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    posted a message on The Texture Shop (request icons and textures)

    Thank you very much! =)

    I'll rename it, or just use it as it is, none will see the file name ingame after all ;)

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    Hello!

    I like to request wire-frame images ( if not already done ) For the Arcade Battlecruiser, in it's normal state, and when the "yamato" weapon used

    Also like to request a wire-frame model for this bellow, it's the Protoss building animation which i use as a building ( like an inter dimensional portal )
    http://i122.photobucket.com/albums/o242/Ice4s/WarpBaserequest.jpg

    Posted in: Art Assets
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    posted a message on Requesting Models For Star Armada

    Hello everyone!

    I like to request some models to my upcoming map, and nothing difficult ones. The main ones i really need are decal "carry" models, For all the 3 races, if converted from the cycle of power models that be brilliant too! Main features
    -It paned to be semi transparent, like a hologram
    -Circular in design ( circle, Hex or Octagon, Zergish sine roll up any )
    -In it's middle area fully transparent
    -This middle area can receive a decal ( like on unit models ) in a nice large size, but as that the Decals fit in
    This would be 3 models and also free to use by anyone else

    Other one would be an separated Immortal protocol from the Thor, so only the repair structure and arms that you can see on the Thor. I would use this on various Terran units in my mod ( after a passive upgrade Immortal protocol kick in and try to repair the ship from it's wreck state )

    If anyone interested in this and make this, either to help me out or for own mod as well, or everyone, would be superb! =)

    Posted in: Art Assets
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    posted a message on Take control of enemy unit

    The base of the Ability is set, it launches the pods and all, but the Behavior part dosent work at all at the moment

    Posted in: Data
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    posted a message on Take control of enemy unit
    Quote from DrSuperEvil: Go

    Destroyable missiles are hard to make without everything having a Modify Unit effect to kill them.

    You want the effect applied after all drop pods have hit or the effects to be applied per drop pod?

    Either way you need a stackable counter buff that then is used by a Switch effect to determine the outcome

    Effect 1 is a simple buff that disables certain ability classes.

    Effect 2 just needs to disable the Attack ability

    Effect 3 just needs to disable the Move ability

    Effect 4 can use a Modify Unit effect although that is bugged for converting to anything but the caster player.

    I'd like to apply the effect per each hit, and if it's to difficult to have missiles destroyable, then a simple time out for them, like it is for the seeker missile. Could explane a bit how to apply this stack counter and switch effect? The missile part should be alright.

    Posted in: Data
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    posted a message on Take control of enemy unit

    I like to make a new, and last ability for my Battlecruiser in Star Armada, the ability to capture an enemy ship ( Terran or Protoss )

    I been looking at the neutral parasite and nova domination, but yet havent figured out which part responsible to turn the target unit to your side.

    I like to make it in the following way:
    -Battlecruiser began launch Drop pod at the target ( Drop pod targetable and destroyable )
    -If a drop pod hit then different type of effect applies
    - 5 Drop pod hit, abilities on enemy ship disabled for 30 sec
    - 10 Drop pod hit, all weapons disabled
    - 15 Drop pod hit, engines disabled
    - 20 Drop pod hit, ship converted to your side

    Haven't made any similiar, alike ability yet, and like to ask for some guidance how to began it, or maybe if theres a tutorial would be a big help.

    Posted in: Data
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    posted a message on Star Armada EU / NA ( TvT )

    Star Armada
    Battle it out in a 6v6 setup, between Terran, Protoss and Zerg forces, to who dominate space and the universe. You Command your Flagship which can turn into a true powerhouse with different abilities and upgrades, but truely can't be matched use cunning tactics and perfect coordination with your allies. Every player have life, and can gain more if kill another player, and or destroy a key enemy base structure. There be differences between the 3 race, more then just the outlook, but mechanism of the ships and the economics as well to a degree.

    Features
    -In finished version 12 ships ( 5 at the moment and counting )
    -3 Race, 3 different mechanism and game play
    -Some realism and tactical side, such as: Collosion, Weapons energy use, Ram enemy ship, Asteroids and Nebula clouds affecting gameplay
    -Wide Array of upgrades and Abilities
    -Bounty system, the more upgraded a ship is, the more you get for killing it.
    -Many many more to come

    Replays ( Alpha )
    http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261448.jpg

    Posted in: Project Workplace
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    posted a message on (Solved) Question: Warp Drive n Afterburner

    Thx for the tips =)

    The High templar helped the most so far, with that i got the warp FX inplace Afterburner yet to come though =)

    Posted in: Data
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    posted a message on (Solved) Question: Warp Drive n Afterburner

    i'm currently playing around with the actors, and need plany to learn and improve.

    Currently for the afterburner i used the def matrix as template, at this one that really got me for now ( and sure is easy once i get it ) is to rotate the created model, so it's not a space flame thrower but an afterburner instead XD

    Dunno, would be possible, and if not a problem help through Skype ( or BroSix IM program )

    Posted in: Data
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    posted a message on (Solved) Question: Warp Drive n Afterburner

    Thank you for the fast reply! I do like to make a similiar style warp yes and the video gave the inspiration months ago, even before i began the map it self =)

    This is mine currently, the speeds are, could say very high, as well the acceleration and de-acceleration near instant as well. While in transit, the model do get shrinked a little and so expands as well once exit.

    What i like to add is a ultra sonic shockwave FX at eneter and exit. but would work too if could figure out how to delay the cloak on and earlier the cloak drop, while still in motion.

    Sure would add to the chills once a ship pops out from warp XD

    Posted in: Data
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    posted a message on (Solved) Question: Warp Drive n Afterburner

    I have this two abilities, work in progress, now they function properly, but what i like to add is an additional FX ( actor based ) so can indicate while they active, also an start and an end actor effect for the warp drive. Both are tougle type spell like cloak.

