I need a custom health bar, energy bar, and shield bar. I've got the green health bar all worked out (I'm using ui_loadingbarsegment_center), but have no idea what assets to use that would be purple and light blue. Anyone know?
I have a "unit enters region" trigger that I really need to not fire when the unit enters the region because it is created in it (have it fire only when a unit walks into the region). Is there a way to do this?
Hi. I made the horrible, horrible mistake of activating a dependency, working for a while, and then deactivating it. The issue is that I had a marine placed when I did it, so it got very confused about the shield upgrade. I thought I was free and clear, but now whenever a marine takes damage I get "could not fine e_attachShield or a dynamic shield attach on unit with model marine". How do I stop this from happening?
Bump. And the game is getting very close to alpha testing. I just need to fix shooting a little bit (it will occasionally pass through stars and needs some animation work) and put in starting/victory conditions.
Ah, I missed the subtitles as well. While I get that the slow SCV adds difficulty, it doesn't help with the slow feeling of the game. It's not necessary, but just as a general rule its good to increase difficulty in a way that doesn't slow down gameplay (like adding more guards, making the guards faster, or making more complex patrol pathing).
I think the best way to get in on one of these alpha tests is to join channel strikecraft any time you log on. They test pretty often, and thats usually the first place they look for more people.
Here's a trigger from my map. It is horribly inefficient and sadly a very good example of what triggers look like in my map. Is there any way to consolidate things like the regions entered (as there will be more in the future) or my if/then/elses that are changing global variables based on triggering player? I've tried looking at the common sense triggering sticky, but it confuses me...
Yeah, after watching the video I have to agree. Easy fix tho, just teleport the scv to the mineral depot after the conversation with the mercenary, teleport him back after getting the minerals, etc. People are fine with teleporting across the map as long as you have a dialog just before or after the teleport (think of it as switching to the next scene in a movie). Also, I think you should increase the movement speed of the scv in the mineral collection and show where the minerals are (so you know where to go and don't miss any).
I would sign up as a triggerer, but I have precious little experience with the editor or galaxy script (although I am not too terrible and learn quickly because I enjoy actual programming).
I really just replied to say, thank you for saying you will be releasing all the models, etc. to the modding community. My signature should explain why I love you for this.
Here's a chef sent me. The first skill is pretty much exactly what shooting is going to be like. Which reminds me, if anyone would be willing to download my map and just jump around a little bit and make a video of it for my opening post, that would be amazing. The movement should be pretty intuitive, and as far as I know there are 0 bugs with the system (please point any out if you see one). I would do it myself, but I'm pretty sure my graphics cards are completely shot, so my best fps with a screen recorder is about 1.
Edit:
Removed the map, because I have an extremely updated version out.
Well, thanks to some awesome help from aczchef it may become reality! He offered to help me with the ability as he seems to love making data assets. Once that is taken care of, I will be very close to alpha release and will get to start testing!
Oh, and I've decided to change shooting from being a shockwave type skill to a projectile type skill (I thought it shouldn't pass through objects).
I think there is a lot of confusion between latency and lag here. I tested the game with them a few times, and I would like to explain.
Latency is the unavoidable delay between input and reaction (I press W, how long until I move forward?) caused by connection speed and BNET's inherent slowness.
Lag is when a computer can not handle the amount of tasks it is being given in real time, and thus slows down the game to compensate (often causing stuttering of the screen and a "blank is slowing down the game" message).
This map avoids lag by using the data editor for WASD movement. Because Triggers do not discriminate against what key was pressed, if a single "key pressed" event is used, then network traffic is generated every time ANY key is pressed. Which may cause lag on slower connections/computers.
Comparisons between trigger/data WASD movements are proving that latency is unavoidable. This map is avoiding lag, not latency, with all its special considerations.
From playing the game, I can tell you that they have achieved what they have set out to do. There is very little lag, although there is the standard latency. While annoying, the latency was much more bearable than any lag would have been.
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@zeldarules28: Go
I have no idea how to do any of that. With the possible exception of tinting (I also don't have photo shop).
