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    posted a message on Adding or Removing Pathing via Triggers

    Is it possible?

    Also while I'm here, has anyone gotten the timer function to work properly?

    Posted in: Miscellaneous Development
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    posted a message on Can You Stop 1 Unit? [WIP+Update - New Screenies]

    That's a Char tileset? You could drop the cliff level down around the bases, then add spires coming up from the lowered cliff faces. As for the cliff edges themselves, I like the zerg spires with the spire ribs around the edges coupled with some char crystals dotted in and around each spire. The char foliage is pretty dull in my opinion so I wouldn't personally use much of that.

    In short; cliffs and spikes!

    Posted in: Project Workplace
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    posted a message on Can You Stop 1 Unit? [WIP+Update - New Screenies]
    Quote from Code7477: Go

    Terrain: 90%

    Really?

    Sorry that I don't have anything constructive to add, but in my opinion the terrain needs a huge amount of work. Blank maps look unpolished. You could at the very least terrain the borders of the map and the areas between the bases.

    Posted in: Project Workplace
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    posted a message on Turnable but not movable

    Perhaps try changing the movement speed to some tiny value. Not really great solution but certainly the easiest. I have no experience with this though; I'm just guessing.

    Posted in: Miscellaneous Development
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    posted a message on Custom doodad

    Just duplicate an existing doodad actor and add whichever model you like.

    Posted in: Miscellaneous Development
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    posted a message on Setting Max Camera Height

    Well I learnt myself that if you are using a Braxis Alpha terrain, the default game camera is actually the "Space Installation Camera" or whatever the exact name is.

    Also the Camera Distance Maximum is a bit of a useless field. It only affects things like how far the camera is allowed to go in regards to camera objects and triggers that change camera distance. If you want to change the zoom distances, there are a number of settings near the bottom of the camera tab that allow you to change what distance the camera is at, at given zoom levels.

    Posted in: Miscellaneous Development
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    posted a message on Setting Max Camera Height

    I guess you mean camera distance. Can't see much use for a max camera height!

    Anyway, I recommend you watch this;

    Don't be fooled by the RPG setting, I learnt a lot by the modifications he has made to the camera.

    Posted in: Miscellaneous Development
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    posted a message on So how bad are WASD movement in SC2 online?

    Well I know WoW handles all keypresses client side, then the server checks to see if they are plausible. Doubt that'd ever be possible in SC2 without some major overhaul in how the game works. I do have every bit of faith in Blizzard to find a solution though, and I'm a pretty pessimistic person!

    Posted in: Miscellaneous Development
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    posted a message on So how bad are WASD movement in SC2 online?

    I do not understand this at all. Hotkeys during SC2 matches work instantly. Is there some difference between the way a hotkey works and the way a "player pushed X key down" trigger works?

    Posted in: Miscellaneous Development
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    posted a message on Fallout-inspired Post-Apocalyptic RPG

    As far as the skills go, Dodge looks rediculously overpowered and essential (avoiding 25-40% of incoming attacks is just silly), while sprint looks to be more of an annoyance than anything.

    Either just another button you need to push while running around, or an essential 1 point talent that everyone would have to get since the first point is grossly better spent than subsequent points (if that makes sense, you gain access to a new ability by spending 1 point, whereas subsequent points just add a very small increase in effectiveness).

    Lockpick and Computers are also really dull skills. Binary abilities that are just "You either can do this or you can't" always turned me off in games. If this were my project and I really, really wanted to keep skills like this in, I'd have the lockpickable "chest" items become damaged by players with lower skill. Attainable by anyone, but players with higher lockpick skill would recover gear in better condition. "Damaged" could be anything, from poorer stats to a WoW-esque durability loss.

    Bartering reminds me of charisma in basically every RPG that's ever existed - a stat almost universally ignored by everyone. I wouldn't really recommend adding that. I mean really, pretend you're playing this yourself, which would you rather have; a 10% boost to your rifle or a 5% increase in how much the junk you pick up vendors for?

    I guess you were looking for some harsh critique by posting here. If not, feel free to disregard what I said!

    Posted in: Project Workplace
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    posted a message on Changing a unit's mover

    Seems it's only viewable if you enable "advanced values". Fun. I knew it'd be some silly oversight by me. Literally spent hours looking for this and never noticed the advanced values tab.

    Posted in: Miscellaneous Development
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    posted a message on Changing a unit's mover

    http://img80.imageshack.us/img80/7801/mover.th.jpg

    There is no field titled "mover", as I stated above. It's been gone since the editor UI change.

    Posted in: Miscellaneous Development
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    posted a message on Changing a unit's mover

    I feel stupid even asking this. I have a ground unit, I want it to path like a flying unit. I've searched and searched and I just can't find how. Now, before the editor UI changes there was a little drop down menu titled "mover" that you could just select "flying" or "ground". I can't find this, nor am I sure it even still exists.

    Basically, how can I change my ground unit into a flying unit?

    Posted in: Miscellaneous Development
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    posted a message on Best way to code WASD

    It's still early days. They wouldn't add mouselook and key support without ensuring their success. These things add too much potential for Blizzard to ignore, and making sure they work smoothly will add a lot to Starcraft as a whole.

    Not to mention they are encouraging small time developers to use the starcraft engine to make entirely new games. They have a lot riding on this, I'm sure they will optimise it eventually.

    Posted in: Miscellaneous Development
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    posted a message on [Help] Calculating a region area

    Well, a really lazy solution would be to have a trigger that literally covers the whole map in some invisible unit every x space across and y space down. Make a separate trigger that removes said unit if it's in your designated regions. Add up the units that are left. (Units left/total units) where total units was the number of units that you spawned, this gives you the % of the map that isn't covered by your region. 1-this value gives the % of the map that IS covered by regions. Calculate total area of map using height*width, multiply by this % and you have the area of your map covered by regions, ignoring overlap.

    Inefficient, yet simple.

    Posted in: Miscellaneous Development
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