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    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
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    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
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    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
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    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
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    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
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    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
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    posted a message on Item Pickup
    Quote from Bennyha1: Go

    Ah, thanks, gonna try your advises to night.

    Dudkisc2? Will this work even if the item is loot, droops from a enemy?

    Hmm, I'm not too sure about that one unfortunately. The one I made works better with pre-made units or units assigned to a variable. I guess if you have the ability to assign a looted item to a variable and applying it in the condition, it would work - however I'm not too keen on item looting as its not something I have used myself.

    I would advice not to use it though, as it makes things a little more complicated as you have to also turn the trigger off whenever the loot hasn't been dropped, and turn it on whenever the item is in the actual game. I'm not sure that would work properly.

    Posted in: Triggers
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    posted a message on how to fix this issue?
    Quote from OutsiderXE: Go

    View -> Show Terrain -> Show Hidden Terrain Cells

    Does anyone actually use this feature? I only see people turning it on accidentally.

    I have been wondering the same thing lol I remember when I accidentally enabled it for the first time. I thought it looked terrible, and I still do :p

    Posted in: Terrain
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    posted a message on Item Pickup

    You can use the periodic event and the Unit Is Alive condition

    Let's say you want something to happen when you Pick up a gas pallet.

    Event: Every 1.0 seconds of Game Time

    Condition: Triggering Unit (aka. The Gas pallet) is Alive == False

    Actions: Turn (current trigger) Off - other actions

    This is the method i use for my maps, and I find it works pretty well.

    Posted in: Triggers
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    posted a message on Crimson Moon (Single-player campaign)
    Quote from EivindL: Go

    Yeah, definitely. But I gotta finish it first, though. Thankfully, progress on AS07 is pretty good. Terrain is pretty much done, the action-packed opening cinematic is done. Just gotta make the triggers and the final cine and I'm done.

    You sure do work fast. May I ask, how much time does it usually take to make a level in CA/AS ? You seem to work much faster than I do lol

    Posted in: Map Feedback
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    posted a message on Crimson Moon (Single-player campaign)

    @EivindL: Go

    Thanks for doing so. I've always wondered why there weren't published in the first place xD

    Posted in: Map Feedback
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    posted a message on Base Portal. Units keep entering and leaving loop. Help please.

    @Narcken: Go

    I'm glad that I could help you out :D

    Posted in: Triggers
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    posted a message on Base Portal. Units keep entering and leaving loop. Help please.

    @Narcken: Go

    You can use the Issue Order Command and order the entering unit to "Stop". Thst should fix it.

    Posted in: Triggers
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    posted a message on Set variable vs. Modify variable?

    @Chris97Ong: Go

    I'm not too keen on this, but I have had a bit of experience on variables before. All I know is that Set Variable is meant for refering to a non-existant (created) unit, objective, ping, actor etc

    Modify Variable is something you would use if you need to modify a set of numbers over time. For example if you have a leaderboard that shows kills done by the player, you would need an action that makes sure that everytime a unit is killed, the killing player will Modify Variable +1. I for example, also used it for some of my maps for making updating objectives. If I make an objective that says (1/2) I need to make sure to Modify Vatiable +1 when the contidions are met.

    These are just 2 uses of it. There's probably hundreds and thousands of different actions you can do.

    As to the errors you're getting with the modify Variables - I can't explain that unfortunately.

    Posted in: Triggers
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    posted a message on Amber Sun (Single-player campaign)

    @EivindL: Go

    Awesome! I wish you luck :D

    Posted in: Map Feedback
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