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    posted a message on (solved) Cursor Splats after 1.5 too small

    I'm having the same problem with my marine frenzy. Pretty pissed off......

    Posted in: Data
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    posted a message on Resource and food ui gone (Solved)

    @Helral: Go

    ooooh it might be because I chose neutral for the race

    Yup that's it; thank for your help. Didn't even think about the race effecting the displayed resources.

    Posted in: UI Development
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    posted a message on Resource and food ui gone (Solved)

    No, I just put in my building create loop (for each int 1-4 do action)..... It's as if it thinks I want to use only custom resource but I don't even know how to do that yet. Not having the resources display is extremely detrimental to my map type :(.

    Posted in: UI Development
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    posted a message on Resource and food ui gone (Solved)

    In my latest map I suddenly started experiencing a bug where the Resource/food ui doesn't show. In it's place is a dull blue box with a default tooltip message. I didn't touch anything UI related yet in my map, just a few actors and whatnot. No layout files or anything.

    Posted in: UI Development
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    posted a message on Infested ghost map

    That idea sounds kind of cool.

    Posted in: Map Suggestions/Requests
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    posted a message on Original Map Ideas.

    Here's a few of my ideas:

    Zombie Survival - You are the zombies and you're trying to escape a Terran installation alive. Person who escapes with the most zombies wins. I think it'd be cool if there were a lot of random Zerg units you'd run into with exclamation points over their head that have short voice recordings that could either help you or just spew nonsense for comic relief. (Ultralisk attacking debris in a room: "I wish I could help you, but the Overmind has tasked me with clearing out this area". Possibly minigames from NPCs to gather more zombies.

    Side Scrolling Fighting game (Mortal combat style): I can just imagine a lot of cool fighting stages you could design with marines or some such cheering in the background.

    King of the Hill: A hilly terrain and every player is a Reaper. There could be 3 or so moving reagons: (Beacons) 1 is large and gives 1 point every 2 seconds, 1 is medium and gives 2, the last is very small but gives 3. It could be done as a right click move/left click shoot + charge item drops like grenades and timed/proxy mines with knock-back effects that are useful lat removing players from a hill.

    Metroid Prime 2 Map: Using the Map from Piercing the Shroud you could make portals between the original installation and the wrecked installation. 1 person whould control Dark Samus and the other would be the original. In the dark world Samus would take damage over time unless She stands in a Guardin shield(Light field). Dark Samus would take damage over time from the Real World.

    Posted in: Map Suggestions/Requests
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    posted a message on Anyone Willing to Take on A Custom Map Request?

    Could you post some map details

    Posted in: Map Suggestions/Requests
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    posted a message on (Request or Help) Terran Beacon Team Color

    Hello, I've been trying to figure out how to add team color to the terran beacon textures with Gimp . From what I've read I have to add an alpha layer and then make the image black. I've had no real luck thus far other than making the beacon turn blue permanently. I'd appreciate any help you'd be willing to give. Attached to this post are all the textures the Terran Beacon uses and its Model.

    Posted in: Requests
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    posted a message on Tech Tree Layout Changes (need help)

    I know

    Posted in: UI Development
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    posted a message on Tech Tree Layout Changes (need help)

    I was wondering if anyone could help me change a few things in the help menu tech building tech tree tabs:

    (Terran) 1. Replacing the Sensor tower with a Perdition Turret (Tried but didn't do anything) 2. Add a Science facility next to Fusion Core at the bottom

    (Zerg) 3. Place Sensor Phage next to Spore Crawler 4. Place Lurker Den Under Hydralisk Den with a downward arrow 5. Replace Broodlord Morph with Voiderling Morph 6. Add lurker Morph 7. Add Leviathan Morph

    (Protoss) 8. Move over Forge and photon cannon to the right 9. Add Shield Battery next to the Gateway 10. Add Dark Apparition Merge to the bottom right

    here's the layout file I was trying to modify attached-

    Posted in: UI Development
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    posted a message on Metal Slug [Act 2]

    You should make a side scrolling fighting game like the original Mortal Combats/Killer Instant etc. Imagine the pretty stages you could make

    Posted in: Project Workplace
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    posted a message on Action Actor, Turret, and Attack Animation (Solved)

    can you post the map?

    Posted in: Data
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    posted a message on Multiple Attacking Unit

    Strafing weapon with dummy damage and a behavior that operates while attacking. The behavior has a 3 second period persistent that has an initial effect and 2 periodic effects of off-set persistent launch searches to either side of the unit.

    Posted in: Data
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    posted a message on Multiple Attacking Unit

    we pretty much want it to turn to 90 degrees when you tell it to attack something too

    Posted in: Data
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    posted a message on Model Actor wont properly destroy (Solved)

    I've been having the hardest time figuring this problem out..... It's a model actor that I create when a Flag Carried Behavior starts and is supposed to vanish when the behavior is removed on scoring or death but it always stays.

    Posted in: Data
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