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    posted a message on Makin a teleporter...

    XD

    I knew it was a simple solution >.< I just went about it the wrong way.

    Thanks so much for helping guys :)

    Posted in: Triggers
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    posted a message on Makin a teleporter...

    Okay, Search feature did not work, nor did Google, and there is no tutorial for it. So I apologize in advance if there is an answer written.

    However, for whatever reason, I can't make a teleporter :<

    Basically what I am trying to make is whoever walks into point A is ported to point B.

    I tried to find a simple way to have it where whoever touches the point is ported, but I'm starting to question if i need to have every unit listed to be able to touch the point. That seems to tedious to me.

    Perhaps making a player group would be feasible, less work for other things I come across

    But what I am looking to do is this:

    Whoever collides with point A is moved to point B. the key thing I want to avoid is making a trigger per unit.

    Lastly I'm still learning the basics of the trigger editor so I'm sorry if this seems super simple to the lot of you :P

    Thanks in advance!

    Posted in: Triggers
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    posted a message on Team of testers that love to play maps! <devs read>
    Quote from Anthius: Go

    SC2mapster needs a vent...

    There is a vent

    Hostname : vent2.gameservers.com
    Port : 4220

    You can look at iMisu's signature as well if your don't believe us :)

    Posted in: Team Recruitment
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    posted a message on How to limit the ammount of nukes a player can build

    Well I went to "Arm Silo with nuke" which is the ability that is used to train nukes. But I do not see a way to tell the requirements that I want 12 nukes to be build as you said : /

    I may have missed something along the way? or perhaps i can even go further and edit the Train nuke requirement. if that said is true, I have no idea how to do that.

    Posted in: Data
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    posted a message on How to limit the ammount of nukes a player can build

    How do I go about making a requirement?

    I'm not too advanced in Data editing unfortunately.

    Posted in: Data
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    posted a message on How to limit the ammount of nukes a player can build

    I want to edit the ghost building to where players can build more than 1, but no more than x.

    So far a player can build 12 nukes at one time, but they can build it an infinite number of times.

    Is there a way to where I can have the building to ONLY build 12 nukes and no more?

    Much thanks in advance for any and all help.

    Posted in: Data
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    posted a message on Destorying a unit

    Ah! Can't believe I missed this.

    thanks so much!

    Posted in: Triggers
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    posted a message on What other games you guys play other then sc2
    Quote from Mozared: Go

    Are you (pick one);

    A) One of those pretentionist people who like to claim WoW has 'destroyed Blizzard' and how they're 'only in it for the money now' and how WoW 'doesn't even compare to all their older games',
    B) One of those ignorant people who hate WoW without ever having played it (more than ten minutes) and consider everyone who plays an MMORPG to 'not have a life',
    C) One of those bitter people who like to claim that WoW was awesome in Vanilla/TBC and that 'the simplification of the game in WOTLK' made raids 'loot pinatas for everyone',
    D) One of those simply stupid people who claim that Blizzard 'ruined the lore' when they introduced Draenei and Death Knights, or
    E) That one out of a thousand people who actually have a more interesting reason to have a bad opinion of the game?

    I'm 1/2 C:

    • I'm not bitter,
    • Vanilla was the best,
    • I didn't get to experience TBC besides soloing,
    • and you haft to admit the new raids and "badge" system is way OP for raiding. Mainly because the fact a new lvl 80 can get full T9 gear and hop into a 10 and 25 ICC with no problems.

    /end nerd rage

    Posted in: Off-Topic
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    posted a message on Destorying a unit

    So I found 2 ways I can do this, problem is I cant figure out how to make anything "point" to the unit in question.

    What I want is simple: To have a unit destroyed after x seconds have elapsed.

    What I want in detail: I want a Destructible Debris 4x4 to kill itself after 30 seconds have elapsed.

    This might be basic for some of you, but I might be thinking too much into it.

    Posted in: Triggers
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    posted a message on In search for a Data and Trigger editor

    Awesome, problem is with me is my mic broke about a week ago. (about time too, thing went on 2 years strong XD)

    I'll send you a PM about the map when I return home after I get out of class.

    Posted in: Team Recruitment
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    posted a message on In search for a Data and Trigger editor

    As the title implies, I need someone who can work data editing and the triggers for a map I am building.

    This map is not a heavy duty map, so you don't need a PhD.

    Data editing needs:

    • Able to re-work preexisting abilities to cost nothing
    • Able to auto-upgrade units without having met the prerequisites

    Trigger editing needs:

    • Able to make a timer for various actions
    • Able to make an area "port" between locations

    What the map will need may vary depending on progress, and new ideas. If interested, please PM me or reply in this thread.

    Posted in: Team Recruitment
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    posted a message on Ghost Recon (Working title)

    For the record this is only an IDEA, still under brain storming and I am looking for constructive criticism about this game.

    Ghost Recon (Name is due to change)

    Ghost recon is an Objective styled game. Able to play with a team of 4 and even has single-player capabilities.

    Winning condition: Complete all objectives
    Loosing condition: a Teammate or yourself (single-player) dies.

    This game is composed with heavy teamwork in mind, so players who assemble their own teams may have the advantage over a PUG team.

    Objectives

    A. Blow the Front gate
    --1. Sneak into the generator access tunnel and blow the generator
    --2. You have 30-60 seconds before the back-up generator works, and closes the door again.

    B. Locate and rescue the Scientists
    --1. Take out security defenses
    --2. Locate and free scientists
    --3. Escort scientist to the front of the compound
    ---a. Players will be given few marines to help them combat their way out, and lose them upon rescuing the scientists.

    C. Access the data-banks
    --1. Locate the access banks
    ---a. This will be a split operation (multiplayer only)
    ---b. The team of 4 will be split into 2 groups of 2. Each group will pick a side to enter. Once decided doors will be locked behind the teams and they must find their way through a labyrinth like set-up filled with traps and guards.
    --2. Hold your ground.
    ---a. As the downloading begins, players must hold their ground for 60-120 seconds. They will have access to the defenses in the area during this time, and will lose them upon completion of the objective.

    D. Escape! With Style!
    --1. All players must escape the compound in 1 of 2 ways.
    ---a. Players can back track their way back to the entrance for a pick-up
    ---b. Players are given 1 nuke each, and are faced with powerful mecha's. NOTE: This path is NOT easy.

    And that is pretty much the game in a nutshell. Most of the deep down technicalities are in the works. Such as custom Ghost units with instant cloaks that don't drain energy (or permanent cloaks to make it easy), more health and an a slight weapon damage increase. LOTS of scripting and triggering, and a pre-determined path to follow.

    Posted in: Project Workplace
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