• 0

    posted a message on Pro Sound Designer looking for modding team.

    @Utilize123: Go

    Sorry if this is a little OT, but you could use Super instead of windows movie maker. Literally just a drag+drop, drag+drop, go.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Zergling Blood Heroes

    @Artanis186: Go

    I wouldn't mind cooperating at all. I already have an alpha out if you've checked it out at all. It's missing mass command and all the goodies for heroes and what-not. I'm not sure what style I'm gonna use for the mass command, I was thinking just a hot key + click. For the hero credits, just a multisection dialog, divided based on cost. I slowed down when exams came around and I realized how much of a pain it was to try and properly copy a zergling into a zergling leader. It kept changing the names and stuff of the other zerglings because being burrowed is a different unit.

    Posted in: Project Workplace
  • 0

    posted a message on [Data] Mineral Editing Fast map style

    I have a question about this, does it still classify as a melee map?

    On another note, it really would be nice to copy+paste your messages into Microsoft Word or similar, run a spell check, grammar check, and then post. It becomes easier to read and understand, not that people are unable to otherwise.

    Posted in: Tutorials
  • 0

    posted a message on Zergling Blood Heroes

    I'm thinking up some ideas for new SC2 heroes in zergling blood. Units I know have to make a reappearance:

    Sniper
    Marine
    Firebat
    Kerrigan
    Leader Zergling

    I was also thinking of other abilities that might be possible, and fun.

    Disease. After applied to first target, it applies itself to 2 targets very near (maybe just 1 mandatory target, and 50% or X% chance to require a second). If it cannot spread, the zergling dies. If it does spread successfully, that zergling lives (and gains immunity for the remainder of its lifespan). The death would award the original purchaser the kill. 1 hero credit. It'd be awefully fun ability to hit up someone's base that's been stockpiling zerglings. I thought that this would be good to use the baneling model, and be easily preventable if killed before reaching target zerglings.
    Weapon / armor upgrades, with limited duration but unlimited amount. For each purchase, it would upgrade the damage of the standard claws by +1 for 1-2 minutes (haven't decided how long). No progressive cost scale, but each hero credit would be +1 and be on its own timer.
    Anti-camp, throws all units in the purchaser's base, doing an amount of damage (I think somewhere about 27 damage, enough to make the attack think twice about an immediate assault).
    Zergling production speed. Spend a hero credit to half the time between zergling spawns for the duration. Up to 3 speed reductions at a time (8x more zerglings during that time.

    Anyone got any ideas for more heroes and whatnot? I especially need some more 'expensive' units (maybe not a 20 credit unit though). I plan to have 1 hero credit per 25 kills out of 2000 (2 awarded every 50 kills).

    Posted in: Project Workplace
  • 0

    posted a message on Unit Turning Rate

    @Rizaun: Go

    Have you thought about using a trigger that fires when a unit is attacked? Have the unit get automatically turned toward the attacking unit.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Unit Edits

    I have a few issues with unit edits, and I'm wondering if anyone has gotten very far with them (and can explain the process in a bit more detail).

    I've been trying to make a "Zergling Leader", which has burrow automatically, hits harder, moves faster, and looks slightly smaller. It's not a problem to tweak those settings from a regular zergling, but I can't seem to get it paired with an appropriately named Burrow version of itself. When copying over the unit and renaming it, it messes up the names of the original units, the new unit, and it just seems glitchy. I'm almost positive this is some type of referencing to the wrong units somewhere in the morph, but I'm not sure where to approach this.

    Secondly, how could you approach something like recreating the firebat? I'd copied a marine, gave it a helion flamethrower, but I need it to hit a wider / shorter area, OR spray in an arc (finds a group of flamable targets, and sprays all of them starting from one side and turning the beam through the rest, this would be more of an AI type of thing). My experimentation gave the flamethrower marine a shot on 1 target (the beam is such a small width it wont hit any of the other targets in the group), and then it sits there for awhile before shooting again.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Trigger Editor Problems

    I'm recreating zergling blood, with new ideas of mine.

    I'm having problems getting variables I created to show up in the variables listing for the parameters in events / actions. I have no idea what's wrong, but when I use custom and type in gv_ appended with the variable identifier it works fine.

    Is there an easy way to limit a unit spawn to a region? I assume this would need a little creativity, and to make it easier it can be assumed that the spawn will not reach a point outside the region until after the region is full. My guess would be an addition to the trigger that checks to see if the unit is in the region immediately following the creation, and if not, remove it (maybe warn the player once politely that they need to move their zerglings).

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