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Dota commanders

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11 years ago
Is there anny possible way to make only commander fights+eco and no units?.A server with this that has respawn system will be great, thx.Sorry if i didn't have some aproval posting here...i didn't understand the rules well.
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11 years ago
The best way to do this would be to create a fork.

Or just play Dota, no?
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11 years ago
DotA mode would require a gadget, either in ZK itself, or in a map (for example repacking one resembling the original DotA map, such as ShevaV2, with the gadget). The gadget itself wouldn't be that hard probably, since it'd only require to:

1) disable buildlists (probably simple)
2) spawn ancients and turrets (simple, reuse PW's CC spawn or just plaster it in a corner)
3) respawn commanders (simple)
4) set game over on CC destroyed (simple)
5) maybe handle income, though coms' innate metalmaking works for the steady gold influx and gold for kills can be through reclaim
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it's good Sprung just disable all buildings except eco, make respawn system fore commander, make com moprh posible, and that's it:).and the maps ....let us chose them, oh yeah...on the income...to make a system that lets some debries when you kill a commander so you can morph your own.This way you will make metal.as for the energy...wel we have fusions..singus energy cell and so on.
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11 years ago
Oh yeah...the problem is that..i would do all of this things by myself...but i don't know nothing about programing
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Skasi
11 years ago
Say "AoS". Pretty please.
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11 years ago
I need an translation for that skasi...remember that i am still new...
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11 years ago
I made a quick (and probably quite crappy) gadget for this.

http://pastebin.com/pLnfkWeB

You'd probably need to distribute it in a map since it's too crappy to be included in ZK. Maybe repack ShevaV2 (the CC spawn value is good for that map and it has lanes) with it.

Comes with:
1) spawns CC in corners
2) CC death == game over
3) Com respawn (currently instant)
4) disables rez (>1 com would be op) and buildings - eco too, to encourage ganking (ie. reclaiming the corpses) and jungling (ie. searching for rocks or something)

That'd be probably it for basic Com vs Com action, but if you wanted moar, I could add laning creeps, turrets and whatnot.
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Interesting...i don't know what to to with that folder but il try to distribute it into a speedmetal map and chance it to commspeedmetal.You did well..didn't expect that it wil be so fast.But i din't know what to do with that info from AOS.How do i use it and how do i integrate it into speedmetal map?In case you can integrate it easily just change the map name into commanderspeedmetal.
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Skasi
11 years ago
I think you misunderstood me. Just say AoS instead of DotA.
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(or say just keep saying dota and risk upsetting the spazzy, asperger nerds who play that shit)
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11 years ago
That is great idea. Imperium supports
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11 years ago
And finally this idea is now a mod.Great job from Sprung who started this and then for Rafal who continued the idea
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Latest version has disabled terraform, buildoptions grayed properly in the menu and water doing damage to coms in it, more damage the longer they stay in water.

Next I plan to fix commander respawning (where a com taken from someone respawns as your own custom com) and fix turrets (they have broken buildtimes and are too fast to repair, and defense range and tooltip lie about their parameters).
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11 years ago
I kinda noticed that the ground circles also lie about my com's range, too. Especially when it's an assaulty com on elevation.
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11 years ago
Yeah but it is Spring issue I can't fix.
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But why they only lie about com? >.>

For instance, with crabe being terraformed uphill, you can see the circles creep larger.

Anyway, i guess this is derailing, and belongs to #moddev rather.
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11 years ago
Why should commanders take damage when they are in water? Commanders move so slowly when they try to move up to land already that it's hard to catch an enemy commander.
Snipers going up and down might be annoying though but still.
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11 years ago
Kinda related, when making such maps you need a good way to DISABLE same of the lua from zero-k. In a way that is not gadgetwars.

For example remove the commander-chose thing and com spawner, so that you can spawn your own stuff.
What would be the best way to do this, without breaking stuff?
Just adding empty files with the same filename?
gagdethandler:remove() (or whatever it is called)?

With a good answer to this it should not be hard to make lots of "custom maps" as in warcraft/starcraft. (footmen frenzy, towerdefense, dodge michel jackson, micro duel maps etc)

Possibly one would also want a map_unidefs_post.lua, that is run after the mods unitdefs_post.lua as to edit some units. (without including the complete unitdef)
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11 years ago
Knorke:
ZK DOTA is no longer bundled with map. It is now a gadget in ZK itself, enabled by a modoption.

And I have no idea why would you like to disable commander chooser and spawner.
I haven't run into any serious conflicts with other ZK gadgets that I couldn't workaround with a few additional lines.
But in any case gadgetHandler:RemoveGadget() should work.

As for unitdefs_post yeah I plan to use it for unitDef modifications, because current way of modyfing parameters in gadget after unit creation breaks too many things (mostly defense ranges and tooltip). I just haven't got around to redoing this yet.
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