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    posted a message on [Video/Map] Haunted Temple, the most intense hide and seek game ever made NOW LIVE!

    This map is pretty fun. It just needs the second killer and/or a shorter timer to keep things interesting.

    You can add a timer window with the UI disabled by making a custom UI. (I don't know if there is a way to use the default). I attached a map with a quick example.

    Posted in: Project Workplace
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    posted a message on Psionic Zergling effect

    @Artanis186: Go

    I'm not sure what is wrong without more info. If it didn't show on the unit, it is probably because you didn't update the Events + to point to your unit. My demo was for the base Zergling unit. I attached a picture with the fields for Events and Host Site Operations. Note that the actor SOpLowerBy1 is an actor I created by duplicating the standard actor SOpHigherBy5. There is a field in that actor called local offset you can modify.

    Posted in: Miscellaneous Development
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    posted a message on Psionic Zergling effect

    You can accomplish this by using ModelAddition actors. A good one to duplicate is the Fungal Growth model, so I'll assume you do this.

    First, set the model to whatever it is that you want (I did an archon in the example). Then go into Events +. Here you can delete the events corresponding to the Fungal Growth behavior and add your own 'Create' event. So make a new event for 'Unit Birth', set the source to Zergling (or PsionicZergling or whatever). Then for the term make it 'Create'. Now the actor will spawn on the Zergling.

    You will notice there is also an ActorCreation event that sets the scale. You can use this if you want. It seems as if you should be able to use a similar method to set the height, but I can't get it to work.

    For now, look at Host Site Operations +. It should say SOpAttachCenter. This is telling the model to attach itself to the center attachment point on the Zergling model. If you want to see all the attachments, you can go to the previewer. You can attach models to other models to see where the points are. If you want to change the location, you have to put the name of the appropriate site operator, which is a type of actor. You can look through them in the editor.

    Finally, this is can be used to set the height offset. If you look, you will notice an operator called SOpHigherBy5. You can duplicate this to apply any offset to the actor. Use it by adding it to the host site operations: "SOpAttachCenter SOpHigherBy5" with the appropriate substitutions. There are other site operations that can do a lot.

    Also, the editor will show these changes when you place a new model, which is useful. I made an example with site overhead and a slight decrease in height. It makes an archon ride a zergling.

    Edit: I forgot to mention you should add an event 'UnitDeath.Zergling : Destroy' to get rid of the actor.

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Cut Scene

    @mrm3fan: Go

    Thanks for the upload and compliment mrm3fan. It is nice to see it 'uber' quality =).

    Interestingly, your view is a little larger than mine and the video is faster (the sound ends slightly later). Fortunately it still works pretty well ^ ^.

    @Zeke50100: Go

    There is a trigger in 'Game' to fix the random seed which may help reproducibility. However, small modifications can still change how the AI acts so it is more to know the end product is good than for it to be consistent during the production.

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene

    Can some awesome person fraps and upload my cinematic? Sadly, my computer can't handle above low graphics settings =(.

    Entitled 'The Guardian':

    Posted in: Project Workplace
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    posted a message on Data Editor - Creating a Missile

    I think I found a way to do this. If you notice, behaviors can have a limit on "Maximum Stack Count per Caster". So what you want is to have the missiles periodically apply an damage indicator buff that has the limit set to 1. Then as the expire effect add the damage effect. This works well from my testing, with the only problem being that there is a delay on the damage.

    As far as the going through the target, I did this by moving the target offset back that distance. Then for the mover I made it first go 30meters, and then 'instantly' (i.e. at very high speed) go to the target to die. This is unfortunately less clean, but it seems to work.

    I attached a map demonstrating this with everything pretty slow.

    @rrowland: Go

    What do you mean by check the Marker? I am afraid that part of the data editor eludes me.

    Posted in: Miscellaneous Development
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