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    posted a message on [Solved] Throw Mover Missile with Locked Actor Rotation?

    Yes, that did the trick. Thank you very much! Now I just need to see if I can apply Site Ops that actually work.

    Posted in: Data
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    posted a message on [Solved] Throw Mover Missile with Locked Actor Rotation?

    So I'm trying to make an effect where a missile shoots out of the center of a point, goes up, slows until stopped, then descends back to the point it originated from (IE something thrown straight up into the air). I have the mover working properly, the only problem is I want the model to be locked into position during the entire sequence. I've tried Hold Ration it in Site Operations for the missile actor and making an entirely new actor attached to the unit via a behavior and neither of those options worked. The driver for the Mover is Throw. Is it possible to make the actor ignore the facing direction of the missile and just always be upright? I know I can do it via triggers, but I'd prefer not to. Thanks.

    Posted in: Data
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    posted a message on Off sc2mapster for a while

    My heart goes out to you, and you and your family will be in my prayers.

    Posted in: Off-Topic
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    posted a message on [NCS] StormKeep - UI Script Editor / Game UI Override File

    We need someone who has a good grasp of how to work with the UI script to clean up our UI Override File. I've already done a lot of work in it already, but I've reached the limit of my coding abilities and really need someone who could sift through it and make it more efficient.

    If you're interested, please send me a PM or email us at ninjacorestudios@gmail.com

    Posted in: Team Recruitment
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    posted a message on StormKeep Alpha (Now Live)

    The map hasn't been released anywhere yet. My understanding is that we will release in EU, but not for Beta. We're basically out of money, and between the three of us we can't even afford another copy of the game.

    Hopefully if Blizzard releases the Premium Map System, we'll be able to make some money there with an even more polished map (and not have to worry about becoming homeless).

    Posted in: Project Workplace
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    posted a message on StormKeep Alpha (Now Live)

    The Turret model is just the perdition turret from the campaign. As for the laser, I can't remember the name of it off the top of my head. It's one of the protoss models that isn't used.

    Posted in: Project Workplace
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    posted a message on StormKeep: Recruiting Terrain Designer and Icon Artist

    Team: Ninjacore Studios

    Project: StormKeep

    Time Zone: Arizona (Mountain/PST)

    Region: NA (But release will be NA/EU)

    Project Information: http://www.sc2mapster.com/forums/resources/project-workplace/20432-storm-keep/

    My Position: Art Director

    Both Postings: For either posting, recruits must be willing to use Ventrilo / Skype for communication (mic is not required, only the ability to hear us). Must also well mannered and willing to follow directions very strictly if needed.

    NOTE: Must be willing to complete an informal interview before signed on to the team.

    Terrain Designer:

    We're looking for someone to design an intelligent terrain layout for our map project. The terrain must accommodate a two team hero defense style map, but with a smaller, more tactical feel. Heroes will face off against player controlled mobs, in both point defense and offensive scenarios. The size of the current layout is 256 x 184 but is not set in stone. Designer must be willing to make image / paper rough drafts and present the ideas and logic behind the designs before starting the actual terrain. The terrain must also be finished using minimal doodads and no water (question to change) to maintain high performance for the players. Completion of the terrain is slightly time sensitive, and as such the designer must be willing to finish in a relatively fair amount of time (1-2 months).

    Icon Artist:

    Looking for a talented Digital Artist to make custom Icons for both abilities and talents. Will work with the lead artist of the team NCSglasninja (me), taking rough hand drawn examples and turning them into actual finished icons. All icons must be 100% custom (no image stealing or use of screenshots), and all icons must be approved by the lead artist before marked as completed. This task is less time sensitive (to be discussed), but individual icons will be used upon completion.

    If interested, PM me, or send an email to ninjacorestudios@gmail.com

    Posted in: Team Recruitment
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    posted a message on StormKeep Alpha (Now Live)

    I don't "hate" it, it's not what my voice sounds like in my head. Also, I look nothing like I sound. I'll leave it at that.

    Now start talking more about how awesome our map is =D

    Posted in: Project Workplace
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    posted a message on StormKeep Alpha (Now Live)

    @joecab: Go

    Alright, that's good. There is actually a reason for that. Originally, the idea behind the name, Stormkeep, was that we were going have this really awesome weather system where different weather effects (Snow, Wind, Rain, Firestorms, Etc) were going to happen, and each of the room represented a different element that had some kind of effect on that system. In the end, we had SOOO much going as it was, that we decided we couldn't handle all the work that would be required to make it happen and decided to leave it out of the first release.