    Sum up
    -Warp Activation FX ( rotated 90 degree so the FX is vertical instead of horizontal )
    -Warp Drop out FX ( rotated 90 degree so the FX is vertical instead of horizontal )
    -Warp Transit FX ( attached to unit )
    -Afterburner Flame ( twin flame thrower attached to unit )

    Any one can leand some help? Especially with the warp visual effects

    Posted in: Data
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    posted a message on [Solved] Upgrade Food ( Supply ) Properties of an unit

    Done, it's works now =)

    Posted in: Data
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    posted a message on Difficulties with a unit morphing ability (like siege mode)

    I gonna neckro the thread, as i also have some issues with the Unit morphing. The Morphing animations don't wanna work properly, to be more precise, it randomly works perfect, then next, randomly not, only show the two end states. The unit is the SS_Battlecruiser based.

    What i done:
    -Created two units, Assault mode and Artillery mode
    -Unit's funtion perfectly on there own
    -Morph Abilities done and working
    -Command card and button working
    -Morph even happens, but animation dosen't work out

    I'm sure, by read the above, the issue is the animation, but been playing around this for awhile and couldn't get it work right that the Morph animation happens, and carried out flawlessly.

    If some one could help me fix this one would be a great help, as simply no idea where i've gone wrong in the process of setting up with the transformation actors.

    Posted in: Data
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    posted a message on [Solved] Upgrade Food ( Supply ) Properties of an unit
    Quote from DrSuperEvil: Go

    Try catalog triggers. Not sure if they will help but might.

    Will give a try, though triggers i'm not all that familiar with yet.

    Other idea that i come to think of is make it into a buff ( alike the orbital command center supply depot extension ) but here as well need to figure out how to make the buff applied and effected by the upgrades.

    Posted in: Data
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    posted a message on [Solved] Upgrade Food ( Supply ) Properties of an unit

    This might be a newbie quastion, but here goes, how to adjust the food ( supply ) value of a unit through upgrades.

    This is what i tried

        <CUpgrade id="TerranFlagshipRankLevel">
            <Icon value="Assets\Textures\btn-tips-battlereport.dds"/>
            <ScoreAmount value="1000"/>
            <ScoreResult value="BuildOrder"/>
            <EffectArray Reference="Unit,Battlecruiser2,KillResource[Minerals]" Value="250"/>
            <EffectArray Reference="Unit,Battlecruiser2,KillResource[Vespene]" Value="50"/>
            <EffectArray Operation="Set" Reference="Unit,Battlecruiser2,Food[0]" Value="12"/>
            <EffectArray Operation="Set" Reference="Unit,Battlecruiser2,Food[1]" Value="18"/>
            <EffectArray Operation="Set" Reference="Unit,Battlecruiser2,Food[2]" Value="24"/>
            <EffectArray Operation="Set" Reference="Unit,Battlecruiser2,Food[3]" Value="30"/>
            <EffectArray Operation="Set" Reference="Unit,Battlecruiser2,Food[4]" Value="36"/>
            <EffectArray Operation="Set" Reference="Unit,Battlecruiser2,Food[5]" Value="42"/>
            <EffectArray Operation="Set" Reference="Unit,Battlecruiser2,Food[6]" Value="48"/>
            <EffectArray Operation="Set" Reference="Unit,Battlecruiser2,Food[7]" Value="54"/>
            <EffectArray Operation="Set" Reference="Unit,Battlecruiser2,Food[8]" Value="60"/>
            <EffectArray Operation="Set" Reference="Unit,Battlecruiser2,Food[9]" Value="66"/>
            <EffectArray Operation="Set" Reference="Unit,Battlecruiser2,Food[10]" Value="72"/>
            <EffectArray Operation="Set" Reference="Actor,Battlecruiser2,MinimapIcon[2]" Value="Assets\Textures\ui_lobby_terranicon.dds"/>
            <EffectArray Operation="Set" Reference="Actor,Battlecruiser2,MinimapIcon[5]" Value="Assets\Textures\nukeicon3b.dds"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research1].Resource[Minerals]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research2].Resource[Minerals]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research3].Resource[Minerals]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research4].Resource[Minerals]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research5].Resource[Minerals]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research6].Resource[Minerals]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research7].Resource[Minerals]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research8].Resource[Minerals]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research9].Resource[Minerals]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research10].Resource[Minerals]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research1].Resource[Vespene]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research2].Resource[Vespene]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research3].Resource[Vespene]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research4].Resource[Vespene]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research5].Resource[Vespene]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research6].Resource[Vespene]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research7].Resource[Vespene]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research8].Resource[Vespene]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research9].Resource[Vespene]" Value="2"/>
            <EffectArray Operation="Multiply" Reference="Abil,Research3Upg4FlagshipRank,InfoArray[Research10].Resource[Vespene]" Value="2"/>
            <EditorCategories value="Race:Terran,UpgradeType:Talents"/>
            <AffectedUnitArray value="Battlecruiser2"/>
            <AffectedUnitArray value="BlackOpsRaven"/>
            <AffectedUnitArray value="BattlecruiserMK2"/>
            <AffectedUnitArray value="Scavenger"/>
            <AffectedUnitArray value="LightCruiser"/>
            <AffectedUnitArray value="LightMissileCruiser"/>
            <MaxLevel value="10"/>
            <Race value="Terr"/>
        </CUpgrade>
    

    So Basicly i tring to make an exponential upgrade for a Battlecruiser that will increase the max population by 6 each time upgrade is done on top of the 12 the unit give with out any upgrades.

    Any ideas how to come around this, coding like this or through ability, buff, or such? Thanks in advance for any help.

    Posted in: Data
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