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    posted a message on Triggers for changing fog density on the fly

    @GnaReffotsirk: Go

    I have not tried any other actions with the Time of Day Variable. I'll have to check this when I get home.

    Posted in: Miscellaneous Development
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    posted a message on Triggers for changing fog density on the fly

    Bump? Anyone have any ideas for this? I'm at a loss.

    Posted in: Miscellaneous Development
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    posted a message on Triggers for changing fog density on the fly

    I was wondering what it would take to change the fog density on a time of day basis. So far I've tried adding my own triggers with no luck.

    Currently I have the regular Melee Initialization stuff w/ fog property actions inside then in two other folders I have Fog on and Fog off
    <Fog on>
    Event-> Game - Map Initialization
    Time of day Variable-> 12:00:00
    Action-> Fog Density 0.0
    <Fog off>
    Event-> Game - Map Initialization
    Time of day Variable-> 00:00:00
    Action-> Fog Density 1.0

    Well first off.. this doesn't work and I'm not sure why. I'm not a programmer so I might be doing something wrong. Second, if it was to work how I set it up, it would basically just be an on and off switch which I don't want. I want a gradual shift from 1.0 fog density to 0.0 fog density when the sun comes up.

    Is it possible? Will I have to have custom scripts? Any help is appreciated.

    - Doug

    Posted in: Miscellaneous Development
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    posted a message on Tool : SC2 Custom Map Patcher

    @Lucead: Go

    Thanks for checking it out. I actually fixed the problems last night after playing with a friend. I had some weird player properties and mineral assignment bugs that I fixed and everything is working properly on my internal build. I'm currently at work and the fixed version should be up later this evening (6 hours from now) with custome day/night transitions included!

    Thanks again,

    - Doug

    Posted in: General Chat
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    posted a message on Realtime lighting transitions
    Figured it out. I did have to make some global environment triggers to handle this. If anyone needs to know, post here and I'll post a fast 'how to' on this subject. take care, - Doug
    Posted in: Miscellaneous Development
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    posted a message on Realtime lighting transitions
    So I've noticed that lights have a time setting at the bottom under the Global tab. I was wondering if it's possible to have day/night transitions and if so would they have to be triggered or can it just run by default? I've tried messing with the time settings in that tab and they don't seem to do anything in gameplay. Any insight is appreciated. - Doug
    Posted in: Miscellaneous Development
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    posted a message on Side Scrollers (Platformers)
    I believe Hybred has a v2 demo out now (including video) that has jumping implemented. It seems pretty reasonable that you could make the player jump as high as you wanted to really..
    Posted in: Project Workplace
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    posted a message on Tool : SC2 Custom Map Patcher
    I'm actually having an issue with this and I think it might be on my side of things. I've got a 1v1 melee map that I've been working on. Once we patch our files and load into actual gameplay, I get a victory screen which I can dismiss but the non-host player doesn't have a base. If he selects any item on the map, the game crashes for both of us. I've tried loading the map as both regular melee and custom. I've checked the starting triggers and everything seems to be fine with starting the players with their melee resources and what not. Is there something I'm missing? My map is actually up here on sc2mapster. just click on my name to find the project. Thanks for any info! - Doug
    Posted in: General Chat
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    posted a message on Side Scrollers (Platformers)
    It sounds like a pretty cool idea. The only limitation I forsee is the map sizes(X and Y). You can only go so far before hitting that brick wall so to speak. Maybe if you made it a bit more like Metroid with levels being verticle as well as horizontal but I still think you would run into the map size issue. Actually, now that I think of it you could presumably have multiple levels all inside one map that were done in straight sections. Have the player teleport to a new section of the map for the next 'level' in gameplay. You'd have a bit less room to work with background environments and a parallaxing effect but it could be done. I'm currently at work. Anyone know the max size of a map you can make? 512x512 units?
    Posted in: Project Workplace
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    posted a message on Some simple questions that no one can seem to answer
    Quote from Tomed: Go

    1. How do you modify the Loading Screen image with a custom tga file? I've found that you can import files with F9 but the loading screen file browser does not allow you to browse any outside directories.

    After you import your custom files from using f9, Save
    Go back to the Map Properties->Loading Screen
    Browse for your custom file

    Easy peasy..

    - Doug

    Posted in: Miscellaneous Development
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