• 0

    posted a message on Colored map title inside B.net?

    <c="##">Your Title</c>

    Change the ## to a colour code.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Can't publish Map

    Yeah I'm getting this same problem. I have eight players in my map, so I can't take out any more slots.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Turret Defense 2010 -Final-

    Very awesome and super hard (which is good). Though I miss those good old Probes, as well as stacking.

    Posted in: Project Workplace
  • 0

    posted a message on [Data] Mineral Editing Fast map style

    @PatchOne: Go

    Don't worry about it, I understood your tutorial 100% fine. x3ICEx is just a douche with nothing better to say.

    Posted in: Tutorials
  • 0

    posted a message on AC130K - Spaceship Gunner

    @malu05: Go

    That is unbelievable!

    Posted in: Project Workplace
  • 0

    posted a message on Cat 'N Mouse [Space]

    @StaticFrog: Go

    Those are screenshots from the map editor, thats why it looks crappy.

    Posted in: Project Workplace
  • 0

    posted a message on Cat 'N Mouse [Space]

    Updated with pictures.

    Posted in: Project Workplace
  • 0

    posted a message on [Trigger] Cat 'N Mouse. Lets rescue some mice.

    Hi there, a fellow forum user asked me about my Cat 'N Mouse map, and I replied to him with a rather long explanation of how I go about reviving my mice. I thought that, since this method does work (although maybe its more cluttered than some other possible ways) I should post this on the forums for anyone else making this sort of map. So here it is:

    The dying part:

    Screenshot Full Size Image Notes:

    • The first action kills all the units on the map for the player 1, excluding ones that are invulnerable such as the unit shop.
    • the Overlord is what my probes look like in jail.
    • "Player 1 Spawner" is the region that latches on to your mouse so that when you spawn units they spawn with your mouse, though this part is sort of unnecessary because you can't build units in my map without a non-jailed probe.

    The Rescue Part

    Screenshot Full Size Image Notes:

    • The event is that any unit comes within 4.0 of my rescue region (called jail spawn).
    1. The conditions indicated that this trigger will only happen if the number of overlords (again, this is what I call jailed probes) owned by player 1 that have been seen by the owner of the unit which is entering the jail rescue area is greater than or equal to 1.
    2. The unit which enters the area has to be a Dark Templar (this is just the unit that I am using for testing my map, you can change this to probes/mouses or whatever you want)
    3. The owners of the units that enter this area can't be from the player 7 or 8 (those are the cat players).
    • If all those conditions are met, then it creates 1 mouse for player 1 at a random point just outside of the jail, kills any overlords (jailed probes) in the map for player 1, and then reattaches the unit-spawning-region to the newly rescued probe.

    This is sort of annoying eh?

    You have to both of those triggers as many times as you have players (once for each player). My way is probably not the most organized, but it does work perfectly as long as you make sure you cannot build probes any other way (for example, if you build a Nexus with your probe/mouse make sure that Nexus's cannot create more probes).

    I hope this helped.

    Posted in: Tutorials
  • 0

    posted a message on Cat 'N Mouse [Space]

    @dra6o0n: Go

    As of right now, the mouse "saving" system is the same as the old version, but now there are two cats (I think some BroodWar versions had this) so you won't be the lonely kid against everyone else. The cats are Ultralisks and the mice are Probes, just as before. I've edited the speed of the Ultralisk so that it is *just* a bit faster than the Probes, and the turn rate is just a bit slower. As of right now, the way to buy units is through building them at the jail (I've set up an Armory for each mouse player, and a Spire for each cat player). The units you build are instantly teleported to your mouse (or cat, if you are one) so its literally like you build units right onto your probe. I have been working on the triggers until now so much of the actual gameplay isn't even started yet, but I have the base for everything all I have to do is add units/balance them. I'm probably going back to the original map for which units I should use. And lastly, the map actually has terrain in it, so its the not crystal-filled version.

    Posted in: Project Workplace
  • 0

    posted a message on Probes, regions and spawning units.
    Quote:
    and the jail break trigger
    event: unit enters region (jailbreak region)
    action:
    for each player in all players:
      if picked player has probe in jail region:
         destroy that probe
         create a new probe at jail break region
         set probes[ picked player ] to last created unit
    

    I'm having problems with the "for each player in all players" part. I found the action, but it requires me to set the "player" part to a variable, and I have no idea what to do with this.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Probes, regions and spawning units.

    Okay, first of all that is a lot of help. Second of all, I have no idea how to access the actual coding aspect of Galaxy Editor lol

    Posted in: Miscellaneous Development
  • 0

    posted a message on Probes, regions and spawning units.

    I am making a Cat 'N Mouse map and I have done a bunch of stuff with the terrain which I think is really great so far. I have started on the triggers and editing the data, which, until now, I have had lots of success with. The problems start happening when I get into spawning units on top of my Probes, and rescuing them from "jail".

    Basically what I want to happen:

    1. Each player has one Probe.
    2. Probes can run around with a region attached to them.
    3. Units bought (trained) from the Armory (which I successfully edited) are instantly moved the player's Probe upon creation.
    4. If the Probe dies, a different Probe is spawned in the jail (this is mostly for show).
    5. If an another ally's Probe runs to the outside of the jail, the Probes-in-jail are destroyed and new Probes are spawned outside of the jail.
    6. The original regions from step 2 are reattached to the probes so that units created at the armory can now spawn again on top of the Probe.

    I am having problems with step 5. When my first probe is killed, the region has nowhere to go so it stays at whichever position the original probe died at, and I have no idea how to reattach it to the newly spawned, "rescued" probe.

    The way I'm doing this is probably not the best, and any suggestions are welcome!

    - Thanks, Limezor

    Posted in: Miscellaneous Development
  • 0

    posted a message on Cat 'N Mouse [Space]

    Hey there, I am currently developing a Cat 'N Mouse map. I'm using the Space Platform tileset because in my opinion it is the most badass. As of right now there are going to be two cats (Ultralisks) and six mice (Probes). So far I am almost finished creating the landscape and making it all nice looking with various doodads and textures. I am, however, not entirely sure how the game is going to work in terms of which units you can buy, balancing, etc. I will definitely figure all of this out as I go along and test it, but if anyone has some ideas as to how it should work please feel free to suggest things.

    PICTURES! one two 3 4 5 6

    I am extremly pissed off about the load screen and its handling of my properly sized image.

    Red areas indicate the unnessesary border that is created because the load bar is an entity beside the image instead of on top of it.

    Posted in: Project Workplace
  • 0

    posted a message on Solid doodads

    @essbee1337: Go

    Yeah its not perfect but it does get the job done :P

    Posted in: Miscellaneous Development
  • 0

    posted a message on Solid doodads

    What I did was place some pathing blockers on top of them (use the shift key if they won't fit properly).

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.