In case the user on the Hive Workshop claiming to want to help me doesn't help me, I am looking for someone experienced that is willing and interested in helping me on this project I've been working for 6 years, mostly by myself --- exception to the rule of many testers --- due to lack of help either because people I've asked are doing their own project(s) or are never active.
Operation Pursuit Introduction:Operation Pursuit [OP] is a competitive shooter mini game featuring 12 unique heroes based on the elements, and a variety of explosive items and spells to use. Put short, it's a spin off of 'Archer Tactics' but without the one shot one kill. It is more in-depth than that.
Operation Pursuit [OP] Features:1.
Realistic Sounds: custom ambient sounds, merchant voice over sound, player deaths sounds when plunging into the water (animation included,) custom and non-custom death quotes (ON / OFF Button for these,) brief, custom Score Screen Music, and amplified footstep sounds that were extracted and imported again.
I am a sound guy, so working on these (while keeping the file size low) was very fun yet sometimes tedious.
2. Multiboard (for TEAMS Mode) and Leaderboard (for FFA Mode)
3. 12 unique, balanced heroes to choose from based on the elements. You can play as an Archer or a Marine. The difference between the two really comes down to projectile personal preference; some players like the gun while others like the classic bow.
4. Despite having only a few, Operation Pursuit comes with some awesome shop items needed for this map type.
5.
Anti-TK: Players cannot attack their allies (if playing TEAMS Mode.) Players cannot enter other player bases.
6.
Aesthetics: There is a Load Screen. There is an in-depth Game Help Dialog [F9] on how to play the game. The Score Screen has been visually modified. There are no typos via grammar or spelling errors. Custom Icons (made by me for the most part) have been implemented in the game. Spells are visually simplistic yet exceptional.
HD Video of Operation Pursuit [OP]Note: Click the Quality you want then restart the video again via slider. For some reason (it doesn't for me) it won't show changed Quality while the video is playing.
Future plans after all the issues further below are sorted out (scroll down to see these issues)I plan to make the map 4 times bigger than what it is in that every time RED chooses to REMATCH when someone wins the game, players are automatically placed and set up in the new terrain. Whatever terrain players were previously playing on would not be included in the algorithm of terrain randomization.
Here is an image of my future plan with the map split into 4 sections (the other 3 spaces are yet to be worked on)I may also need help with this too in making sure the code runs smoothly when implemented.
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=============================================If this is something you (anyone) would like to help me on, let me know. Perhaps Forum Gold payment can be discussed. However, I am
really looking for someone (anyone experienced) willing to help that's interested in this map whose only motivation is not FG.
While everything in the demo video seems to be working how it should, it's not performing smoothly as it should in that the code is not very clean. I need someone experienced who can help make the code run smoother and more efficiently so there are no problems when played online.
Problems I Am Having With the Map (as said to the Hive User 'supposedly' helping me right now. I have my doubts.)Sub-folder:
Score Boards --- Triggers: just 1.
The trigger below is a poorly made FFA Multiboard (I know, but not done by me)
Too many lines are used at once when they can be condensed into lesser lines.
Sub-folder:
Hiding Places --- Triggers: the two triggers. Both triggers I was told can be put into one trigger and not have to make 84 GUI Event lines to relate to all 42 Regions double times under the trees in my map. You'll see all the regions in map used under 'Layer(s)' and 'Regions' of course in the NewGen Editor.
Sub-folder:
Exiting / Entering Bases --- Triggers: all 11 triggers. 10 of those 11 triggers I was told can be put into one single trigger without having to separate them into different GUI triggers, relating to all 10 different player colors, from RED to LIGHT BLUE. However, I do not know how to do that.
Sub-folder:
Sounds/Other --- Triggers: 'Fall Down Sound' (especially), and everything downward until you see 'Alcohol Bought.' There are some custom scripts in there I need looked over in my sounds if they'll play for the local player only without causing any issues such as loss of synchronizing between players. In my 'Fall Down Deaths Sounds' trigger, it definitely needs to be converted from GUI to vJASS so it can TIME the GUI 'Waits' more accurately.
Furthermore, in GUI, Waits are inaccurate as you know, and since the 'Fall Down Death Sounds' are constantly triggering and its animations, it can lead many players to believe there is LAG in the map when there's not if it's not triggering at the exact times it should. The wait times are inaccurate and need to be more accurate.
Sub-folder:
Spells & Item Effects --- Triggers: all 6 spell triggers (the two other triggers are 'Loop' triggers linked to two of the 6 custom spells.)
Sub-folder:
Projectile System --- Triggers: 1 trigger.
The trigg is this:The Rocket Launcher only displays well on Marines, not Archers.
Elaboration to the above trigger:For Marines in my map I need it to where the Rocket Launcher Attach Point is 'overhead.' For Archers in my map, the attach point 'chest' is the best. However, I have not been able to find out a way to make it to where when using the item 'Rocket Launcher' in my map, it attaches to both units at different attach points.
The problem is there are 6 different Marine Heroes, and 6 different Archer Heroes. Therefore, you cannot base the condition off relating to just one of the archers or one of the marines. You'd have to somehow make variables for each Hero and loop it to check if the unit is unit-type marine or archer.
In several failed attempts I did a string of OR Conditions, along with an AND at the end. It went something like 'Unit-type of (triggering unit) equal to Archer1 OR yada yada ARCHER 2, etc. AND Item-type of (item being manipulated) equal to Rocker Launcher - ACTION - Play the Missile Sound, and create Special Effect 'Rocket Launcher.mdx at the chest of triggering unit.
The same was was done in a separate GUI trigger for marines, except at attach point 'overhead.' It did not work.
Anyway, let me know if anyone would be interested.
Spiritmancer
This post was edited by Spiritmancer on Aug 27 2013 07:37pm