• 0

    posted a message on Can you set a Point variable by name?

    @KratsAU: Go

    Great idea btw!! I'd like to see the mod when you're done w/ it. ;)

    Posted in: Galaxy Scripting
  • 0

    posted a message on Map Ideas Thread
    Quote from zeldarules28: Go

    Legend of Zealot- twilight archron

    Duh-duh-duhhhhhhhh...lol

    That idea is pure win! I'm telling you!!! XD

    Quote from zbo900: Go

    i like the gauntlet idea, i could sit down and play that for a couple of hours lol

    Yep, same here. ;)

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Map Tester List

    Arkavius 414 US

    I'm game to help test some maps. ;) I'm working on mine now, so you're all saved from my bugging for a bit (at least for testing). :P

    Posted in: Miscellaneous Development
  • 0

    posted a message on The Basic AI making
    Quote from s3rius: Go

    Sorry, I can't add anything useful but I just HAD to comment on this:

    @WraithChaser: Go

    :D

    1) Your sentence is elliptic. It lacks a verb. 2) "Proper" and "Grammar" should not be capitalized. 3) "plz" is not a proper word. It's "please".

    :D

    I thought the same thing! I then died laughing when I read your post. (Subsequently, I am now posting from the great beyond)

    [edit] I too apologize for being non-productive with my post... >.>

    Posted in: Galaxy Scripting
  • 0

    posted a message on Map Ideas Thread

    With all the ports that I've seen with SC2 I was trying to think of some that would be kinda fun and not terribly hard to set up. ;) (I do mean amazing btw... someone made a platformer, and I've seen a Spore port!!!)

    Anyway, I was thinking a Zelda port would be tons of fun! I know it is RPGesque, but they are all going the route of overcomplicated projects that are serious time sinks to play (not that it is a bad thing, just not what I'm looking for atm). Another one was Gauntlet. ;) Simple and amazingly fun!

    Yet ANOTHER port that /may/ be possible would be Geometry Wars. :D

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Looking for Help?[Taken, for now]

    I'm working on the design process at the moment and will be hitting up the map today. I'll be starting a team soon, but I'm trying to get help from the creator of my inspiration for this project as well. Whether or not he joins on, I'm dead set on doing this.

    If you're interested and/or want more info, PM or email me.

    [email protected]

    Posted in: Team Recruitment
  • 0

    posted a message on Cant use custom abilities with dependencies!

    @Adrilath: Go

    The only thing I can think of is that the dependencies are 'out of order'.... Try putting the campaign story dep. first and see if that helps. (the camp. deps. are wonky atm apparently)

    Posted in: Galaxy Scripting
  • 0

    posted a message on Campaign units in Multi.

    @zeta333: Go

    Make sure you include the campaign files in your dependencies. Also, the campaign story file /may/ have to be first in the list. (not positive why, but I noticed that they still weren't showing up, took them all out and put them back in and it worked; story ended up being first. I later read that this was a bug that /may/ be fixed soon).

    I do not know if this will at the units and their upgrades to the appropriate command cards though. Hope this helps

    S/F

    Posted in: Galaxy Scripting
  • 0

    posted a message on Can you set a Point variable by name?

    @KratsAU: Go If you're looking to spawn a unit or doodad, try the invisible pylon. ;) You can set it's radius to 0 so it will be completely non intrusive to gameplay. ;) Hope that helps (if that's the route you end up taking).

    S/F

    Posted in: Galaxy Scripting
  • 0

    posted a message on Auto Unit Train

    @Robbepop: Go

    I don't know about all at the same time, but what about another button that cycles between the 3 existing units? Set each train action as a variable and have the new button cycle through them that way... Train time would still be very fast, but shy of instant.

    If that doesn't work or you don't prefer that route, try changing the autocast times between the 3 units so they /should/ fall in sync with eachother (although there may be a problem when the queue gets full; it may come out of order. Though, there may be a condition to set the next in queue according to what is last in queue.

    Lastly, look into the ability that reactors grant to buildings. There may be a way to emulate this (not sure about for 3 units... it'd get you 2 at a time at least, and may be another good place to start.

    Just a thought. ;)

    Cheers!

    Posted in: Miscellaneous Development
  • 0

    posted a message on NexusWars

    So, I've played Nexus Wars over a hundred times (no joke)... I was talking to some people about how there should be a fog of war; low and behold, it showed up! I was wishing for, and thus discussing, how there should be a salvage ability to get rid of useless structures for mid and late game... and there it is! ;)

    Anyway, I've wanted to ask you if you were up for another project, inspired by Nexus Wars. I'm working on the beginnings of it now but hadn't been able to find a way to look into the workings of NW until now. In any event, if you're up for starting a sequel or spin-off of NW, let me know! I'd love to work on a project with you.

    Semper Fidelis

    [email protected]

    [edit] I know that lilman is the author, but don't know what his name is on here and the b.net forums have been down every time I've tried to check there. So, if avgnerd is not lilman, sorry for for the identity mistake. ;)

    Posted in: General Chat
  • To post a comment, please or register a new account.