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    posted a message on Map Adoption Agency

    Also starting my masters in game design in september at the academy of art university in san francisco. serious about this.

    Posted in: General Chat
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    posted a message on Map Adoption Agency

    Interesting how this came to focus on the scv team haha! Ive been working on a toss remake of the scv team .. called The Toss Team and ive gotten a ton of good compliments. Obviously still working on additions and being careful about it. IF anyone wants onboard, I could use some help when I'm not on and in regards to actors and other aspects.. an extra hand can be good. I have permission from daniel(maker of scv team), he even right after giving me the go ahead.. told me how to do some things.

    Currently, using a randomly generated terrain with harvestable trees. Was implementing water but am having pathing issues for the wave units, so now im in the process of changing the terrain from lowering, to raise instead, while still blocking pathing. Next up will be bonus waves of slower units, special lighting, funnish music and bonus xp for the builder upon kills.. and another wave type which will flood units from 1 or 2 (of 4)already placed points in the terrain editor. This wave types goal is to challenge the dexterity of your base at a given side. I will be increasing the amount of souls(minerals items/pickups) generated (which adjust according to number of players). My goal was to take the scv teams simple idea, and take advantage of my 4 years of editing experience.. adding visuals, sounds upon wave completion. I'd like to add reward systems, aside from the 2 that ive put in the beginning for placing your first 2 buildings(1 building 1 cannon). This map has a day night cycle and the incoming wave units glow to even out the effect of being able to see less clearly at night. Builder levels saves currently, max level of 40.. unlocking abilities and builder specific upgrades. I'd like players to work together in this version of the scv team... and it really works! I will provide a screenshot. Also, I've made 8 north south east west and the other 4 in between... GATES :D which prove quite usefull.

    Screenshot of TheTossTeam!

    http://tinypic.com/r/mmsma/9 if that link didnt work.

    You can see, in the minimap, how 1 player focused resources on walls, and the other focused on cannons. the colors are layered. There are other roles but youd have to play to understand them.. harvesting.. and the collectors that do it can also be upgraded to aid in their role... cannons.. have damage.. range.. attack spd, hp upgrades.. etc. Builder has movement, atk speed.. atk damage.. and a few others.. as well as 3 abilities that unlock as they level.

    Posted in: General Chat
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    posted a message on Map Adoption Agency

    I think there should be a thread for abandoned maps. "I'm putting this map down.. I can't do any more to it" or "Life just happened and I'm completely distracted... wont someone please take this map into their loving home??"

    I;ve got a few projects that would be great for upcomers to learn from.. people could pick from.. or take in as their own and completely run with the original idea.. or turn it into a new one. These projects that I have, I'm not ready to just let die, but I don't want to work on them anymore, and i'd like to see if anyone could make anything with them. Thoughts?

    Posted in: General Chat
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    posted a message on Upgrade Harvest Amount [TG Solved]

    @fishy77: Go

    I created an apply behavior, effect. Called it "Upgrade Harvest Amount". Then made a buff, behavior. Called it "UpgradeHarvestAmount". I'm modifying this behavior, "Resource Harvest Amount Bonus^ Add 1" in the upgrade. When trying to modify the effect I couldn't find it as an option (within the "effects-" of the upgrade), so I'm assuming the behavior is the only way.

    Currently not sure if units are supposed to have any of these behaviors in the units tabs... or how they link together.. Do I somehow put the buff I made into the orignal "TreeResource" behavior? and where does the effect that I made come into play? Where do I connect it to all this? Very unfamiliar with the depths of data.

    There is the Collector unit which does the harvesting and holds the harvest amount upgrade.. the tree that has the "TreeResource" behavior.. and that behavior has the Harvest amount set to 1 to start.

    Posted in: Data
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    posted a message on Upgrade Harvest Amount [TG Solved]

    I have units that collect wood. The amount that the unit can carry per trip is 1. I've made the button, research ability, upgrade... but in the upgrade I need to "Add 1" to the Harvest amount. The harvest amount can be found in the "resource" type of behavior. But in the upgrade, when I want to make changes to the harvest amount.. the only options that appear for this behavior are "requirements" and "debug trace" disabled.

    How do I make it so I can upgrade the harvest amount?

    Another issue Im having is.. I have a farm that uses the hatchery spawn larva ability to create trees. The rest of the trees that were created in the map are neutral, but the ones being made at the farm are created with the player as the owner...

    How would I make these trees/larva spawn as neutral?

    Posted in: Data
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    posted a message on flash screen image for triggering player

    How do I make the screen image flash for a triggering player?

