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    posted a message on (Actors, SOPs, and a little bit of all) Ship components.

    @DrSuperEvil: Go

    For this case its a melee map, hmm, i only have 4 triggers init trigger, and other 3 to give upgrades to AI with spaced time elapsed events. I'm more with the actor and behavior stuff causing lag.

    But those things about triggers are useful for other map i'm making thanks!

    Gonna try the magazine now, post back here later.

    Posted in: Data
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    posted a message on (Actors, SOPs, and a little bit of all) Ship components.

    @DrSuperEvil: Go

    Wow, to many concepts at once, gonna stop bitching and try your suggestion. I'm not sure about using it since it involves triggers, the map already has lag issues and i dont wanna make it worse with periodic triggers.

    Care to point any general idea/tip to improve lag issues?

    Posted in: Data
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    posted a message on (Actors, SOPs, and a little bit of all) Ship components.

    Any ideas?

    Posted in: Data
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    posted a message on Squads: how to squad load/unload, burrow/unborrow

    Anyone?

    Posted in: Data
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    posted a message on How to... Battlecruiser search lights. (Brood War intro)

    @DrSuperEvil: Go

    I see what you mean, I did it like you said with the barrel and indeed has a light, but I'd like to have the light cones like in the gehenna battlecruiser model from HotS campaign.

    Gonna check your maps and see if i can do something with that.

    Thanks BTW

    Posted in: Data
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    posted a message on (Actors, SOPs, and a little bit of all) Ship components.

    Yeah, I found something like that, this guy made a fully destructible ship but was almost purely triggered. Hmm well waht about hardpoints, is there a way to detect where is the attack comming from or make the attacks hit the nearest hardpoint of the unit? Maybe I make a behavior depending on damage taken from wich part or by remaining life percentage and then apply the "negative buffs".

    About destruction I think it might be possible (if like i said is possible to detect where the attack is hitting or comming from), several SOPs with like one "damaged fire" actor spawning on each SOP depending on damage at point.

    With magazine units, I have to set them up in the magazine ability with the offset like the broodlord hangar? Or we have a way to do this with actors? I don't see the ability giving me the control on their position I need.

    Posted in: Data
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    posted a message on (SOLVED)Unit decal's not changing to player decal

    @Eimtr: Go

    Hmm, interesting, gonna check that out and reply here if achieve anything useful. Thanks!

    Posted in: Artist Tavern
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    posted a message on How to... Battlecruiser search lights. (Brood War intro)

    @Eimtr: Go

    That's kinda the system I'm currently using, only I'm stuck with the choice of what model to use for the lights since almost all have some object. And then of course I suck at using SOP actors. I'll try that though.

    Posted in: Data
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    posted a message on (Actors, SOPs, and a little bit of all) Ship components.

    I think it's the hardpoints, but dunno if can be done..

    Anyone?

    Shameless self bump.

    Posted in: Data
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    posted a message on (Actors, SOPs, and a little bit of all) Ship components.

    Well this is hard for me to explain but i'll try.. I wanna make a battlecruiser have some "pieces" wich can individually be attacked and destroyed.

    Like the engine, weapons system, bridge, yamato gun, etc.. The model would be the battlecruiser model, I just wanna be able to click on the units "parts" and check their vitals, so when all of them are destroyed the battlecruiser dies. I guess the battlecruiser itself should be untargettable and probably invulnerable. Have some behaviors wich kill him once all attachments are dead. The attachments would be invisible, maybe just show fire when damaged but it must look like the battlecruiser. Also when they're damaged/dead i would apply behaviors to the main unit like the engine damaged unit can't move. They also must be individually targettable by enemies.

    The hole idea is to have a big ship wich can't be really destroyed by a small fighter squad, but they could slow it down by destroying their engines or disarm it by destroyin their weapons. Since I plan to apply this to mothership, carrier, battlecruiser, etc. (big ships) what I need is more an explanation of the process or how to better do it wich is easy to just apply by myself to all ships. (unless someone wants to do it lol)

    It must be purely data, no triggers.

    I post here because i have no idea of how to do this, so if anyone could give me a clue or a link to somewhere it's been discused. I know I should do a search before this but i don't even know how is it called to search for it.

    Thanks.

    Posted in: Data
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    posted a message on How to... Battlecruiser search lights. (Brood War intro)

    @DrSuperEvil: Go Oh man, got no idea what do you mean, that's a vespene barrel like you said, how did you make the light and what model is that??

    Posted in: Data
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    posted a message on SCII RS Extension Mod: Testing needed

    UPDATE: I'm currently trying to reduce lag, check balance and gameplay and all visual stuff so I'm asking for anyone interested on:

    -Gameplay/balance testing/bug finding.

    -Data guy to optimize abilities, weapons and behaviors to reduce lag.

    -Data guy to check fix and optimize actors, models and units.

    -Data guy to check optimize buttons and unit abilities etc UIs.

    -Trigger/UI editor to implement some nice UI and lobby.

    sO Anyone interested please PM me or post here. Will give credit and mention on the mod pages and arcade.

    Posted in: Map Feedback
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    posted a message on SCII RS Extension Mod: Testing needed

    Hello everyone!

    I finally released an Extension Mod on Americas Servers and I need some feedback so I can move on to the next stage and start working on my custom campaign.

    First, here's the link for the mod page in case you require some information about it:

    https://www.sc2mapster.com/maps/scii-rs-beta/pages/main/

    Now, just to resume the main idea, I wanted to make a lore-realistic mod for my custom campaign but ended up making an extension mod for melee games. I'm currently resuming work on my campaign but I'd like some feedback on the mod, specially on bugs and glitches. Like I said, this is not supposed to be balanced, it's lore-based so any suggestion you have that fits in this idea (and is not incredibly overpowered or redundant) will be taken into account.

    Thanks in advance!

    Posted in: Map Feedback
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    posted a message on Google Earth / Google Image Import

    Not to be rude, but this is photoshoped. The guy simply took the screenshot from a blank map with the units like the pic and then took the google earth pic (wich already has the eiffel tower like that) and photoedited both. Simply cut the units that should be under the tower or buildings, then paint the creep with a brush. This is NOT a map guys.

    Posted in: Miscellaneous Development
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    posted a message on Squads: how to squad load/unload, burrow/unborrow

    @intanjir: Go

    Thanks, kinda got sick of it. I haven't found a way to do this that works properly and without triggers.. Gonna put it on pause and see if any solution comes forward.

    Any other ideas??

    Posted in: Data
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