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    posted a message on Campaign Mirror Map

    @Volsky: Go

    Maybe I'm thinking of something else, but can't you just use the Set Boss Bar Boss trigger?

    Posted in: Project Workplace
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    posted a message on Infestation (Inspired by Dark Deeds)

    @MasterDinadan: Go

    Count me in on the playtesting - that sounds like a blast! If you give me a layout, I could give a shot at terraining. Would this be a 3rd person or overhead camera?

    Posted in: Project Workplace
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    posted a message on Mouse Shooting

    @Nevets973: Go

    QuantumMenace and TECGhost used the same kind of thing: http://forums.sc2mapster.com/development/map-development/397-making-a-rocket-launcher-missile-that-collides-with/#p17

    perhaps you could get some inspiration from there?

    Posted in: Miscellaneous Development
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    posted a message on Making a rocket launcher (missile that collides with objects in its way)?

    @TECGhost: Go

    Wow! That map was tons of fun. The triggers don't seem that complicated, either. Well done. I'm gonna go back and play it a second time :P

    Posted in: Miscellaneous Development
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    posted a message on Supply Depots as Gates

    @Genopath: Go

    Isn't raise/lower considered ability? Make a boolean variable = RaisedStatus Event Timer Expires (or whatever the event is for that)

    Action If RaisedStatus = True Pick every unit in (Units in Region X) and issue order (Supply Depot - Lower (Supply Depot)) (Replace existing orders) Set RaisedStatus = False Else do Pick every unit in (Units in region X) and issue order (Supply depot - Raise (Supply Depot)) (Replace existing orders) Set RaisedStatus = True

    Something like that? Sorry for the crappy markup. I don't know how to do line breaks :/

    Posted in: Miscellaneous Development
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    posted a message on Dialog boxes per player group?

    Hey there! I'm trying to create menus to choose which kind of unit each player wants to create for a third-person multiplayer thing. The teams are split in 3 (T, P, Z) and I want each race/team to get their own race of units, so Terran can choose from Marauder, Ghost, and Marine while Protoss can choose from Zealot, Dark Templar, and High Templar. However, I can only find a way to make dialog boxes for all of the players at once. Can anyone help me out?

    Posted in: Miscellaneous Development
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    posted a message on Dialog Boxes

    @frozendeath101: Go

    My current system is this:

    Event Map Initialization

    Action

    Dialog - Display Button 3 of size (225, 100) with Text "Marauder" at center of screen with offset (0,0) (run Marauder when button is clicked)

    Dialog - Display Button 4 of size (225, 100) with Text "Marine" at center of screen with offset (0,100) (run Marine when button is clicked)

    Dialog - Display Button 5 of size (225, 100) with Text "Ghost" at center of screen with offset (0,200) (run Ghost when button is clicked)

    That's all there is to mine and it works alright.

    Posted in: Miscellaneous Development
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    posted a message on Very basic question!

    Aw, dang it. I was hoping there'd be a menu for that. Setting up teams is gonna be a pain. Thank you!

    Posted in: Miscellaneous Development
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    posted a message on Very basic question!

    I have looked and looked and can not figure out how to get teams to not kill each other. I've set up Player 1, 2, 3, and 10 on a team in the Map - Team Placement menu, both Basic and Advanced, and I, as Player 1, continue to get blown up by Player 10's siege tanks. So... uhh... how do I set up teams?

    Posted in: Miscellaneous Development
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    posted a message on Absolute Dominion

    (Title in progress. Heh.)

    EDIT: Most of this is cloud talk for now, so I thought it'd work better in Brainstorming. But if this belongs in the Show Room, I apologize :)

    Hey! I've started up a map that I would love to finish, but man the Galaxy Editor is some heavy duty stuff. The gist of it is a third person shooter (Yup, another one) done in teams, a Terran, Zerg, and Protoss team, each with three different units to choose from. Terran: Marine, Marauder, and Ghost Protoss: Zealot, High Templar, and Dark Templar Zerg: Infestor, Roach, and Hydralisk Players hunt down and attack each other using standard attacks and a variety of abilities unique to their class to kill player-controlled enemies to get minerals. These minerals can then be used to purchase NPCs that spawn at their own base and go off to attack the other bases. Last base alive, wins.

    Because this is set up to be third person, some units will seem much larger. Thors will tower over the player-controlled units, as will Colossi and Ultralisks. Each base's buildings should seem "life size," too.

    Terrain The layout so far.

    The major details: Terran Marines have Stim Pack to boost their damage temporarily, Frag Grenade to damage an area and stun anyone for two seconds, and Flame Thrower, like the Hellion's attacks with a DoT afterwards. Marauders have Concussive Shell, which is an active ability to damage and slow an enemy, Spider Mine to plant mines on the field, and Rocket Barrage to fire a rocket straight forward every .5 seconds for 2.5 seconds. Ghosts have Sniper Shot, which does high damage to an enemy outside a minimum range, Cloak to hide themselves, and Flashbang Grenade which slows units in an area and makes their player's screens go white and fade back in over 3 seconds.

    Protoss Zealots have Charge to get closer, Lance which acts as a mid-range melee attack, and Psi Blast which does a little damage to enemy units surrounding him and making their attacks do 0 damage for 4 seconds. High Templar have Feedback, which does damage based on the unit's energy deficit instead of current energy, Psi Storm, and Hallucinate. Dark Templar have Blink to get close/escape, Whirlwind to do damage to any units surrounding him, and cloak.

    Zerg All zerg units have Burrow in addition to their 3 abilities. Infestors have Infested Terran, Fungal Growth, and Dark Swarm from the original Starcraft. Roaches have Acid Pool, which creates an area that damages units the longer they stand in it, Regenerate which boosts their health regen temporarily, and Scurry, which allows the Roach to move underground, gives it a 50% speed boost, and causes any contact with above ground units to stun them and deal small damage. Hydralisks have Poison Barb, which damages a single unit and applies a DoT, Impale, which slows a unit in melee range and DoTs them, and Burst, which damages and stuns any unit around the Hydralisk. Only usable while burrowed, and unburrows the Hydralisk.

    Killing enemy players grants 5x their level in minerals, and these minerals can be used to produce NPCs of your faction to attack other bases. You must be near a Barracks/Gateway/Hatchery to buy reinforcements. Which base is attacked can be simply toggled with a button on the Barracks/Gateway/Hatchery, and when units are spawned, they instantly march towards the selected base. They will not actively attack players, but if they're attacked, they can and will turn to engage the player that attacked it.

    Terran can buy (in order of least to most expensive) Marines, Firebats, Medics (which heal units around them like an aura), Hellions, Seige Tanks, and Thors. Protoss can buy Zealots, Stalkers, Sentries (which have a permanent Guardian Shield around them), Reavers, Immortals, and Colossi. Zerg can buy Broodlings, Zerglings, Banelings, Defilers (which cause a weak Fungal Growth everywhere they attack), Queens, and Ultralisks.

    Each base is defended by two turrets. Walking in the water slows units. NPCs will only follow the paths.

    Camera example Camera Example

    Thor example Thor Example

    Hopefully I'll get the camera working in game and some WSAD movement functioning soon, but I'm no good with XML. Trying hard to learn, though!

    Thoughts/feedback/ideas?

    Posted in: Project Workplace
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