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    posted a message on Is a campaign-like upgrade/research system possible?

    I'll be making a note here: Huge Success!

    This is it everyone, the working proof-of-concept. I thank everyone of you for helping me out on my problems I had in the past, no matter how big or small, how common or uncommon they were (I'm referring to other threads I made in other sections as well). Now everything works, and I'll fulfill my promise and make a tutorial in the next few days.

    Posted in: Triggers
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    posted a message on Any way to display pictures?

    @zeldarules28: Yes, please move it. it has indeed nothing to do with SC2Layout.

    Anyway, thanks for the answer, it pointed me into the right direction. Making a dialog button with an image included doesn't seem to work for some reason (image is stretched), but making a button first and displaying an image layered above it works perfectly. All that is left to do is to import the image... which I have to convert to either tga or dds.

    Posted in: Triggers
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    posted a message on <Tauren Marine Corps> Cinematic Contest - $50 PRIZE

    I'm busy with work until the end of August, but if you wait so long, I'll give it a shot in September.

    Posted in: Team Recruitment
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    posted a message on Any way to display pictures?

    I hope this is the right category to post this. Considering I use it together with UI buttons, I guess it's appropiate.

    I'm working on a system that allows the player to select missions. I want to give the player a preview of the map (like the minimap preview, but bigger) where important places are highlighted.

    I know that you can use the button graphics with the UI system, but what about pictures bigger than buttons?

    Posted in: Triggers
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    posted a message on Is a campaign-like upgrade/research system possible?

    I've got good news for everyone who is waiting for the upgrade system: it's nearing its completion.

    Since the system is used for my campaign, it needs to be completed before I can use it on any map. Especially since the campaign has a new game +, even the first maps must support the unit group, upgrade and leftover feature. So I've been working on the past 2 weeks to finish the damn thing.

    With great success: It's almost done, and once it's done I'll implement it on the maps and test it under real-life circumstances. Once it's 100% fested and bullutproof, I'll make a tutorial and example map for it. This will happen at the end of this month (20th-30th), or early September at the very latest.

    I thank everyone for their support, it wouldn't have been possible without you (and some other threads I found here and there).

    Posted in: Triggers
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    posted a message on Terran Tactics - Recruitment
    Quote from HamsterBoo: Go

    Yeah, after watching the video I have to agree. Easy fix tho, just teleport the scv to the mineral depot after the conversation with the mercenary, teleport him back after getting the minerals, etc. People are fine with teleporting across the map as long as you have a dialog just before or after the teleport (think of it as switching to the next scene in a movie).

    I'll think about it. My top priority right now is to finish the upgrade system for the campaign, but once this done I'll see what I can do.

    Quote from HamsterBoo: Go

    Also, I think you should increase the movement speed of the scv in the mineral collection and show where the minerals are (so you know where to go and don't miss any).

    This, on the other hand, is something I won't do. The SCV is slow for a purpose, if he had his normal speed in this section it would be too easy. In won't reveal the minerals as well. Like I said in the video commentary, you only need to collect all 10 mineral chests on Hard Mode, it's only 600 in Normal Mode and 400 in Easy Mode.

    Posted in: Team Recruitment
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    posted a message on Team War recruiting

    I can understand your frustration, but please keep in mind that your first post was created 5 hours ago as of writing this. Not all possible people who can help you are online all the time, so wait at least a few days to give it time.

    Aside from that, I must admit that the map looks great! It really feels like a dirty, realistic battlefield.

    I might be able to help you gameplay-wise. I'm a bit busy this month, but what you want doesn't sound too complicated. Send me a PM and I'l see what I can do.

    Posted in: Team Recruitment
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    posted a message on Terran Tactics - Recruitment
    Quote from zeldarules28: Go

    Looks and sounds fun. But I was watching the first video, and it seemed a bit... slow. Like when he had to walk across the entire map (from top to bottom). People don't like that kind of stuff. I'm assuming its slow because its just the beginning but..yeah

    Good luck though :D

    I know it's badly designed. I could use excuses such as "I teach players to explore the map that way" or "this was my first map I made", but it really is just an unfortunate map layout that's all.
    But this is the only time you need to walk such a long way alone, I promise. If you can finish the first map, you can start with the real action.

    Posted in: Team Recruitment
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    posted a message on Terran Tactics - Recruitment

    I've got some news for you!

    I've made quite some progress in the past two weeks. Two maps are done and a third is on its way. I also worked on the triggers and modfile for the campaign, and if everything goes as planned, you can expect a demo at the end of this month.

    Also, I've made a video walkthrough from the first map. I've embedded it on the first post.

    Posted in: Team Recruitment
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    posted a message on Is a campaign-like upgrade/research system possible?
    Quote from Nerfpl: Go

    Its easily possible you just need to create own database of possible upgrades. You just need to get motivation and set it up step by step. Something like: On give, store int upgrade31 = 1, etc etc, on load, for each n from 0 to XX, Set Upgrade[n] = Load int Upgrade+n . thats it, all you need is database. You can make it so flexible that in the end to add new upgrades you will just add it to database and increase total amount of them and it will store/restore them automaticly.

