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    posted a message on Need a variable expert

    @Etravex: Go

    Etra I answered in the other thread how to do this...

    Posted in: Miscellaneous Development
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    posted a message on Leaderboard problems

    @SomedayNever: Go

    Leaderboards are created through triggers (which only run when the map is launched/running) so they won't show up in the editor.

    We can't troubleshoot your leaderboard problems without seeing the trigger you used to create them; my map DNA Wars has a working kill leaderboard that you can feel free to copy. It's not really optimized though.

    Posted in: Miscellaneous Development
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    posted a message on Detecting a building in a region

    @BloXxStar: Go

    SystemSeven's is the specific case; for the general case use:

    Condition. Unit Classification = Structure.

    Posted in: Miscellaneous Development
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    posted a message on Trigger expert needed

    @Etravex: Go

    integer AllyUnits = 0
    integer EnemyUnits = 0

    Variable - Set AllyUnits = (Number of Living units in (Units in 1 having alliance Ally with player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount))

    Variable - Set EnemyUnits = (Number of Living units in (Units in 1 having alliance Enemy with player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount))

    If (AllyUnits > 0 && EnemyUnits > 0)
    variableA = variableA
    Else
    variableA = variableA + 1

    There's my mixture of code, pseudocode; that's basically how you would do it if I am understanding your question correctly.

    Posted in: Miscellaneous Development
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    posted a message on Need a variable expert

    @Etravex: Go

    This request is a bit confusing. How do you mean a variable that "relates" ? Can you describe what you want this variable to accomplish? How will you use it?

    Without knowing more, here's my shot in the dark answer:
    Use a two digit integer:
    11 = 1st player on teamA, 1st player on teamB
    22 = 2nd player on teamA, 2nd player on teamB
    51 = 1st player on teamA, 5th player on teamB
    15 = 5th player on teamA, 1st player on teamB
    etc.

    to create this number you would do something like:
    NUMBER = playerNum of teamA-player + 10*(PlayerNum of teamB-player - 5), where the -5 makes the assumption that teamB players occupy slots 6 through 10.

    to decode this number you would do something like:
    player of teamA = NUMBER mod 10
    player of teamB = NUMBER divided by 10

    Posted in: Miscellaneous Development
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    posted a message on Data Editor - Creating a Missile

    @rrowland: Go

    What do you mean a 1/32 interval loop? Because I wasn't suggesting using a loop to instant move your missiles, I was suggesting you give them a move command (as in use the Move ability) - once, when they are created. After you give them that single command, it's all up to the data editor then. Giving a missile a periodic search area effect (and dealing damage to units found in that area) is not difficult to do. However, using the move command / ability may not give you the movement you want.

    I find it hard to believe that giving move commands is causing lag - that should be no laggier than selecting a group of 30 units and sending them to another place. Unless you're sending a move command every 1/32rd second.

    Posted in: Miscellaneous Development
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    posted a message on Data Editor - Creating a Missile

    @rrowland: Go

    You can also try the following combination of trigger and data editor:

    make a missile but give it the move ability (and a proper mover and allow it to be commandeable) then you just order the missile to move from firing point to target point 30 meters away. I don't know what type of land you're going over, so this may not work / require some tinkering. But this is a single trigger, certainly not a massive loop, so it should cause little lag.

    As for preventing the missile from blowing itself up, you'll want to follow ezbeats somewhat confusing explanation :P Basically you want to give the missile a behavior that periodically searches the area around it and deals damage to units (or create a chain of effects that searches the area and deals damage).

    Lastly you'll want to give the missile a duration that causes it to vanish after the 30 meters have been traveled. This can be done with a behavior timer or through an effect giving it a behavior timer.

    Hope this points you in the right direction :>

    Posted in: Miscellaneous Development
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    posted a message on New playable Godzilla map

    @MetalheadMikecosio: Go

    SHAKY CAM CLOVERFIELD

    Posted in: Project Workplace
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    posted a message on About Armor Types & Damage

    @Ice_bane: Go

    The only place I could found all the names of the armor values was under the PresetValue category. I question whether this will actually change them or not, but that's all I could find. I definitely feel like there should be some place that you can add more armor-types, but I do not know where that is nor was I able to locate it after searching for a few.

    Posted in: Miscellaneous Development
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    posted a message on Disabling unit from attacking

    @Atl0s: Go

    You're doing it wrong then :P

    on my DNA Wars map, I altered EMP to make it disable movement & attack for mechanical units by causing it to add a behavior for 5 seconds and in that behavior I added the modifications: Suppress movement & suppress attack (movement is under "modify flags" & attack is under "state flags"). You want to turn them to "enabled."

    Using a behavior is probably easier than using a magazine but going the magazine route may give additional functionality later on down the line.

    Posted in: Miscellaneous Development
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    posted a message on FINAL Version D E A D C R A F T Ep 1

    @MetalheadMikecosio: Go

    To add my feedback:

    Generally, I like it, a lot of potential, though, if I were you, I would kill for some voice acting (eventually, that's the last thing you should worry about) for video logs. That'd be sweet.

    The camera annoyed me a lot though, you need a greater angle because freakin Isaac takes up HALF THE SCREEN. I spent a lot of time just running in circles too... ya need a minimap. But you aren't using the UI (and you can't remove the minimap) so I would suggest you create a dialog box with an image of the minimap (or an artist-created image minimap) and use a dynamically updated dot to show player position. That'd be huge.

    Lastly and this is pretty tough, dead space was awesome due to its amazing sound editing. If you really want a creepy atmosphere, you'll want to try and emulate that. Which is a ton of work; really you need a dedicated sound man. But still something to keep in mind down the line, if you get really srs.

    I look forward to playing the next episode!

    Cheers!,
    Xen.

    Posted in: Project Workplace
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    posted a message on Victory / Defeat

    @WraithChaser: Go

    Did you set the variable type to playergroup?

    Posted in: Miscellaneous Development
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    posted a message on Doodad actor problem

    @demonxy: Go

    It's because you've somehow not properly linked the build actor with the main actor - if you look at the events of Barracks for example, you'll see that it creates another actor "BarracksBuild" when construction starts. You'll also see in BarracksBuild that it destroys itself when construction is complete and creates an actor - TerranConstructionAttached. I am not -entirely- sure what that means, but it probably means either an originating ability or the actor which created it.

    Basically, you should use the relationship between those two actors as a guide :>

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Model (build) Issue

    @Thol: Go

    It's because you need to link the Spine Crawler Build actor via Events to whatever you're using to create the unit. As to how specifically to do that, I must leave it up to you!

    Cheers!,
    Xen.

    Posted in: Miscellaneous Development
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