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    posted a message on Need help with random spawning (there's a catch)

    the thing that was causing the error was that the trigger was ever actually off, a turned off trigger can still be run, and because it had actions to run its self it caused it to re run forever, also i put the turn off trigger thing in the front so it stops it before it can run 1 last time

    i also tested it this time to make sure it works xD

    also most of it is the same i still repasted it so you can see it
    --------------
    this trigger
        Events
            Timer - Every 1.0 seconds of Game Time
        Local Variables
            A = 0 <Integer>
            Position of building = No Point <Point[4]>
            Random int = 0 <Integer>
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    alreadybuilt1 == true
                    alreadybuilt2 == true
                    alreadybuilt3 == true
                    alreadybuilt4 == true
                Then
                    Trigger - Turn (Current trigger) Off
                    Trigger - Stop all instances of (Current trigger)
                    General - Skip remaining actions
                Else
            Variable - Set Random int = (Random integer between 1 and 4)
            General - Switch (Actions) depending on Random int
                Cases
                    General - If (1)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    alreadybuilt1 == false
                                Then
                                    Variable - Set alreadybuilt1 = true
                                    Unit - Create 1 Supply Depot for player 0 at (Center of Region 005) using default facing (Ignore Placement)
                                Else
                                    Trigger - Run this trigger  (Check Conditions, Don't Wait until it finishes)
                    General - If (2)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    alreadybuilt2 == false
                                Then
                                    Unit - Create 1 Supply Depot for player 0 at (Center of Region 006) using default facing (Ignore Placement)
                                    Variable - Set alreadybuilt2 = true
                                Else
                                    Trigger - Run this trigger  (Check Conditions, Don't Wait until it finishes)
                    General - If (3)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    alreadybuilt3 == false
                                Then
                                    Variable - Set alreadybuilt3 = true
                                    Unit - Create 1 Supply Depot for player 0 at (Center of Region 007) using default facing (Ignore Placement)
                                Else
                                    Trigger - Run this trigger  (Check Conditions, Don't Wait until it finishes)
                    General - If (4)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    alreadybuilt4 == false
                                Then
                                    Unit - Create 1 Supply Depot for player 0 at (Center of Region 008) using default facing (Ignore Placement)
                                    Variable - Set alreadybuilt4 = true
                                Else
                                    Trigger - Run this trigger  (Check Conditions, Don't Wait until it finishes)
                Default
    -----------------------------

    Posted in: Miscellaneous Development
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    posted a message on Need help with random spawning (there's a catch)

    do you still need help with this or did you get it to work?

    oh and i just realized i messed something up in my example, which would explain the error xD my bad

    Posted in: Miscellaneous Development
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    posted a message on Ability Brainstorming

    Shadow Templar

    Shadows(defensive/Activated)
    Creates Clones of the Shadow Templar that do no/decreased damage and take increased damage/are instantly killed when attacked.

    SCV

    Create Weaponry (support, Activated)
    The SCV creates weapons for all of its allies, these weapons are unstable and break down after a certain time period, these weapon will provide various buff vary on the unit and their type of weapon.

    Pilot (support/defensive, Activated)
    the scv creates or turn into a banshee or some other air unit, allies are able to board it and attack from it. The SCV will control the air unit, and if the air unit dies so will the SCV, and all units on board take severe damage

    ----
    i think im running out of ideas xD, why isnt any1 else contributing lol

    Posted in: Miscellaneous Development
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    posted a message on Ability Brainstorming

    The way i envisioned precision spines would work is that it would be more of a stance that the hydra can go into. and while in that stance it can only target one enemy, will have a bonus to damage, attack slower, and never miss. However it can be turned off at any point, and the benefits go away.

    A fix for sacrifice that might work is that what if the Zealot can turn it off at any point, except that depending on how long it was active he would lose shield and life. So if he could of had it active for 10 seconds, and turn it off after 5, he would be at half of his health since he started it.