    Dude, you just saved me a lot of work! I just save the level of each upgrade in an integer and save that, and when I load it I just check throught all upgrades and the system will do the rest. I wanted to do the same, expect that I would use integers for each upgrade as an activator. The trigger would check if the integer is 0,1,2 or 3 and would set the upgrades accordingly. But the method you're implying is much more better.

    Thanks for your help everyone, the system is coming along nicely. If anything goes well, I'll finish the system this month.

    Posted in: Triggers
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    posted a message on Is a campaign-like upgrade/research system possible?

    I hate upgrades... After following and setting up a new map, I tried to make an upgrade system. However, I just can't seem to get it to work!

    I can save the status of specific upgrades, but I can't load specific upgrades and instead only the score value. Like Nerfpl said, upgrades can be saved via "Type: Game Link - Link Type: Upgrade". However, this setup isn't available when loading it, and the closest I get is "Type: Game Link - Link Type: Score Value". The inability to change the link type makes this unnecessarily difficult.

    Look at the attached pictures for details.

    Any ideas?

    Edit: nvm, I found a workaround for this.

    Posted in: Triggers
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    posted a message on Is a campaign-like upgrade/research system possible?
    Quote from Terhonator: Go

    I am intrested about this subject. I haven't even linked my campaign maps together yet. How to do that?

    TheAzureguy if you make any progress please post files / tutorials about this thing.

    Of course I will. I'll use the system for the campaign I'm currently working on, and unlike other modders I'll not encrypt my bank files (I use another anti-cheat system instead). Once I've finished the demo, I'll publish it and then everyone can check out the system for themselves.

    Posted in: Triggers
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    posted a message on Is a campaign-like upgrade/research system possible?

    Sorry for the late question, but I'm currently finishing the system I described above, and there is only one problem left to solve before I can complete it.

    What is the exact Action to save the upgrade data from a player? Also, which variable type must I use? I've been looking for it all night and I can't seem to find the solution.

    Posted in: Triggers
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    posted a message on Terran Tactics - Recruitment

    Greetings everyone, and welcome to the Terran Tactics Recruitment Thread.

    What is Terran Tactics?

    Terran Tactics is a campaign which focuses on the strategical possibilities the StarCraft II engine has to offer. Did you like the upgrade and research feature of the campaign, as well as the choice which missions to do in which order? This is what we'll do here as well, expect that there are even more choices and even more flexibility. Imagine a Kessen game, but in a StarCraft II way.

    Aside from the occasional single-man missions (Breakout, Piercing the Shroud, Belly of the Beast ect), the campaign is all about conquering planets and defeating your enenies. Unlike in StarCraft II, you'll not be able to train any units on the battlefield. They're being trained and organized into groups prior to each battle. You can then assign your groups to different landing zones on the battlefield and fight the battle the way you want it.

    What's more, you can upgrade your troops between each battle, and any units that are still alive at the end of the battle will be refunded (i.e. recycled). And of course, there will be a New Game+ mode which allows you to start the campaign once again but with all of your upgrades and minerals intact.

    (All of the features above has been tested and work properly. See here for a little background on the system.)

    As a little appeizer, here is a walkthrough of the first map of the campaign (including subtitle commentary by me!)

    Here is a second video, showcasing various features from the campaign. The troop selection and mission selection as well as new game + and overall gameplay mechanics are shown here.

    Team so far

    • TheAzureguy

    Honorable Former Teammembers:

    • Victiln
    • o3210
    • DuckyTheDuck

    Current status of the project

    Since I won't create an official thread or team page before anytime soon, I'll post the development news here in this recruitment thread.

    • April 26th, 2012: Entering "When it's done" mode.
    • January 28th, 2012: The Skyrim/christmas holidays are over, work resumes once again.
    • November 8th, 2011: The annual "We're still alive and are still working on this project. Unless stated otherwise, this project is still active." message. (See this post for details)
    • September 14th, 2011: Added second video
    • August 9th, 2011: Second map is currently being finished by Victiln. Meanwhile, the modfile, banks and triggers are almost finished as well.
    • August 2nd, 2011: First map of the 3 maps for the demo is finished. The modfile for the campaign, along with the triggers and custom units, is currently in its completion process as well.

    What is the current progress of the campaign?

    The project is currently on hold until the add-on "Heart of the Swarm" is released. Until that happens, work on the story and overall concept will be done, so that once the add-on is out, the project can be kicked back into action.

    How can I contact you?

    Send me a PM and tell me what you've done so far / what you can do. After that I'll do a little test, and if you pass, we'll start to work for real.

    Posted in: Team Recruitment
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    posted a message on "Black Terrain" Minimap In Game

    I've had the exact same problem as well, and Hobrow's solution worked perectly! Thanks a lot for that!

    In case someone still has trouble with this problem, here's a more in-depth explanation: Basically, you need to replace the textures if you want to use textures from other texture sets or want to use custom textures. Select the two textures you want to swap with each other and hit the replace button. A texture set created this way will not result in a black minimap. I duplicated a texture set and removed and added textures, which is what caused the bug I think. The editor doesn't like duplicates or copies of anything, so your best bet is to edit existing stuff to prevent any complications.

    Posted in: Terrain
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