to your questions..
1. nope - we tested, 2 patches ago, and it did not work.
but blizzard said, and it would be stupid if this wont work, that coop campaign stuff and mapswitching will work. so we just have to wait for retail.
2. yeah we want to create a community around that and there will be a team that reviews the maps.
reviewing them wot be fun, but i think if that project goes live and draw that much attention, there will mbe much involved teammembers that can help.
nothing happens on the building itself, except the button lights up for the time the research is running.
after its finished the button goes to normal again, but no research overhead the building and neither inside its informations or queue progress.
i just took a warpgate and added that dummy upgrade to it.. is there something that the warpgate needs for having a research queue for upgrades or smth liek that?
i have an issue at the moment, and i need some help.
it should be simple, and i already have a way that works - but not like i want it to work.
here is what i need..
i need an building with a button, if i press that button its like a unit is built or a research done with a progress, but after it finishes a trigger gets executed.
i dont want to spawn a unit on the building so i cant just use a fake unit to build for it, also an upgrade is kinda weird..
i have now an DummyUpgrade that upgrades an Assimilators acceleration - does not matter, its a dummy upgrade.
that upgrade is on the ability, that ability on the structure - but if i use it there is no progressbar.
it works ingame like i want it, i made the trigger code for it like this:
like i said, this works but there is no research progressbar.
im pretty sure i did this way too complicated.. is there an easier way?
or doesanyone know how to get that progressbar to show up? that would fix it, even if its complicated..
to clearify it again, i want to spawn some units in a region after i "bought" something that needs buildtime on a structure.
uhm, my english isnt good enough to understand this, but this is a "no" for a request model, right? (that still would show people how they are done) :P
you misunderstand some things in these example videos.
thats what they are - examples.
we wont use any zealot models, or that protoss stargate for the final game. also there wont be any races or planets that noone knows or that would take such a big part in the main stargate lore.
thats why were looking for 3d modelers, we actually hope to be able to use real stargate stuff, models for characters like jaffar´s and an stargate itself.
that powered/unpowered thing is a nice idea for this actual thing, but like i said, we will use a real stargate model as soon as we got one (there is one in the making) so this is no issu anymore atm.
to the combat stuff, we actually dont know for real yet what were going to use, its for now just RTS styled RPG play.. but the idea isnt bad.
you can contact me on steam or msn, thats all i have. im not that much online in starcraft actually, so these would be the best addresses to contact me.
steam: noripper
msn: [email protected]
i really love stargate but i never saw everything from it..
atlantis sucks, so this story part is complete lost fo me, and that these guys are the jaffa.. i could know that but i just couldnt reassign the names :P
@Neo
thanks! we hope to finish it very nicely, mde yesterday some cool progress i think.
actually to clearify that, while SC2 is going into a beta pause for some weeks, and some of the muliplayer functions seem not to work or are just unclear how the work, we decided to create a "Demo" map first.
This Demo map will have everything but plays on only one map. the stargate will just teleport you to another place on the map, but it will be something like a big techdemo, with all the stuff implemented how we like to see it on the final game.
This is no real Editor change, but relevant for the mapping community, so..
games actually end now correctly, if youfinish a game.
means after the game finishes, in defeat or win or whatever, you go to the scorescreen after you clicked to end the game - no need to do it manually after that again.
0
push for recruitment!
we need some skilled Data Editing guys at the moment, triggerers with knowledge about bank save/loading and dialog experts.
0
hey..
to your questions..
1. nope - we tested, 2 patches ago, and it did not work.
but blizzard said, and it would be stupid if this wont work, that coop campaign stuff and mapswitching will work. so we just have to wait for retail.
2. yeah we want to create a community around that and there will be a team that reviews the maps.
reviewing them wot be fun, but i think if that project goes live and draw that much attention, there will mbe much involved teammembers that can help.