    The other thing about the terrain is, we don't have anyone who is really good at it, plus, our previous project attempt (A Hero Line Wars) would run sooooo horribly bad (and Alderis / NCSwireframe has a monster computer, too) that we thought that skimping on the Terrain would allow us to do more of the awesome spell effects that we love so much without making people's computers cry in pain.

    If someone who is a really good terrain designer wants to help us out, who could make it look pretty and not make the game lag too much I'd be all for it. But, as of right now, we're doing a lot of tasks (and we work on this 5-8 hours a day, 5 days a week) and we're really trying to get only the bare necessities done so we can get into alpha testing.

    Not really much of an excuse, but thought I'd throw it out there.

    Posted in: Project Workplace
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    posted a message on StormKeep Alpha (Now Live)

    We appreciate the feedback greatly! One thing I've seen so far is people say that our terrain isn't that good. If possible, if you also don't like the terrain, could you explain why and how we could make it better? Much appreciated.

    Posted in: Project Workplace
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    posted a message on StormKeep Alpha (Now Live)

    I take cash

    Posted in: Project Workplace
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    posted a message on StormKeep Alpha (Now Live)

    Here is a first look at our map. This video gives a tour of the UI, one of the menus, and the first Hero.

    Embed Removed: https://www.youtube.com/v/8ALwFN2Ez-k?fs=1
    Posted in: Project Workplace
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    posted a message on Chain Lightning *Weapon* Without Hitting Previous Targets (No Behaviors Included)

    @Kueken531: Go

    If you mean using a persistent in the set to make the Marker last longer, then yeah, but that's basically the behaviors method in a slightly different form.

    Sorry for the false hope. I just figured it would work for Abilities as well, but I can't figure out any reason why it's not working. I'd put more time into it, but I have a ton of work to do on my team's map.

    Posted in: Tutorials
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    posted a message on Chain Lightning *Weapon* Without Hitting Previous Targets (No Behaviors Included)
    Quote:

    if you could ......
    Go into more detail regarding what a "marker is"
    Go into more detail about how you add "markers" to units
    Go into more detail regarding what can be done with the "marker validator"
    Go into more detail regarding which effects should use the "marker validator"

    Markers are something that all Effects can apply to a target to "mark" it as having been already used on that unit. How the specifics of these Markers work is still a bit beyond me, but basically if you use the No Marker validator on an effect, whenever a Marker is applied to a unit, the effect will validate whether the unit has already been marked (for the example of the chain lightning, if the unit has already been hit once), and if so, will NOT re-apply that effect on the unit again. For what reasons the Marker is applied to the Unit has to do with the Match and Mismatch Flags. What each flag does specifically is something that I'm still trying to figure out, but if we can, it could potently remove the need for behaviors in many abilities as a means to validate a unit as already having been effected.

    The way you make a Marker apply through an effect, is to go to the Effect - Markers field on the effect and play around with the Match and Mismatch Fields.

    Posted in: Tutorials
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    posted a message on Chain Lightning *Weapon* Without Hitting Previous Targets (No Behaviors Included)

    Alright folks, I poked around with the chain lightning on an ability, and as Kueken said, it doesn't work the same. However, through blind guessing, I somehow managed to get it to work. Please note though that whatever I thought I knew about Markers was blown out the airlock when I tried it on an ability. I will share what settings I used, and maybe when I get some more time I'll try to make sense of it.

    So here goes:

    Assuming the effects used are the same as that from the example I gave above, these are the changes I made. See the attached map for more info.

    On the ability - Chain Lighting:
        -Effect - Markers+  -
                    -For Match Flags, Enable Caster Unit
                    -For Mismatch Flags, Enable ID
        -Effect - Markers Used - Remove all except Cast

    For the Effects:
    All Set Effects
        -Add the Validator [No Markers]
        -Effect - Markers+ (NOTE: For all the Effects, make sure the LINK is the same for every Marker)
                    -For Match Flags, Enable Caster Unit
                    -For Mismatch Flags, Enable ID
    All Search Effects
        -Search - Exclude  -  Outer and Target

    I'm not entirely sure what the Match Flags and Mismatch Flags do to be perfectly honest. That was the part I sort of stumbled around in. The only other big change I made was specifying the Markers in the Set Effects, mimicking the same Match and Mismatch flags as the Ability itself.

    Hopefully this helps someone.

    Posted in: Tutorials
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