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    posted a message on Zoom in Set Camera Question

    @Daimon7: Go

    I would recommend using the trigger Apply Camera Object Property and alter distance.

    Posted in: Miscellaneous Development
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    posted a message on Need help, lower cliffs via trigger

    @ctccromer: Go

    terrain deformation is when you alter the height. In the terrain editor that's the third button with the options raise, lower, uniform, noise, etc. It's a purely cosmetic change, however, and it has no effect on gameplay. In Starcraft Tactics, we use terrain deformation as our height system but that required me to write a rather complex custom-pathing system.

    And yeah, I really don't like Matt Smith. He is never in control of the situation and he can't pull off that sort of insane optimism that made Tennant and Eggleston enjoyable actors to watch (and believable Time Lords).

    Posted in: Miscellaneous Development
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    posted a message on Need help, lower cliffs via trigger

    @ctccromer: Go

    You cannot alter cliff levels on the fly unfortunately.

    You could use terrain deformation to make it look like a cliff and put no pathing doodads on top of it to make it behave like one. And when the player uses the sketchbook item you could change the terrain deformation (which CAN be done mid-game) and remove the pathing doodads.

    Posted in: Miscellaneous Development
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    posted a message on Question-How to check whether an integer is an even or odd number?

    @Daimon7: Go

    If integer mod 2 = 0
    integer = even
    else
    integer = odd

    Posted in: Miscellaneous Development
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    posted a message on Graphics Quality and Lighting

    @AmelieCL: Go

    I've considered this as well. I'd have to say that if your map is making heavy use of darkness vs. lighting effects, you should include an option to change the lighting @ start-time.

    That's a trigger or two & some decently easy lighting editing.

    While the map will probably not be as good, I imagine that with a bit of effort, you can make it similar.

    Posted in: Miscellaneous Development
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    posted a message on Making a "slow unit" ability

    @BilltheEmu: Go

    I assume you use a behavior to alter attack & movespeed?

    Instead of doing that, go into the behavior and under Modifications (Unit Tab) alter the 'Time Variant.' This changes both and the actor's entire time scale (though just a note, the death animation will play at normal speed since at death a unit loses all behaviors). If you want to alter move and attack speed to different rates, however, you'll still need to change attack speed as well; e.g. if you want 30% move-speed and 60% attack speed, you'd do: time variant = 0.3, attack-speed multiplier = 2x. or if you wanted 60% move speed and 30% attack speed, you'd do: time variant = 0.6, attack-speed multiplier = 0.5.

    Hope that helps.

    Posted in: Miscellaneous Development
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    posted a message on Turning off mousewheel scroll

    @s3rius: Go

    To clarify on what s3rius said, what you want to do is go to Data Editor, Camera Tab, then go to "Default Camera" and find where it says Zoom Levels. Go under each of these and change 'Modify' to Disable on each of them. This should prevent mouse wheel scrolling from altering the camera.

    Posted in: Miscellaneous Development
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    posted a message on Making Units Unselectable

    @Antimatterthunder:

    Toggle "unselectable" for the unit's flags.

    Posted in: Miscellaneous Development
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    posted a message on Freezing the game

    @Maul2:

    Mesmerizing red-heads... their eyes follow me wherever I go...

    ... I could not find a way to straight out -freeze- animations, though it may be possible.

    Check out the attached map to give you some ideas (use f and g to 'freeze' (meaning slow down very much) and unfreeze the battle; sadly I could not get impact/launch animations to behave with the time scale, though again I suspect it's possible)

    Posted in: Miscellaneous Development
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    posted a message on Using abilities via dialog items

    @Metrael:

    Yeah an issue order to player would be great.

    Posted in: Miscellaneous Development
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    posted a message on Starcraft Tactics (recruiting)

    @Bobbert116: Go

    I have someone for AI Bobbert but the more the merrier. Not really, having two people writing overlapping triggers or data is a mess. However, the engine is getting more complicated. We're redoing the height system because cliffs were really limiting, but as a result, we're going to have to write our own pathing system. If you want to work with me on that as well as implementing the abilities & other random data & trigger editing, then send me a PM.

    Posted in: Team Recruitment
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    posted a message on Starcraft Tactics (recruiting)

    @TECGhost:

    Looks pretty good. Did you have AI on that?

    I am loathing the thought of writing AI for this.

    Posted in: Team Recruitment
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    posted a message on Explosions, Stacked DeBuffs, Math, Oh My!

    @redpand:

    This would be really easy to do via triggers, basically:

    Unit uses ability - POISON NOVA EXPLOSION THING

    pick each unit in region (convert circle into region: center = position of casting unit, radius = your chosen radius)
    while (picked unit has behavior poison-debuff) {
    remove 1 stack of poison debuff from picked unit
    create effect POISON-DAMAGE on picked unit from triggering unit }

    But you might be one of those people is obsessed with making everything overly-complicated by relying purely on the data editor in which case, I refuse to help :P

    Posted in: Miscellaneous Development
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    posted a message on Return name of region

    Okay. This seems like it should be supremely easy, but I cannot find how to do this simply.

    I want a function that returns the name of a region.

    For example, I want the trigger:

    unit enters Any region

    set string STRING = name of triggering region

    Posted in: Triggers
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    posted a message on DNA Wars Boss Battle / Button Prompts

    @MetalheadMikecosio:

    Just data and triggers, though admittedly a lot of triggers. I could've converted some of it into custom functions (and a couple I did: a realistic gravity/lift function and a realistic push/knockback function), to make it less heavy, though. Anyone/everyone should feel free to steal the lift & knockback functions I wrote.

    The final beam are normal textures: General Arlo's is a high-scale Void-ray Beam (the beam graphic doesn't scale but the textures around it will) while Voldemon's is a high-scale, red-tinted beam using the hellion flamethrower model and pointed at an invisible dummy unit above Voldemon & falling at the same rate.

    Posted in: Project Workplace
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