Request for CRPL

Started by EpicEthan101, May 04, 2014, 07:05:21 PM

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EpicEthan101

What it would be is it would creeper emitters, but green instead of blue, and they would spawn creepers (minecraft). all they would do is walk through other creeper, only get slowed down by AC and when its in range of a unit it explodes and leaves behind creeper(fluid). it sounds doable but i dont work with crpl so i wouldnt know.
Dubstep Rocks, Rock Rules, and Electronic is just plain awesome!

Flabort

Changing the color of creeper would change all creeper; creating a custom "third creeper type" would create a lot of lag; planetfall's experiment in custom digitalis, which is less intense, is proof. He hasn't included this in any maps yet.
Spawning green squares with smaller animated squares that walk around like the golden men on that pyramid planet (Mesa?) wouldn't be too hard. Making them slow down in AC would definitely be possible. Exploding with creeper is possible.

Basically, you're asking for a third creeper type (impossible) or a script that changes the color of all creeper on the map (definitely possible), and a reversed golden man script (slowed down in AC instead of Creeper, releases Creeper instead of AC). Having it detonate in range of a player unit is easy too.

I wouldn't be able to animate the bomb creepers, because animation commands are not my strong point. But I think this is very possible, except for the part with having both green and blue creeper.
My maps: Top scores: Sugarplum, Cryz Dal, Cryz Torri, Cryz Bohz (Click fetch scores, page courtesy of kwinse)

Gameboytm101

Given the nature of a Minecraft Creeper... he's more or less asking for the walking conversion bombs on Meso, but instead, they spew out creeper.

planetfall

Actually, the reason the digitalis was so slow was because each cell of it was calling GetUnitsInRange every frame. It would be possible to use something like SetWall, SetCellOccupiedCount, or SetTerrainOverride. Then you would need a way to display the new creeper over the walls/artificially empty terrain, and a complicated algorithm to make it all work.

It would be interesting, yes. And potentially very much doable.

However this isn't even remotely what he's asking for :P

You can probably just repurpose the script from Meso. Just change the spawner to not require energy, the detonation to release creeper and destroy units, and the targeting to go for RandUnitCoords.

And the images of course...

I probably made that sound really difficult. Whoops.
Pretty sure I'm supposed to be banned, someone might want to get on that.

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EpicEthan101

Quote from: Flabort on May 04, 2014, 09:06:04 PM
Changing the color of creeper would change all creeper; creating a custom "third creeper type" would create a lot of lag;
I dont mean a thier creeper type, i just mean like a green square that walks twords your defenses.
Dubstep Rocks, Rock Rules, and Electronic is just plain awesome!

ZackNAttack

Quote from: EpicEthan101 on May 04, 2014, 07:05:21 PM
What it would be is it would creeper emitters, but green instead of blue, and they would spawn creepers (minecraft). all they would do is walk through other creeper, only get slowed down by AC and when its in range of a unit it explodes and leaves behind creeper(fluid). it sounds doable but i dont work with crpl so i wouldnt know.
Quote from: Flabort on May 04, 2014, 09:06:04 PM
Changing the color of creeper would change all creeper; creating a custom "third creeper type" would create a lot of lag; planetfall's experiment in custom digitalis, which is less intense, is proof. He hasn't included this in any maps yet.
Spawning green squares with smaller animated squares that walk around like the golden men on that pyramid planet (Mesa?) wouldn't be too hard. Making them slow down in AC would definitely be possible. Exploding with creeper is possible.

Basically, you're asking for a third creeper type (impossible) or a script that changes the color of all creeper on the map (definitely possible), and a reversed golden man script (slowed down in AC instead of Creeper, releases Creeper instead of AC). Having it detonate in range of a player unit is easy too.

I wouldn't be able to animate the bomb creepers, because animation commands are not my strong point. But I think this is very possible, except for the part with having both green and blue creeper.
In the first quote, EpicEthan101 put that the emitters are green, and they emit minecraft creepers, not that the emitters make green liquid creeper that makes minecraft creepers.
Zack on cw3

Flabort

Quote from: EpicEthan101 on May 04, 2014, 07:05:21 PMcreeper emitters, but green instead of blue
Sorry, I misinterpreted this bit.
I see now that it's the emitters you want to be green, and they emit the green guys.

Yeah, just changing the Meso script a bit is probably all you need to do.
My maps: Top scores: Sugarplum, Cryz Dal, Cryz Torri, Cryz Bohz (Click fetch scores, page courtesy of kwinse)

ParkourPenguin

I know this thread is a bit old, but if you're still looking for a Minecraft Creeper script, I made one.

The Minecraft Creepers will periodically spawn from a CRPL tower with the "MCCreeperSpawner.crpl" script attached to it. They will walk around on the creeper until they see a player-built unit in their range. At that point, they'll run towards it and blow up when it hits the unit. They will also blow up if they exit off of the creeper, so watch out for that. They can be destroyed with snipers- the default 50 health creepers take 3 sniper shots to kill. If killed, they will not release creeper.

Here is a list and an explanation of all the variables:
payloadIntensity(default 500)- the amount of creeper released when it either hits a player unit or runs off of the creeper.
baseSpeed(default 0.5)- the "walking-around" speed of the Minecraft Creeper.
sprintSpeed(default 0.75)- the speed of the Minecraft Creeper when it finds a player unit and runs towards it.
sightRange(default 10)- how far away the Minecraft Creeper can see player-built towers.
maxCreepers(default 5)- the maximum amount of Minecraft Creepers the spawner can spawn. Note that this is exclusive to that spawner only- there is no "global Minecraft Creepers" limit.
spawnRate(default 300)- the minimum amount of time the spawner must wait in order to spawn another Minecraft Creeper. 30 frames = 1 second.
creeperHealth(default 50)- the Minecraft Creeper's health. Each sniper shot does 20 damage, but it heals at a rate of 0.001 health per frame, so setting it to 60 would mean it would take 4 shots from the same sniper tower since it healed by that small amount.
creeperImageLocation(default "Custom0")- the name of the slot the Minecraft Creeper image is stored in. Attached is an image I made for this purpose- feel free to use it.

Please don't attach the "MCCreeper.crpl" script to any CRPL tower. It won't work, and it will just destroy itself as soon as you let it run. Attach only the "MCCreeperSpawner.crpl" script to whatever CRPL tower you want to spawn the Minecraft Creepers. Just put the "MCCreeper.crpl" script in the same folder as the other one and it should work just fine.

Anyways, if you notice any bugs in it or wish for me to implement something else, don't hesitate to ask.
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