• 0

    posted a message on Variants - Why do I have 2 custom modes?

    @progammer: Go

    thx buddy, I guess i'll just leave it as the default until a fix arrives.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Variants - Why do I have 2 custom modes?

    @piepgras: Go

    I'm still not clear on this guys, any help?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Variants - Why do I have 2 custom modes?

    I'm setting up my lobby and the default mode, which has incorrect teams and team sizes, seems to be one which I am not able to remove. The second mode (which is the one I want) has to be picked from the drop-down menu to the right. How do I force my game to be a single mode map where configuration in the lobby isn't an option?

    I read the guide by ubdead http://forums.sc2mapster.com/development/tutorials/5486-lobby-game-modes-the-complete-guide-reference/

    and he mentions it as "Note that, as soon as you change anything to Map > Player Properties, you will get a Custom mode without any way to hide it. So retards may still set it to custom and fuck up your game. I consider this automatic Custom Mode thing a bug and I hope Blizzard will fix it in the next patch. "

    But I can't seem to fix it, if I leave my player properties as default I'm not able to configure the variant and if i drop the variant I won't be able to get the right team sizes.

    halp :>

    Posted in: Miscellaneous Development
  • 0

    posted a message on Spawning "outside" the map?
    Quote from Atl0s: Go

    What Blizzard did for that mission was set the camera view via triggers. Make a region the size of what you want the players to see and then use the Set Camera Bounds trigger and set it to that region.

    This did it, thanks a bunch guys :D

    Posted in: Miscellaneous Development
  • 0

    posted a message on Spawning "outside" the map?

    @piepgras: Go

    I still haven't figured it out, any pros out there? :p

    Posted in: Miscellaneous Development
  • 0

    posted a message on Spawning "outside" the map?

    @FrozenX1: Go

    I tried this, but the units won't spawn outside the blue line which seems to be connected with the yellow camera line

    Posted in: Miscellaneous Development
  • 0

    posted a message on Giving medic a gun?

    @Keyeszx: Go

    I don't believe you can just hand a gun to any medic as that would be a model, which isn't in the game. But you can easily make the medic shoot with whatever you'd want :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Spawning "outside" the map?

    I'm still (Yes, still) working on my TD and I've been trying to figure out how to spawn units (enemy units) outside the map bounds. The "effect" I'm trying to create is that which we saw in the Utter Darkness mission in the sc2 campaign (Last protoss mission) where the enemy units arrive from outside the very edge of the camera view.

    Right now the majority of my waves spawn far inside the map because there isn't room for them in their spawning area.

    Any hints? :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Re-ordering issued orders?

    Hey guys,

    I'm still working on my TD and I've started testing it (roughly). I've run into the issue where one or more of the wave mobs stop and stay stopped until they are killed and this isn't acceptable obviously. Up until now I've been using my triggers to make the little guys move, but I can't seem to figure out how make a trigger which basically goes:

    Every 5 seconds order all units of player X to GAME OVER.

    Any of you have any hints?

    Posted in: Galaxy Scripting
  • 0

    posted a message on Science and Industry [Work in Progress]

    @SCMapper: Go

    i used to play science and industry back in my hl days :D

    Posted in: Project Workplace
  • 0

    posted a message on Deleting things through the Object Explorer?

    Is there no one who knows anything about this?

    Or is my question completely retarded? :D

    Posted in: Miscellaneous Development
  • 0

    posted a message on Deleting things through the Object Explorer?

    Hey guys,

    Im sort of tired of having copies of copies of copies and I realized that you can delete these if you look them up through their respective tab, however this takes a loooong time and I was hoping I could do this directly from the Object Explorer.

    Like lets say I have a unit, which is a duplication of a previous unit, I duplicate the attacks and end up having the original attack (are they even linked to the original unit??) and the copy of that attack. Two attacks (or even more in my worst cases) is nothing more than annoying, so I wanted to delete them making my new unit unique and independent from my original unit. Is this possible to do in a fast and efficient manner?

    Hope you can help me out :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Multiple attacks?

    @piepgras: Go

    It looks great now, apart from the turret focusing on 1 target only, making the multiple shots rather useless. Maybe there's a way to make reach weapon fire at units which aren't being attacked?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Multiple attacks?

    @Vases: Go

    Hey mate, thx for the answer.

    I didn't even realize there was a weapons tab :D. But i'm not really getting the desired effect. Right now the multiple attacks act more as a multiplier of my damage. Meaning: The tower is shooting once over period with 3 attacks. where i was looking for a more smooth and random(is there a way to make attacks random?) damage output.

    At least im closer to my goal.

    thanks again :D

    (I'm trying what Xackery wrote) thanks to you too.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Multiple attacks?

    Hey guys, I just started with this editor and I seem to be getting the hang of it. I'm pretty much done with all the hard stuff, triggers, code etc. but I seem to be having trouble with the simplest of things. I'm trying to make a tower, which is capable of firing multiple projectiles at the same time (ie, not just fast firing). At first i thought "The mutalisk has multiple attacks" but after trying it, it became obvious that it isnt really "multiple", it's more of a bounce effect :) This leaves me clueless, I still haven't figured out how to add effects, weapons, actors etc. to a new unit (which isn't a duplication or copy of a previous unit). I read around and found a post mentioning the zealot psi blades, but with me being new, i have not idea how to add this entire weapon to my tower.

    Can any of you help me out?

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