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    posted a message on [MAP] "Star Lightbikes" Video Added

    @SouLCarveRR: Go The video only shows the arena cam because when I try to record with the first or third person camera my frame rate drops to like 9-15 frames per second and I just don't wanna upload a video that is that choppy. I like the cameras I used, it took a long time to get the right balance between field of view and frames per second x 5 different cameras. But your beam idea sounds kinda neat. I have know Idea how to implement it though. Currently each wall section is a separate unit that is scaled by the Lightbikes current movement speed that way there are no gaps in the lightwall. Each section costs a set amount of energy to create and has a 30 second life time with a tiny attack radius that kills enemy Lightbikes when they get to close. Can I do all that with beams?

    Posted in: Project Workplace
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    posted a message on [Video] Codename : Underworld Closed Beta!

    Wow that looks pretty damn cool.

    Posted in: Project Workplace
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    posted a message on [MAP] "Star Lightbikes" Video Added

    Crappy video added! but i guess its better than no video.

    Posted in: Project Workplace
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    posted a message on Advanced map analysis with pure scripting

    Wow now thats what I'm talking about awesome work so far. This is everything I would want in and AI. I can't wait to put a few of these in a 4 way FFA and watch em duke it out. The blizz AI really is an idiot when It comes to chokes and high ground. Can I make one suggestion if you haven't before you should read Sun Tzu's "The Art of War" its really short but has of great strategy ideas. I would love to have an AI attack one expansion with a small force wait till the enemy counters then hit another base with its real army while its distracted. Anyway Good Job I will have fun with this when its ready.

    Posted in: Galaxy Scripting
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    posted a message on [MAP] "Star Lightbikes" Video Added

    @Hookah604: Go thank you for the offer let me get some of the kinks worked out and I'll start thinking about releasing it for other servers. Right now I would just like some feedback on the game so I can finalize what I have so far.

    Posted in: Project Workplace
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    posted a message on [MAP] "Star Lightbikes" Video Added

    Here is a little Tron lightcycles tribute that I have been working on for about a week. A few Screenshots to perk your interest I can’t get a descent video because fraps kills the fps on my crappy machine. So if anyone wants to make a video for me you would be my hero.

    Use arrow keys for movement.
    The game has 6 camera angles you can cycle through.
    Jump enemy Lightwalls
    Cloak and Invincibility Power-Ups.
    Supports up to 8 players In 3 modes (2 teams, 4 teams, and FFA)
    And I made a simple AI so you can add CPU controlled opponents.

    Live on Bnet US now!

    Embed Removed: http://www.youtube.com/v/e5FGjGaEP7g?fs=1&hl=en_US&rel=0

    Posted in: Project Workplace
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    posted a message on Patch 1.2 PTR Notes

    we dont get the new editor till the real patch do we?

    Posted in: General Chat
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    posted a message on Previous WDE and Ideas

    @nevjmac:

    yeah your right my bad I was confused

    Posted in: Data
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    posted a message on Previous WDE and Ideas

    I wasn't planing on using it to make and fps ( I don't really play fps's except for L4D once and a while) but I think its leaves a lot for the imagination say if you taught me how to make a hero with a machine gun that had a 50 shot clip and it took 5 seconds to reload and had and upgrade that took 1 second off reload time, and he could pick up explosive rounds which gave him splash damage. I could use that knowledge to make a hero with a plasma blaster the had a 200 round clip that takes 10 seconds to reload, with an upgrade the reduces reload time by 2 seconds per level and, I can pick up ammo that makes targets move at 50% speed. I got a ton of gun ideas I just need to build set of gun/ammo/upgrade data then I can change a few values and make hundreds of variations everything from freeze rays to smart missiles.

    Posted in: Data
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    posted a message on [Introduction] One Button Mayhem

    I am getting the error "problem occurred loading the map" on Bnet US. but I can play all the others.

    Posted in: Map Feedback
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    posted a message on Litter me with corpses.

    Almost all the units in the game when they die use an actor called UnitDeathModel. So if you find UnitDeathModel in the data editor and add the following events it effects all the units that create It when they die which is like 95% of all units so far I have noticed only a few campaign that have specific death actors but their pretty easy to track down and you can just add the same events to their actor.

    Actor Creation
       TimerSet Pause 4.00 (this timer is how long it waits to pause the animation)
    Timer Expired
       TimerName Pause
       AnimPauseAll 1
    Timer Expired
       TimerName Pause
       TimerSet Unpause 60.00 (this timer unpauses the model and lets the model decay)
    Timer Expired
       TimerName Unpause
       AnimPauseAll

    4 seconds is the perfect time for about 95% of the actors to play their animation and fall to the ground then it pauses the animation but things like fire and blood spurts still move and look cool even the little heart in the hydralisk keeps beating.

    If you wanna see it in action without having to build it first. make sure you have models set to high and go play my map Codename Labyrinth on Bnet US under Coop vs. AI (sorry for shameless plug). I you wanna see burnt bodies play the Pyro,  Brute will give blast death animations, and every one else does regular death type at least in the beginning

    Posted in: Data
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    posted a message on Previous WDE and Ideas

    How about a behavior that gives units a conic fov not just a pretty flashlight but making it so the unit can only see in the direction it is facing. I know you can do this with triggers easily but doing it this way give units the ability to see through walls which breaks my map.

    Ammo system with reloading times and clips sizes and upgrades that effect reloading time, clip sizes and Ammo upgrades that add damage, splash, change impact and launch effects, range, attack speed, stun, and slow movement. I know that a huge request but if you like maybe break it down into peaces.

    Great job so far I look forward to seeing more.

    Posted in: Data
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    posted a message on Litter me with corpses.

    This worked great on my map link you can even pick the amount of time you want corpses to linger on the floor.

    Posted in: Data
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    posted a message on Chrono Agents (Official Thread)

    Is this on bnet(us) because I can’t seem to find it but I wanna give it a try and I read everything.

    Posted in: Project Workplace
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    posted a message on [Codename: LABYRINTH] Official Beta Thread

    Updated to 1.16

    Posted in: Project Workplace
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