the script:
#CorruptedRelay.crpl
#author:theo
#----------------------------------------------------------
$pairX:0
$pairY:0
$pair:0
$delay:60
$amt:30
$transferrer:1
$emmiterAMT:25
$emmiterDelay:60
once
<-emmiterDelay SetTimer1
<-pairX <-pairY GetUnitAt ->pair
Self CONST_ISBUILDING false SetUnitAttribute
Self CONST_CREATEPZ true SetUnitAttribute
Self CONST_CONNECTABLE false SetUnitAttribute
Self CONST_SNIPERTARGET false SetUnitAttribute
Self CONST_BEAMTARGET false SetUnitAttribute
Self CONST_THORTARGET false SetUnitAttribute
Self CONST_COUNTSFORVICTORY true SetUnitAttribute
Self CONST_SUPPORTSDIGITALIS false SetUnitAttribute
SetTimer0(<-delay)
<-delay SetTimer1
endonce
CurrentCoords GetCreeper ->creeper
GetTimer0 eq0 <-transferrer and if <-delay SetTimer0 if(<-creeper <-amt max <-amt eq)
<-pairX <-pairY <-creeper AddCreeper
CurrentCoords 0 SetCreeper
else
<-pairX <-pairY <-amt AddCreeper
CurrentCoords <-creeper <-amt sub AddCreeper
endif endif
if(GetTimer1 eq0) CurrentCoords 1 add <-emmiterAMT SetCreeper <-emmiterDelay SetTimer1 endif
:destroyed
<-pair 2 Destroy
Title: Re: The Corrupted Units thread
Post by: ghostwalker13 on July 09, 2015, 11:28:47 AM
Not sure if this thread has died out just yet, but I wanted to ask something.
I downloaded and used the script for Corrupted Mortar V1 from Eduran.
Each time I restart and unpause the game, the corrupted mortar gets destroyed by the creeper around it.
Not exactly sure why...  :o

If someone is reading this, please help me. Thanks.