    I have a blood frame ive created for a low health warning for a builder/hero, but when my allies health gets low, I see the blood frame.. it causes anxiety lol at times that it doesnt need to. I end up pulling my builder out of a fight and it wasn't even mine I needed to worry about.

    When looking at the action for pulse screen image, I'm not allowed to specify a player or player group. any tips?

    Posted in: Triggers
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    posted a message on I got problems...

    I would set the "uncertain number" to = all YourSetVar[12]'s. Then have a switch.. not sure if you can have >= or > etc. in a switch. On the chance that you cant, I would then just make a bunch of if then elses. If YourSetVar[2] is > YourSetVar[3]... and the same for <. It would beneficial if there was a way to grab highest or lowest values and I guess that's what youre hoping for.

    Posted in: Triggers
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    posted a message on Full Screen Dialog to fit all screen sizes?

    How can I guarantee that a dialog will fit for all dimensions? if the dialog is full screen? Trying to make the blood frame for low health hero to flash. Worried that setting it to fit my screen size may not look well for others with smaller screens, or bigger.

    Posted in: Triggers
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    posted a message on Low Health Screen Flash

    @Bilxor: Go

    How can I guarantee that itll fit for all screen dimensions? I havent seen a "full screen" option. Thank a ton for the dds file name!

    Assets\Textures\ui_kerrigan_healthbar_damage.dds is the only one I found and its only 78x79. Is the one you're talking about a different size? I could open it in another map and export it if so... if not, and if this is the one, worried that it'll be pixelated.

    Basically, how can I guarantee that a dialog will fit for all dimensions? if it is full screen? My monitor is 27".. while others may have as low as 9". Going to post this in triggers also. Thanks ahead of time!

    Posted in: Data
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    posted a message on Team Genesis Recruiting

    There are about 30 of us. That's an achievement in itself. Live chat 24/7 helping each other really has its perks. We have people that are really strong in different parts of the editor while we also have mid level people and beginners. The team was created in 2012 and I've taken breaks. The team never died, it kept itself going, and it's not going anywhere. If you're looking for a bunch of people who enjoy editing, and you intend on doing it for a while, You should join.

    Posted in: Team Recruitment
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    posted a message on Karax Exploding & "Too Many CAbilAttack" Error

    Tried swapping out Karax for Fenix.. Turns out he has the same issue?? He dies after receiving damage, like seconds after and doesnt have to be receiving damage to die :( Please Help.

    Posted in: Data
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    posted a message on Low Health Screen Flash

    I have a hero, Id like the screen to pulse red. I've seen it done but I don't know how. I'm sure I could figure it out if I could at least find the bloody screen frame. What is it called? A brief run though and any additional info on making it work is appreciated.

    Posted in: Data
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    posted a message on Karax Exploding & "Too Many CAbilAttack" Error
    Quote from Zolden: Go

    Nope, they are totally independent units. But you question helped. I've tired to find any relation and succeeded. The link field was unit's "revive type". I used to copy-paste the units and forgot about this field.

    My revive types are identical to their unit names. And I'm not seeing a unit called "PylonOvercharged" I've looked everywhere that I know of. Is there another place I can look?

    Posted in: Data
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    posted a message on Karax Exploding & "Too Many CAbilAttack" Error
    Karax

    Karax has 2 units ("servitors") that float around him and he uses them to attack. When karax's damage taken is coming from several units at 1 time and/or when the servitors have to keep attacking(not sure which is the actual cause but)... the servitors explode and karax's movement/attack is disabled (buttons dim out/unclickable) and karax explodes/dies right after. I would like to stop this from happening and I want karax to die only when his life reaches 0 and I never want the servitors to explode, except for when karaxs life reaches 0. He seems to reach 0 life and dies as i'd like him too if I cause the damage to come slowly.. as in, from one unit at a time.

    I've tried removing behaviors that I can see in the units tab. I've tried taking away actors in the events.. maybe i missed something. Ive done these things for both the servitor and karax.

    The Error

    I added the dependency Void Story (Campaign). The errors appear when testing "Too many CAbilAttack abilities for "PylonOvercharged"" and "Too many CAbilStop abilities for "PylonOvercharged"".

    I've tried in data, with the search bar having "pylon" in it.. skimming through all "pylon" values that appeared in all the tabs I have ever opened, Including validators, effects, models, units, abilities.I found a pylon that had a stop and an attack ability. Went to the abilities "stop" tried to clean it out.. delete some of the options I found inside but it wouldn't let me. I was able to remove the attack abilities altogether... but still no changes when I test. I've also seen this error in another person map when helping them so, maybe if you solve this I can pass the info!

    Posted in: Data
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    posted a message on Unit Name = Player Name?

    Close Enough! That will work! Thank you!

    Posted in: Data
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