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I don't need anything special, just a purple version and a light blue version of the loading screen bar (the bright green one)
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I need a custom health bar, energy bar, and shield bar. I've got the green health bar all worked out (I'm using ui_loadingbarsegment_center), but have no idea what assets to use that would be purple and light blue. Anyone know?
0
I have a "unit enters region" trigger that I really need to not fire when the unit enters the region because it is created in it (have it fire only when a unit walks into the region). Is there a way to do this?
0
Oh, I'm stupid. It wasnt a problem with the dependency at all, its that I gave shields to the marine. Thanks.
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Hi. I made the horrible, horrible mistake of activating a dependency, working for a while, and then deactivating it. The issue is that I had a marine placed when I did it, so it got very confused about the shield upgrade. I thought I was free and clear, but now whenever a marine takes damage I get "could not fine e_attachShield or a dynamic shield attach on unit with model marine". How do I stop this from happening?
0
Bump. And the game is getting very close to alpha testing. I just need to fix shooting a little bit (it will occasionally pass through stars and needs some animation work) and put in starting/victory conditions.
0
Ah, I missed the subtitles as well. While I get that the slow SCV adds difficulty, it doesn't help with the slow feeling of the game. It's not necessary, but just as a general rule its good to increase difficulty in a way that doesn't slow down gameplay (like adding more guards, making the guards faster, or making more complex patrol pathing).
0
@thePanthurr: Go
I think the best way to get in on one of these alpha tests is to join channel strikecraft any time you log on. They test pretty often, and thats usually the first place they look for more people.
0
Here's a trigger from my map. It is horribly inefficient and sadly a very good example of what triggers look like in my map. Is there any way to consolidate things like the regions entered (as there will be more in the future) or my if/then/elses that are changing global variables based on triggering player? I've tried looking at the common sense triggering sticky, but it confuses me...
0
Yeah, after watching the video I have to agree. Easy fix tho, just teleport the scv to the mineral depot after the conversation with the mercenary, teleport him back after getting the minerals, etc. People are fine with teleporting across the map as long as you have a dialog just before or after the teleport (think of it as switching to the next scene in a movie). Also, I think you should increase the movement speed of the scv in the mineral collection and show where the minerals are (so you know where to go and don't miss any).
0
I would sign up as a triggerer, but I have precious little experience with the editor or galaxy script (although I am not too terrible and learn quickly because I enjoy actual programming).
I really just replied to say, thank you for saying you will be releasing all the models, etc. to the modding community. My signature should explain why I love you for this.
0
@SouLCarveRR: Go
Will do!
Here's a chef sent me. The first skill is pretty much exactly what shooting is going to be like. Which reminds me, if anyone would be willing to download my map and just jump around a little bit and make a video of it for my opening post, that would be amazing. The movement should be pretty intuitive, and as far as I know there are 0 bugs with the system (please point any out if you see one). I would do it myself, but I'm pretty sure my graphics cards are completely shot, so my best fps with a screen recorder is about 1.
Edit:
Removed the map, because I have an extremely updated version out.
0
Well, thanks to some awesome help from aczchef it may become reality! He offered to help me with the ability as he seems to love making data assets. Once that is taken care of, I will be very close to alpha release and will get to start testing!
Oh, and I've decided to change shooting from being a shockwave type skill to a projectile type skill (I thought it shouldn't pass through objects).
0
I think there is a lot of confusion between latency and lag here. I tested the game with them a few times, and I would like to explain.
Latency is the unavoidable delay between input and reaction (I press W, how long until I move forward?) caused by connection speed and BNET's inherent slowness.
Lag is when a computer can not handle the amount of tasks it is being given in real time, and thus slows down the game to compensate (often causing stuttering of the screen and a "blank is slowing down the game" message).
This map avoids lag by using the data editor for WASD movement. Because Triggers do not discriminate against what key was pressed, if a single "key pressed" event is used, then network traffic is generated every time ANY key is pressed. Which may cause lag on slower connections/computers.
Comparisons between trigger/data WASD movements are proving that latency is unavoidable. This map is avoiding lag, not latency, with all its special considerations.
From playing the game, I can tell you that they have achieved what they have set out to do. There is very little lag, although there is the standard latency. While annoying, the latency was much more bearable than any lag would have been.