0
hah, yeah well.. i forgot that completely.
i always forget that you have to build your stuff out of much little piece in the DataEditor..
i added the queue(5) ability on the warpgate, and everything works fine.
thanks for the hint :)
0
both actually..
nothing happens on the building itself, except the button lights up for the time the research is running.
after its finished the button goes to normal again, but no research overhead the building and neither inside its informations or queue progress.
i just took a warpgate and added that dummy upgrade to it.. is there something that the warpgate needs for having a research queue for upgrades or smth liek that?
0
Good Morning people.
i have an issue at the moment, and i need some help.
it should be simple, and i already have a way that works - but not like i want it to work.
here is what i need..
i need an building with a button, if i press that button its like a unit is built or a research done with a progress, but after it finishes a trigger gets executed.
i dont want to spawn a unit on the building so i cant just use a fake unit to build for it, also an upgrade is kinda weird..
i have now an DummyUpgrade that upgrades an Assimilators acceleration - does not matter, its a dummy upgrade.
that upgrade is on the ability, that ability on the structure - but if i use it there is no progressbar.
it works ingame like i want it, i made the trigger code for it like this:
like i said, this works but there is no research progressbar.
im pretty sure i did this way too complicated.. is there an easier way?
or doesanyone know how to get that progressbar to show up? that would fix it, even if its complicated..
to clearify it again, i want to spawn some units in a region after i "bought" something that needs buildtime on a structure.
thanks.
0
i know that animation does not work yet, but thats no reason for not doing a model :>
animations can be added later, and i could find someone for this..
0
uhm, my english isnt good enough to understand this, but this is a "no" for a request model, right? (that still would show people how they are done) :P
0
you do models just 4 fun, or is this now something like a request thing?
i need a model for my stargate project, its a character and i think its simple (but i have no idea if it is actually simple..)
0
@TheAlmaity: Go
you misunderstand some things in these example videos.
thats what they are - examples.
we wont use any zealot models, or that protoss stargate for the final game. also there wont be any races or planets that noone knows or that would take such a big part in the main stargate lore.
thats why were looking for 3d modelers, we actually hope to be able to use real stargate stuff, models for characters like jaffar´s and an stargate itself.
that powered/unpowered thing is a nice idea for this actual thing, but like i said, we will use a real stargate model as soon as we got one (there is one in the making) so this is no issu anymore atm.
to the combat stuff, we actually dont know for real yet what were going to use, its for now just RTS styled RPG play.. but the idea isnt bad.
you can contact me on steam or msn, thats all i have. im not that much online in starcraft actually, so these would be the best addresses to contact me.
steam: noripper
msn: [email protected]
0
bump?
0
@Maul2: Go
yeah, shame on me :( im sorry for that.
i really love stargate but i never saw everything from it..
atlantis sucks, so this story part is complete lost fo me, and that these guys are the jaffa.. i could know that but i just couldnt reassign the names :P
@Neo
thanks! we hope to finish it very nicely, mde yesterday some cool progress i think.
actually to clearify that, while SC2 is going into a beta pause for some weeks, and some of the muliplayer functions seem not to work or are just unclear how the work, we decided to create a "Demo" map first.
This Demo map will have everything but plays on only one map. the stargate will just teleport you to another place on the map, but it will be something like a big techdemo, with all the stuff implemented how we like to see it on the final game.
0
hey guys..
some people are wondering whats wrong with the edit box dialog item, also after i tried to create one of these, i was not able to do so.
so heres the point of this thread, anyone successfully created an edit box?
whats the magic behind it?
hope someone is able to help here...
0
i asked today on the live modell import stream, and a animation export possibility is in work, so its just a matter of days until its possible.
just fyi!
0
i am also working on a footmen frenzy already, but im kinda stuck because building morphing just seem not to work for me :/
so, i would join it too and cancel my own project.
i am able to do data editing and if neccesary triggering too.
contact me also with a pm so we can talk about what is needed and things like that - if you want my help :)
0
This is no real Editor change, but relevant for the mapping community, so..
games actually end now correctly, if youfinish a game.
means after the game finishes, in defeat or win or whatever, you go to the scorescreen after you clicked to end the game - no need to do it manually after that again.