    I think the allies getting attributes from the slain foe for Leadership is cool :D

    Posted in: Miscellaneous Development
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    posted a message on Tutorial Request

    can someone please explain actors. im trying to create an new ability mostly from scratch and im having trouble figuring out how to add an effect(by effect i mean an explosion or some sort of animation etc., not a persistent or damage kind of effect). i would appreciate it if someone would explain what all the different kind of actors do and how to work with them. specifically how to create some sort of animation/model/texture etc. when using an ability

    Posted in: Tutorials
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    posted a message on not a clue of where to start doing art related stuff

    i started messing around with the editor as soon as it came out, however i have near no experience with map making at all.
    so im at the point where i have a general idea of how most things in the editor work and where they are etc. except for things relating to texture model etc.
    How id like to learn atleast the bare basics of this area of the editor, including how to make texture and model and to apply them to the game and the unit/effect.
    So can anyone point me in the direction of tools,tutorials, or anything else that i would need to begin learning how to do art related stuff in GE.
    and if its not clear enough yet, i know absolutely near nothing about models or anything of that sort, tbh idk whats the difference between a texture and a  model
    any help would be appriciated

    Posted in: Artist Tavern
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    posted a message on Ability Brainstorming

    Hydralisk

    Precision spines(offensive, activated)
    The hydralisk will attack an enemy with its ranged attack doing bonus damage per shot, and a slight decrease to attack speed, will keep attacking that target until the hydralisk is somehow interrupted or issued any other command. While its attacking with this effect, it cannot miss.

    Zealot

    One's own Sacrifice(defensive, Activated)
    When activated the Zealot will be invulnerable to all damage (can still be targeted though). duration of effect would be Dependant on current shield and health. After duration of this effect is over the Zealot is left with 1 health and no shields.

    Lead by example(support, Activated/passive)
    When ever the Zealot gets a kill while under this effect, all nearby allies get a bonus.

    ----------
    i think you should make it so that the leech wont be killed if attacked by an enemy. so if something does an aoe or something, it wont die and go to waste.

    Posted in: Miscellaneous Development
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    posted a message on Ability Brainstorming

    well for the queen tumor bomb you can make it so that while its latched onto a unit it drains that unit energy/shield w/e and gives it to the queen. For the visual and so the allies have to get it off idk how to do that since im still sorta new to the editor :/.

    if i happen tho think up of something that might work for another class ill post it from now on i guess

    Posted in: Miscellaneous Development
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    posted a message on Ability Brainstorming

    i really like the Alpha Bravo Delta abilities, but you should probably make it so only one can be active at a time, or else  it might get a bit op, for example a marine uses delta formation, and then bravo, so that every1 who moves away the the delta in the direction of bravo they get 2 bonuses. also it just makes more sense if you can only do 1 formation at a time

    im guessing you didn't like the templar ability?

    and just to make sure, classes that are grayed out in your first post dont need abilities right?

    ------
    queen

    Creep Tumor bomb(offensive, Activated)
    Throws a creep tumor at an enemy, if it hits it latches onto the target and after a set amount of time it will explode and do aoe damage. However it can be targeted and killed by the enemies allies.
    you can also make it so that the target its self could attack it too, but maybe so that only with melee or splash abilities, cause it wont really make since if say a marine shoots at himself.

    Posted in: Miscellaneous Development
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    posted a message on Ability Brainstorming

    queen

    Genetic mutation(support,activated)
    Targets an ally and provides a buff for a set duration. i thought up of several ways to what it would it could give a bonus to and how. one way is targets gets a bonus to X attribute, bonus amount would (.3 queen's control + .2 value of targets attribute) and it would be a random attribute, or instead of random if your classes will have primary attributes it could be those. Another way is if the bonus would only depend on the queens attributes, for example target would get (.3 queen's control + .2 queen's strength) to strength.

