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    posted a message on Infected creep - the most advanced spell ever!

    I guess you can change the creep model or differ its tint colour maybe, but the hard part is to only change the creep in the area surrounding the creep tumor where its cast on (if i understood your idea correctly).

    Because i think if you can change creep model/texture/tint with actor messages or something else, it will change the whole creep on the map, not only in the radius of your tumor.

    Posted in: Data
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    posted a message on [Video] Seniors react to Starcraft

    "When you play starcraft online, you have to make a name that other people know you by. What name would be your starcraft name?"

    "I hate you all"

    made my day :>

    Posted in: General Chat
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    posted a message on [Solved] Unit turning

    i have found something out:

    when you use for your Footprint - Placement the 2x2 Footprint (Doodad) it will be build correctly with a 2x2 footprint with square sides. To block the pathing of the enemies (because when you use a marine its model only occupies a 1x1 square) u have to set the Movement - Radius to 1 so enemy units cannot pass them when they stand next to each other in a line.

    that seems to work (for my needs) - the units turn and shoot correctly. as mentioned above i haven't tried the tower with an actual unit working as the turret - so i can't give you a fix for that :)

    but maybe the fix above fits your needs i dont know :)

    Posted in: Miscellaneous Development
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    posted a message on Yamato Cannon - Adding AoE damage

    dont forget in the "Search - Exclude+" field directly below the Search - Area field - klick the green X to add a new index and select under Value - Caster (this means the unit cannot damage itself with its own AE effect) AND add another one with Value "Target" this means that your target of the effect (which is obviously the first one who recieves damage in anyway doens't get ALSO the damage from the AE effect which means it would get double damage of the attack)

    hope that helps :)

    Posted in: Data
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    posted a message on [Solved] Unit turning

    got a more or less fix for that problem: set for your tower the Movement - Radius to 0 for example and your unit will occupie only a 1x1 footprint for placement, turns correctly and shoots correctly. the problem might be that i didn't find a way to make it a 2x2 footprint, if you raise the Movement Radius up to bigger than 0.5 i think it will occupie a 3x3 square where you can't build so i think there is no real chance to make it a 2x2 footprint.

    another option i thought (but i haven't tried out) is to make your'e marine to a turret actor and make a new building with just no model or a placement model and then attach the "marine turret" to it - should work i think but i didn't have the time to try this one out.

    maybe that helps, took me hours of trial and error since yesterday :D

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Unit turning

    got the same problem it turns after removing the footprint but the placement footprint is some kind of buggy so i cant place the towers correctly to make a good maze (the "footprint" now is 2x4 with 1x2 on each side attached)

    Posted in: Miscellaneous Development
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    posted a message on How to sort the leaderboard?

    okay i figured it out allready alone :o

    for everybody that doesn't know it:

    In your trigger that sorts your leaderboard you have to do an action before sorting the leaderboard.

    its called:

    Enable/Disable Leaderboard State

    you set it to

    Enable Sorting state for YOUR LEADERBOARD for (Active Players)

    this works just finde for me :)

    Posted in: Triggers
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    posted a message on How to sort the leaderboard?

    hi folks, i've got my working leaderboard which counts up and notices when a player leaves etc. so im sitiing here for the last 3 hours trying to figure out how i can sort my leaderboard ascendent for example the one with the most kills is in row 1, next row 2 etc.

    I know there are 2 kind of sort actions for the leaderboard (Set Leaderboard Item Sort Order/Set Leaderboard Sort Column) but i don't figure out how to use them to get my leaderboard into the right order - without doing a huge amount of trigger variable stuff - there must be an easy way or not?

    thanx for any helps

    Posted in: Triggers
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    posted a message on [Data] Search effect with attack command and range circle

    problem one:
    is there any way to make a search effect which searches for enemy units, and if there is one in the set area order the unit to attack the enemy unit? there must be a way, please help :)

    problem two:
    how can i get the "radius" effect onto a unit (like the radius effect of a siege tank in siege mode, or a missle turret - this white circle around it to show what range it has) i looked up many units i know they have this effect if you select them, but didn't find anything related to this effect - any ideas?

    Posted in: Miscellaneous Development
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    posted a message on [solved]One buff removes another

    thx that works fine :)

    Posted in: Miscellaneous Development
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    posted a message on [solved]One buff removes another

    My problem:

    Ive got 2 buffs -> Buff A and Buff B
    when Buff A is active it should be removed if you apply buff B and vice versa (via abilities)
    so every buff needs a Behavior Validator (Remove)
    so far so clear
    now im messing around with the 2 validators (has buffA which checks if buffA is Equal to 1 on the caster, has buffB which checks if buffB is Equal to 1 on the caster) and can't figure out how they need to be.
    atm when i apply one of the buffs it is instantly removed, and in the beginning there is no buff active at the target.

    so whats wrong?

    Posted in: Miscellaneous Development
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    posted a message on Command Card Page

    i think this could be done with triggers, im experimentating, i will update this post if i found a solution :>

    update: tried some things out and found finally there is no option to change the command card (1/2 or whatever)
    i try it tomorrow again

    Posted in: Miscellaneous Development
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    posted a message on Starcraft Commandos

    Starcraft Commandos 1.1

    Screenshots

    There is a team of 4-5 (not sure yet) specialists. They operate behind the enemy lines in the war between terann, protoss and zerg.

    The map in the actual version features one of the four/five specialists with unique abilities .
    (Switch Weapons, Throw Grenade, place and detonate a bomb, use a spy drone to detect enemies)

    planned features:
    - implementing a sight radius system for enemies
    - implementing an alarm system for enemies
    - implementing a crouch/lay down ability to avoid being seen
    - concept and create the other 3(or maybe 4) specialists

    It's actual my first map in the new galaxy editor so i made my first steps in the editor - and came in after a time. I did many things from scratch - other things are copied so there is a little chaos in the data editor i think :)
    Don't expect a detailed nailed down story atm - i think it will take place in the background of the normal SC2 story line - so i have to wait until the game comes out to get some information about that.
    Basicly this map is for testing the features of the final map so that i have done everything and put it together then on the final map.
    So this map will stay a single player map, still there is much work to do, many planned features aren't implemented yet, but the map is a playable single player mission at the moment.

    Finally it should be like Commandos: Behind Enemy Lines or something similar, a sneaking, tactical game experience. But situated in the SC Universe and also playable coop with up to 3/4 other players.

    for everyone who tests this map: please give me feedback - what do you like, whats boring, what could be done better
    for everyone who is interested to help me with this project: PM me :)
    for other mapmakers: feel free to use triggers/abilities for you if they fit your needs.

    Posted in: Project Workplace
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    posted a message on hide inventory buttons in cinematics

    thx guys - the simple things are most a perfect solution .. :D

    didnt think of it =) works fine

    Posted in: Miscellaneous Development
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    posted a message on hide inventory buttons in cinematics

    hi again.

    my problem is - i gave my hero an inventory, the button to open the inventory is on the right side of the screen - by standard.
    (its an ability with function inventory). So whenever the cinematics mode is turned on - every UI item disappears except the "open inventory" standard button. I haven't found so far anything to hide this button in cinematics. (neither enable/disable the ability for hero nor show/hide abilty work btw)

    any ideas/solutions?

    Posted in: Miscellaneous Development
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