• 0

    posted a message on Loading marine to bunker

    There is a much easier way to do this. You can use the "Create Cargo Units" action.

    When you choose that, you get an option to create a number of units of your choice. For example: Create 4 Marine as Cargo in Bunker[105.50, 61.50]

    Posted in: Triggers
  • 0

    posted a message on [FIXED] Anyone Knows How to Fix This Lighting Issue?

    Oh, so that's where it was!

    Thank you for the surprisingly quick reply, that really helped me a lot. I have accidentally turned on "Show Lighting Regions" at some point. I expected the solution to be in the View tab, so that's explains why I couldn't find a solution.

    Again, thanks for the help ;)

    Posted in: Miscellaneous Development
  • 0

    posted a message on [FIXED] Anyone Knows How to Fix This Lighting Issue?

    I don't know when it happened, but some time ago when I worked on my map and switched back to the Editor view, the lighting in the map changed dramatically. It doesn't show up in the actual game but I think it's annoying and kind of weird since I don't know where it came from.

    If you want examples, take a look at these two screenshots:

    This is how it looks in the editor view. [IMG]//i62.tinypic.com/15qdjdw.png" rel="noopener nofollow" target="_blank">http://i62.tinypic.com/15qdjdw.png[/IMG">http://i62.tinypic.com/15qdjdw.png[/IMG]

    But this is the way it looks in-game (Lock Game View Settings) [IMG]//i61.tinypic.com/16i5b7.jpg" rel="noopener nofollow" target="_blank">http://i61.tinypic.com/16i5b7.jpg[/IMG">http://i61.tinypic.com/16i5b7.jpg[/IMG]

    I don't understand why my Editor view looks so much different now. The lighting is incredibly ugly. It used to look just like the Locked Game View. Does anyone know how to fix this issue?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Player Group Help
    Quote from Bareleon: Go

    Ok so I think I figured it out. I had to put "map initialization" for "events". But, when I tested it out, it said they are "neutral" idk if thats the same thing as "ally" or not.

    I'm pretty certain that no matter if it's an Ally or just plain Neutral it will say Neutral when you select them. Don't quote me on this though. However, since you did configure your trigger to make them ALLIES I'm sure they're probably allies.

    If you really want to test to be sure, you can try adding another enemy unit to the field and have it attack the player. If the advisor says your allies are under attack, it's an ally. But I son't think that's neccesary since your trigger is correct set-up. I just don't recall seeing anything else other than Neutral or Enemy unit when I click on enemies. I don't think they have an Ally one.

    Posted in: Triggers
  • 0

    posted a message on Make AI Replace Created Units?

    I'm playing around with the AI, and I'm learning to use it to do various different things like attack waves, and building a basic base.

    Now we all know that with pre-placed units, you can simply go to the AI tab of the unit and choose how many times you want the unit to be replaced if killed. Now my question is, how do I make the AI replace units that have been created, and are not pre-placed, because I've made a base for the AI player and he will get attacked by another enemy. I've noticed that the attack waves work fine, and the AI makes units out of the Barracks etc. but they won't actually replace the units I've created on the field when they die.

    I tried activating Bullies for all units in the region they're in, but that didn't seem to work. I think it has something to do with Bullies, but I'm not sure as I'm not too keen on all the AI trigger options.

    Someone out there who are more experienced who can perhaps help me out? Thanks in advance.

    Posted in: Triggers
  • 0

    posted a message on Suicide Not Working?

    Nevermind, I got things working now.

    Didn't manage to fix the solution, I just made them attack in another way. It makes the Trigger a little longer and more tedious to make, but hey it works ;P

    Posted in: Triggers
  • 0

    posted a message on Suicide Not Working?

    Hey, I'm currently facing a really annoying problem in my map.

    It has to do with the AI function, Enable Suicide for Unit, because I want to have a set number of units spawn and then head out to attack the player, so I made a trigger where I would Create Units Facing Angle, followed by the Enable Suicide for Unit action, and for some reason it doesn't work, as the enemy spawns just stands at the spawn point.

    The worst thing about this which is really confusing me is the fact that earlier in the game, I did the exact same actions, and it worked just fine. I have no idea what the problem is. I made sure to activate Campaign AI because I thought that was the problem, but it turns out it wasn't.

    Can anyone give me some guidance here as to what is going on? As I mentioned, it worked earlier on in the game, but as I progress through the game, it suddenly doesn't work anymore.