    High Templar

    Mind Wreck (offensive, activated)
    Target takes damage and loses energy over time based on High Templars Psionics, target also cant cast any spells that cost energy for duration of this debuff.(Instead of preventing it from casting spell can just make it so a % chance based on the High Templars psionics a spell will fail)(basically its a manaburn/feedback DoT and silence put together)

    Marine

    "Alpha Formation!"(the name would sound like some kind of military tactic thing, idk any real names so this is the best i could come up with lol) (support/offensive,Activated)
    All units that attack the same target of the marine, get a boost to the damage dealt.

    Marauder

    "What the Hell are smithereens anyway"(offensive, Activated)
    Shoots a rocket/grenade at a target, if it hits it then creates more smaller grenades/rockets that damage the target and/or surrounding units.(the bigger a target the higher chance that the fragments will hit it just cause its bigger)

    Posted in: Miscellaneous Development
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    posted a message on Need help with random spawning (there's a catch)

    "run this trigger" was the name of that trigger that i made, just put in the name of the trigger into that field and it will run its self (i just realized that you can also set it to a function called "current trigger", sorta how i did for turning off the action xD)
    and to create a new case you can press ctrl+r (its the shortcut to create a new action) while having cases selected

    dont worry i only started messing around with the editor like a month ago and i had no clue wtf was going on with triggers at first xD

    Posted in: Miscellaneous Development
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    posted a message on [ORPG] Starcraft Universe

    it seems like there are several people/teams making a starcraft version of Wow for sc2, im not complaining tho, i love rpgs :D

    This looks just like wow set in a starcraft universe, except with worse graphics, holy crap i cant wait to see it done :D

    i got a few questions

    1. in the video demonstrating the xp bar, and attributes etc. your hero was auto attacking when fighting those stalker, will you change that so you have to target and any and such?

    2. how will the inventory system work, if there is one, just out of curiosity? (i just like to see all these custom ui things xD)

    3. will there be some kind of crafting system?

    4. up to how many players will it be?

    5. on your hive post you said that the races will be hostile w/ each other, but why not impelent a system that would allow players to toggle if they are foes or not between races. For example say you join a game were 5 ppl are protoss, and you and the only zerg, instead of being isolated and alone make it so that they could team up to do something, its just a thought though.

    6. will there be group quests, dungeons,  or any kind of puzzles (for example for a quest or dungeon or just a certain area is maze)?

    Posted in: Project Workplace
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    posted a message on Need help with random spawning (there's a catch)

    @allcor:

    that would work except for that you would also need an array for the points, because what that trigger would do is create 4 buildings at random points at a random of 5 from a single points.

    so instead of setting a local point variable to a random points around another point or region, he could create a global points array, and then use the variable A to discriminate between them

    so the create unit part would look like this

            Unit - Create 1 Supply Depot for player 0 at Position of building[A] using default facing (Ignore Placement)

    Posted in: Miscellaneous Development
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    posted a message on Ability Brainstorming

    yea i noticed how you use different attributes, its just that i didn't know what they were also idk how strong to make them since idk how strong other classes are and how strong bosses/creeps will be, so i just sorta make it vague when it comes to values xD

    for the Power of Khala, what would happen if say theres 2 or more High Templar that cast it at the same time, because then they might be able to maintain it forever? maybe should make it so that only one can cast it, or the energy lost decreases the more High Templar are casting it, or just so that High Templar cant get the energy regen effect even if another High Templar casts it

    And for Overrun maybe make the damage and time depend on the zergling's strength and/or agility

    i probably wont try to think up of anymore abilities tonight, tired xD

    Posted in: Miscellaneous Development
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    posted a message on Multi Target Weapon, need help

    this is the wrong forum section for this kind of question, ask question like these in the map development section

    and you would do it by creating a search effect and setting up how many targets, putting it on the weapon. then place the missile effect onto the search (so it shoots only one missile, but you can place the persistent effect if you want it to shoot 2 missiles at each target)

    Posted in: Miscellaneous Development
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