I've noticed that about 60-90% of my games have some 'squad control', i.e. you have multiple characters to control on the same map. Problem is, my squad engines tend to be really bulky. So, I was just wondering... would any of you just happen to have one of those engines where you're supposed to control multiple characters?
As a reward, I'll um... produce lots of nice somewhat original games for you all and I'll give credit to whoever helps me in every game I use that engine in.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
I suppose you could use Tigs's if he'd let you, problem is he might not give it to you But then, you could ask CB/FM to help, he had a really nice and simple RTS engine (even though it's probably more bulky than yours :S ).
Just wondering, do you want a mouse "mass select" type thing, or more a party control game? Cause those two can be very different in engines.
I just want something where you can control several people with minimum effort (and not filling up the event editor either). You know, something where you get to easily switch between characters, see their HP, that kinda stuff. Focus is on controlling several people at once and user-friendliness. Though it doesn't mean that they all have to be controlled at the same time.
Thanks.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Concept: Each player corresponds to a group. If you press 1, group "player1" activates. In that group is everything to show his health, attacks, let you move him, etc.. Press 2 and Player2's group activates, and the other ones deactivate...
Ive done a squad based prog, I can help you out if you want to. Here are some of its features:
- Control main player with keyboard and mouse
- Command AI to: Follow(Follows the player), go to a position (Player uses mouse to point the position) and stop (Ai stoppes).
- See the AIs health
you can try the game out, Ive updated some bugs in the AI commanding in part 2, so expect better performance.
Download my game, Unrelenting here: http://www.create-games.com/download.asp?id=4290
I think I downloaded that once, but I couldn't find the extensions for it.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Anyway, what I suggest you do is give each squad member the same qualifier (Group.Player), and create some little icons for each member in a side bar or whatever. (You will use these icons and/or the number keys to select members.) Create a hidden counter, this will be used to store the FIXED VALUE of the current member.
When you click a certain icon or press a certain number key, set the value of that counter to the FIXED VALUE of that squad member.
Now in all the events where you refer to the current member, just add the condition
Fixed Value of Group.Player = value( "Current Member" )
(where "Current Member" is the fixed value of the current member).