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Team skill, Meh.

Discussion on Team skill, Meh. within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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Team skill, Meh.

Hey guys,

I'm thinking of a team skill.. available when you got a team of 5. The skill makes a mark on a coord and locate another mark in area of 10coords, Anything inside that area, get killed. I know that i cant explain it.

Look,


That's it, this kind of stuff is possible or what?
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Old 04/27/2012, 22:17   #2
 
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Yes, it's completely possible. The most difficult part about it really, is calculating what coordinates to spawn your effects at, and then giving a short time period for people to move out of that area (which isn't really difficult at all).
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Old 04/27/2012, 22:24   #3
 
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Thank you. A skill like this going to be necessary for my idea of RvR system.

putting in possible stuff list *pervert look.
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Old 04/27/2012, 22:56   #4
 
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Copy the "pervade" spell. Replace the effect. Handle it on the server. Done.
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Old 04/27/2012, 23:15   #5
 
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Quote:
Originally Posted by Fang View Post
Copy the "pervade" spell. Replace the effect. Handle it on the server. Done.
Huhu, you mean. The whole idea of it is calculating the coordinates between each mark players make. The idea till now still complicated for me, lol.

//edit: more about it, in RvR map, specified ranks of the realm. The skill activated after the team contains 5, each player can make a mark on a specified coordinates, each mark should locate the another mark in an area of 10coordinates. Eh, I guess i explained that well.
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Old 04/27/2012, 23:36   #6
 
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Dude its the same concept of Fire Circle Spell it depends on Spell Range .. u can code it like that But dont Forget to make Checker if the Attacker is in Team or not And Team Count too
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Old 04/27/2012, 23:49   #7
 
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Quote:
Originally Posted by shadowman123 View Post
Dude its the same concept of Fire Circle Spell it depends on Spell Range .. u can code it like that But dont Forget to make Checker if the Attacker is in Team or not And Team Count too
No, It's not the same concept. Read the post i made above yours.
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Old 04/27/2012, 23:54   #8
 
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It seems most people have no clue what you're talking about.

Here's a 5 second thought version of how I'd do it (obviously, put way more thought into this then I am...)


GroundSpell object which controls the placing of these effects (using the skill places effect, character tracks their effect object obviously and object tracks 'owner'.

-Location
-Player who owns the effect
-Effect Timeout
-Effect Range
-Check for In rage Effects (if linking effects is required, as it is in your current model)
-List of inrange effects.
-Dispose (remove me from other attached effects when I timeout and remove from map)

Now... when the player places their effect, they fill in all these things and the effects will try to link together. using this async type of an approach we can say "ok, we created an effect, it tries to link with all other effects of type on ground (can limit to teammates effects as it remembers player who owns them). If the effect is linked with enough others, we can now trigger the final effect!


Note: The effects all have a timeout. If others do not link in time, too bad they do nothing but look pretty for X seconds.

On triggering the final effect you just run the calculation to find everyone within the area of the geometric shape you created (look into learning some basic geometry...) and run the final damage/spell on them if they are a valid target.
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Old 04/28/2012, 00:04   #9
 
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Mind reading?
Thanks, you made the final picture of the spell and how it should look like.
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Old 04/28/2012, 14:00   #10
 
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I liked the idea really much so I thought I would give you a hand :P.
I wrote an application to do what you want to do.
Given random objects around you and your teammates at specific points given by an algorithm (pretty easy), it will show you which objects are inside the circle formed by you and your teammates.

To find out which objects are affected by your skill, you can use one of three(more like two actually) methods:
1. Euclidean distance
2. Manhattan distance
3. GraphicsPath.IsVisible
I like mostly 1 because its faster but 3 is more accurate.

Also, the way I thought it, you would be in the center and the teammates around you.
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Old 04/29/2012, 18:07   #11
 
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Quote:
Originally Posted by -impulse- View Post
I liked the idea really much so I thought I would give you a hand :P.
I wrote an application to do what you want to do.
Given random objects around you and your teammates at specific points given by an algorithm (pretty easy), it will show you which objects are inside the circle formed by you and your teammates.

To find out which objects are affected by your skill, you can use one of three(more like two actually) methods:
1. Euclidean distance
2. Manhattan distance
3. GraphicsPath.IsVisible
I like mostly 1 because its faster but 3 is more accurate.

Also, the way I thought it, you would be in the center and the teammates around you.
Wow, looks interesting. I'll give it a look when i get home.
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