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    posted a message on Panning a security camera?

    @SirOrum: Go

    Why not have the camera follow an invisible unit?

    Posted in: Triggers
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    posted a message on Avatar of Destiny (ORPG) Update: Rebuilding Data

    @BenSindle: Go

    Probably not for awhile yet, Im still in the process of migrating some of the last bits of my data from triggers to user data. Once I finish that i need to get my spell system and talent/trait system working then it will likely be playable. 1.5 broke a few things as well which I have to fix.

    Posted in: Map Feedback
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    posted a message on Generating Random Weapons and Items
    Quote from Tommerbob: Go

    Or perhaps, is it possible to use Dialogs and disable Button tooltips for items in the inventory?

    TBH the only way I found to do it was create my own item system entirely. Mine is much like what you want but its not random, its crafted. The new user type in the data editor can help you with what you need.

    Posted in: Data
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    posted a message on Avatar of Destiny (ORPG) Update: Rebuilding Data

    Even though im basically necroing my own post I thought I would mention that I have picked this back up after quite some time off. I'm in the process of rebuilding a lot of data for items etc. Still a ways to go though.

    I have some basic work done for the UI but for now it is really basic because the images are just built in stuff mostly. With the new 1.5 features there's a long way to go.

    And yes I do plan to have this be a zones per map deal. One map will likely have 2-4 zones and as far as transition people will have to make new games with the data being saved over banks. Its not the best method but its the only one that works for now.

    Posted in: Map Feedback
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    posted a message on 1.4.0 patch notes

    Now we just need a way to pick up right clicks on dialog items. I cant believe they had hover before right click though seems just silly to me.

    Posted in: General Chat
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    posted a message on How can I make an animation play if another animation ISNT playing.

    @Kueken531: Go

    Doesn't look like the ! works for animplaying. I added it but while auto attacking if I send a kick signal the kick starts but the auto attack still interrupts it then it keeps trying to play after each auto attack. While comical, watching the character flail their foot endlessly makes me sad too.

    edit: I may be wrong it looks like my kick animation may have bugged, going to try it again.

    edit2: nope doesnt seem to work

    Posted in: Data
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    posted a message on Changing the period of a behavior?

    @Eiviyn: Go

    But does it also change the duration? Or is it just the period? I only wanted the period to change so effectivly the ability does more damage. I was looking at the time scale but I'm not sure how to associate my haste with it. I have my haste as a behavior that applies a stacking 1.01x speed modifier for attacks and I could probably also make one for spell haste (which is currently handled through scripts only). I also have a movement speed behavior (which now that I have WASD movement is almost useless but I still use it partially to control the WASD speed) which I want to make sure doesnt effect it.

    Posted in: Data
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    posted a message on Changing the period of a behavior?

    Is it possible to change the period of a behavior applied by a unit? Im looking to have a unit/characters haste effect the speed of ticks of a behavior basically.

    Posted in: Data
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    posted a message on Is it possible to get the behavior that triggered an effect?

    @DrSuperEvil: Go

    Action(spell) applies the behavior.

    Behavior has a dummy periodic effect.

    Dummy periodic effect fires executing a trigger.

    Trigger checks the behavior that spawned the effect and returns it so that it can be used.

    Thats basically what I WANT to do. But I dont know if its possible to get the source of an effect. I currently use custom scripted status effects instead of behaviors and I really dont want to have to create each and every effect for initial and periodic portions of each of these behaviors I would be using instead. On top of that my damage system is custom (no I will not use data for damage/stats/health its WAY to limited and cumbersome) so I cant use the built in values.

    Posted in: Data
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    posted a message on Is it possible to get the behavior that triggered an effect?

    I'm looking into using the built in behavior system for my ORPG so I can stop using my own system which while about 80% complete will likely be slower and use more threads than I would like. The problem I have is while I can use built in behaviors I need some method of knowing when they fire their effects and knowing the source of the effect.

    As an example when the debuff "Burning" ticks down and fires its effect (which will be a universal dummy effect "dummytick") I need to know the source of the effect (the behavior: "Burning"). Is this possible? Otherwise I have to create dummy effects for way too many things and will have to scrap using the data system in any portion of my status effects.

    So again when an effect ticks down is it possible to get the game link or anything about the source behavior?

    Posted in: Data
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    posted a message on How can I make an animation play if another animation ISNT playing.

    @TacoManStan: Go

    Thats actually a pretty good idea, I may just use that. Its for a kick animation, I want it to play and override the auto attack animation right now when I send a signal to kick the kick animation starts playing but then will get overridden by the auto attack. Also once I implement the special ability animation I want it to also override the auto attack. Along with dodge and some others hehe.

    Posted in: Data
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    posted a message on Is there a way to make a unit set a target as its attack target without moving to it?

    Basically I'm using a WASD system now but id rather not script an auto attack system if I can avoid it, can I make a unit attack another if its close enough but NOT move to it?

    Posted in: Data
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    posted a message on How can I make an animation play if another animation ISNT playing.

    Is there a term or something I can use to make an animation only play if another isnt playing?

    Posted in: Data
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    posted a message on Avatar of Destiny (ORPG) is recruiting. Data, Script/Trigger and Graphics (Icons).

    What it is

    After almost a year of going solo its about time I looked for some help. AoD is a 1-10 player "MMO" using Acts and Chapters to divide sections of the world. It is currently going to be on NA servers. There will be dungeon and raid maps as well as "outdoor" zones.
    Go here for the description of the map as well as a (crappy) video and some screenshots.
    I will be posting better video once I finish some more of the interface and character select.

    What I have been working on

    I have probably been averaging several hours a day on this off and on for the last year. The script is currently roughly 17,000 lines (with plenty of comments) basically laying out all the actual framework of gameplay. Everything from an inventory system to spells, animated menus and windows, status effects, a minimap with tracking, action bars with bindable hotkeys and much more.

    The character creation screen

    The top right window will be a preview window for the character and the buttons on bottom will be replaced with class icons. The buttons under the preview window will also be changed to gender buttons once I make them. All of the components are animated and move or fade in and out. Character Creation Screen

    What I need:

    Graphics

    I need someone to help with making icons for a very large number of abilities as well as the 22 races. I have some .psd icon backgrounds and borders (to keep everything looking the same) as well as basic descriptions of what most of the icons should look like.
    This is an example of the race icons which are temporary and just modified wow race icons (one not even really modified) but they have the right feel and the end result icons I want to look much like them. Temporary Race Icons

    Data work

    As far as data goes I need someone who can help me make lots of spell effects. The spell and ability system is driven by triggers but the effects can all be actors and actual effects as long as they register events which I can pick up in a trigger. Also monster abilities will all be data driven except for the resulting damage which will be dummy damage (0) that can be picked up by a trigger for final calculations.

    Scripting etc

    As far as scripting goes I will likely handle most of it though there are some more advanced features I'd like to implement that I will likely need help with such as possibly implementing falling, knock up/backs and a good WASD system (as good as it gets at least).

    I will be updating this as needed.

    Please post here or PM me, thank you.
    I can also be contacted on aim at "Steve who sez Ni" or [email protected]

    Posted in: Team Recruitment
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    posted a message on [Tutorial] Camera/Terrain Collision

    @Nebuli2: Go

    I wouldn't post it if I didn't want people to use it XD

    Posted in: Tutorials
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