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    posted a message on [Codename: LABYRINTH] Official Beta Thread

    Updated to 1.9 beta

    Posted in: Project Workplace
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    posted a message on (request) male civilian + a machine gun

    Any gun model will do as long as he can run around and shoot it plus it all ready looks like he is holding one in some of the animations in the previewer so I'm hoping this might be easy. I just need him to work like just like a marine and maybe throw some grenades. and If its not too much to ask I would be awesome to have a female one too.

    Plus with a little retexturing it would probably work for this Request as well.

    Posted in: Requests
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    posted a message on Lowered terrain causes "splat" area problems

    I got the same problem and my map uses a lot of splats luckily it only has one sunken area right now but I would add more if we could figure out this splat crap.

    Posted in: Miscellaneous Development
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    posted a message on [Codename: LABYRINTH] Official Beta Thread

    Holy Crap I wasn’t expecting that thanks for putting me up on the front page!

    But I got say this to everyone that is playing it the current version has a major flaw at least in my eyes, I forgot to turn a trigger on that gives the Zerg a life bonus based on how many players are in game. So the next update will defiantly be more difficult but it will also have a waypointish system so if the whole team wipes you won’t have to start from scratch. Update should be ready in a day or three if I can get this all working the way I want it to.

    Also a Big Thank You to everyone here in the community that has helped me with learning the editor you guys are awesome.

    Posted in: Project Workplace
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    posted a message on Help needed , Hero revive/item bug

    @OneTwoSC:

    Thats awesome news because this one giving me a headache as well and you make it so much easier for me to figure out.

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

    Sorry
    Bump for Video

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

    Embed Removed: http://www.youtube.com/v/aA-vzOGUgFg?fs=1&hl=en_US
    On battle.net US
    Use teamwork and tactics to fight your way through an Infested Lab full of dark hallways and huge boss rooms.

    Updated to beta 1.16

    Features

    Up to 10 players

    2 modes Hardcore and Easy

    5 classes Grunt, Brute, Sniper, Pyro, Scout

    7 abilites each (4 class 3 shared) max level 20

    22 weapons (all classes have at least 3)

    4 Different Vehicles

    Huge map tons of Zerg to kill takes over 2 hours to complete (can be completed in under 90 min solo if your real good and even faster with a team of players that have had at least little practice.)

    Lots of items (over 50 sofar) including spidermines, armor, damage upgrades, range upgrades, and more.

    ————————New in 1.16———————

    Fixed a bug in Final Boss Room that made things much harder than intended.

    Class changes

    Brute:

    Increased armor from 1 to 2 Increased base attack speed by .1 sec

    Pyro:

    Increased armor from 1 to 3

    Scout:

    Fixed scanner sweep ability.

    Added tips and tweaked boss fight to be a little easier.

    ————————New in 1.13———————

    Tooltips Tooltips Tooltips

    All abilities have level descriptions so you guy know what your your points are doing. (sorry that took so long.)

    Items on the ground now have color coded tooltips based on quality level.

    Some items will now disappear if left untouched for to long this includes, health pickups, ammo upgrades, armor upgrades, and grenades.

    Vehicles now self repair very slowly and are much better at handling Zerglings

    Ability balance tweaks

    Scout:

    Auto turrets – Life and armor increased duration decreased
    Full Auto Spray – Damage Increased cooldowns decreased

    Pyro:

    Hive Mind Irradiater – no longer effects empty vehicles.

    Brute:

    Chrono Rift – Cooldowns decreased

    Hell’s Angels Suit:

    New ability – Cluster bombs

    Goliath and Spartan Suit:

    New weapon – Retribution field

    ————————New in 1.12———————

    Added a new class the Scout

    Added Vehicles 4 types so far

    Plus many minor little tweaks and fixes.

    ————————New in 1.11———————

    Fixed Win Conditions (sorry everyone that made it to the end and never got and evac).

    Added button layout to loading screen.

    Hopefully fixed the respawn system for beginner difficulty (this one hard to test but I think I got it).

    Sniper cloak duration increases with ability level.

    More tool tip corrections and a few other little things.

    ————————New in 1.9———————

    Beginner Difficulty now has hero respawns so when the team dies they respawn at the last cloning station and must fight their way back to the suits.

    plus some minor little fixes.

    Posted in: Project Workplace
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    posted a message on make camera rotate around a unit with the unit as target

    Camera - Turn camera mouse rotation On for player (Triggering player)

    Camera - Set camera mouse Pitch rotation speed to 0.0 for player (Triggering player)

    so if the camera is locked to a single unit this with make it so if you hold middle mouse and drag left or right the camera will spin around its target. and rolling the mouse wheel still zooms in and out.

    Posted in: Miscellaneous Development
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    posted a message on Recording Replays Button

    Same problem here but I had saved about 20 replays of earlier versions of my map now all the sudden I can't nor can I figure out what I changed that would have caused this. Did Blizzard do something maybe?

    Posted in: Miscellaneous Development
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    posted a message on Disable AI?

    Changeing the the mode from custom to coop vs AI seems too have disabled the + AI button hope that helps.

    Posted in: Miscellaneous Development
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    posted a message on Disable AI?

    Any luck?

    I've been trying to figure this one out for a while now.

    Posted in: Miscellaneous Development
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    posted a message on Problem with ui weapon icon showing hidden weapons

    So i had a problem with the Marauder not animating when he is attacking with a weapon he picked up so I fixed that by making a dummy weapon thats just a duplicate of punisher grenades that does 0 damage and fires an Invisible missile. All the items equip both the dummy gun and the gun that will do the damage.

    Now the Problem is even though the Dummy weapon is flagged as hidden is still shows up in the ui so it shows the 0 damage weapon instead of what I want. I have made 5 weapon pickups but two of the show the wrong icon any ideas?

    Posted in: Data
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    posted a message on manyHands[2]

    Ok my turn.

    yeah 30 min just ain't enuff for me to do much so if anyone wants to add doodads or unit to my SE corner feel free.

    Posted in: Terrain
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    posted a message on [Solved] Makeing corpses last longer.

    I beg to differ this work perfectly thank you very much! After playing with it I set the first timer to 2 sec. Now the ground is litterd with all kinds of beautiful dead Zerglings, Roaches, Hydralisks, Infested Marines, every unit i have killed so far dies lays there for 1 minute and fades a away its awesome. All of them also die in different ways depending on the damage type plus Its doesn't totally freeze the animation so theirs neat little blood spurts while the body lays there.

    Oh make sure you have models set to high in game or you only see blood splats

    Totally Solved Thank You RileyStarCraft the Events + field is a lot less scary now!

    Posted in: Data
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    posted a message on [Solved] Makeing corpses last longer.

    Ok been working on this for the better part of today all I want to do like many other around here is to make corpses last a lot longer because it is so cool to see a pile of dead bodies after you clean out an area.

    So in the data editor I noticed there are a few core actors named things like UnitDeathModel, UnitDeathSound etc. and if I change the scale of UnitDeathModel to 2 nearly every unit in the game becomes twice its size when it dies (which is already kinda cool) but not what i'm trying to do. Anyways I look all over the forums and have seen any talk about the UnitDeathModel actor in reference to makeing corpses last longer.

    Now I suck with the Events + editor so can anyone tell me If there is a way to use it to let the animation play for say 4 gametime seconds pause for 60 realtime seconds then unpause. because i think that would be the ideal way to make corpses last longer at least for me because all i need them for is to look cool.

    Sorry for rambling and thanks for any help.

    Posted in: Data
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