    Posted in: Triggers
  • 0

    posted a message on How Do I Remove the Bars from Stukov, Dehaka etc?

    What I'm reffering to is the little bar with their name that appears above the unit. I want to use Stukov as a custom unit but I don't want to have that bar over his head. Anyone knows how to do that, if it's even possible?

    Posted in: Data
  • 0

    posted a message on Is it possible to make a Unit Type bigger ingame?

    Both of these can be achieve easily in the Data Module.

    To change a unit's interaction radius, go to the Unit you want to change. Click on the unit in the Units tab. Go to Movement and find (Basic) Movement: Radius. Change it to whatever you like

    To change a unit's size, you need to find it's actor. Then you go under Art tab and find Art: Scale. There should be three buttons each saying "1.0" There you can change the size of the unit, so if you put "2.0" it will be double the size as normal. Make sure to change it's size in all three dimensions as the unit will otherwise look really weird.

    Posted in: Triggers
  • 0

    posted a message on Amber Sun (Single-player campaign)
    Quote from EivindL: Go

    Glad you liked it. Yes, there will be more boss battles, primarily in AS10. They'll bit a bit different, though. You'll have more durability, more abilities, etc. You'll be able to fight back in a larger scale.

    The music in the boss fight versus Phantom Locust is "Infiltrator vs. Parasite" from MGS: Twin Snakes. I'll update the music section (I'll also include the tracks from AS07 AS08 and AS09, even though those missions aren't out yet). The tracks are listed chronologically.

    Alright, sounds good :D

    And thanks for updating the section btw

    Posted in: Map Feedback
  • 0

    posted a message on Amber Sun (Single-player campaign)

    So, I played AS06 yesterday, and finally managed to complete it, only with the help of tons of saves. It was awesome. I really hope you'll make more of these boss battles for later levels because they really made the game interesting, and you're also good at it.

    One thing I want to know, what music did you use during the boss fight with Phantom Locust? I loved it, but I can't seem to find it on your list of tracks used.

    Posted in: Map Feedback
  • 0

    posted a message on Need A Bit of Help with A Timer

    Alright, I attempted to create a timer, and the timer itself works perfectly, but it's just the way it looks I don't like. This is how it looks in-game: Screenshot

    I want to have the border window visible, but for some reason the Title and Timer doesn't fit into it. I've experimented a bit, but so far no result. How would I go about doing that?

    This is how my In-game Trigger looks:

    Timer - Start Overload Timer as a One Shot time that will expire in 600 seconds

    Timer - Create a timer window for Overload Timer , with the title "Time Until Overload" , using Remaining time (initially Visible )

    Timer - Show (Last created timer window) for (All players)

    Timer - Show border for (Last created timer window)

    Timer - Set (Last created timer window) Time color to (100%, 95%, 0%) with 10.0% transparency _____________________

    Is there anything wrong with the way I set up the trigger that could make it appear like that? Help would be appreciated.

    Posted in: Triggers
  • 0

    posted a message on Amber Sun (Single-player campaign)
    Quote from EivindL: Go

    AS07 is nearing its completion. Here are some early teasers for AS08:

    That is very impressive terrain. Nice job :D

    Posted in: Map Feedback
  • 0

    posted a message on Having Trouble Getting Skyboxes to work
    Quote from EivindL: Go

    You have to adjust the far clip of the camera that looks at the sky (if there are more than one camera, you have to adjust it for all of them). The number needs to be very high (I just set it to 50.000).

    Thank you! Worked perfectly. :D

    Posted in: Terrain
  • 0

    posted a message on Having Trouble Getting Skyboxes to work

    I can't get skyboxes to work in my map for some reason. I have a conematic and in one of the shots we see the edge of the map, and it just looks really ugly having a bunch pf blackness in the shot. I've tried a couple of things:

    1: I tried going to the Terrain Textures data type in the Data Module and setting the Background Model to the Mar Sara Skybox. Unfortunately, that didn't work.

    2: I also attempted to do it with the help of triggers. What I did was adding a Environment Action - Set Background Model, and there i used to same Sky box. This did not work either.

    I should also note that it seems only to be the Bel'Shir and Mar Sara Skybox that doesn't work. All of the others work perfectly, and looking through the actual SkyBox models I can actually see the model in the View screen. I have no idea why it is like this.

    Anyone use skyboxes often, and preferably the Mar Sara or Bel'Shir one? Having the ability to actually add these to my map would help alot

    Posted in: Terrain
  • To post a comment, please or register a new account.