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    posted a message on Power of the CE?

    This looks promising. You can do a lot with camera and triggers, but being able to fiddle with specific units is amazing. My question is: Can you somehow import trigger editor cutscenes and use this to add specific animations to a giant battle or do you have to animate the entire war from scratch.

    Example: You use triggers and special pathing to make zealots and zerglings clash around two heroes while they have an epic battle of street fighter or something.

    Otherwise i'm just gonna be stuck with 2 or 3 actors at a time.

    Posted in: Cinematic Creation
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    posted a message on Community Project #2- Brainstorming/Design Thread

    What do you guys want for the tier 3 units?

    Ground tier 3

    • Tier 3 “Powerhouse” land unit o Name: Destroyer Mech? o Appearance: Something with tank treads or 4+ legs and loads of guns o Special Traits: + Must be built by worker like a building; too big to be assembled inside a structure + When its finished building, it activates and becomes a unit + Switch effect in weapon that changes from high damage ranged to lower damage surrounding the unit if the unit is surrounded? o Unit-specific upgrades available + Anti-Air attack (not normally available?) + Or _ ? + Special anti structure weapon/ability?

    So it's just a big tank with tons of guns? What's it supposed to be good against?

    As i have it now it has two weapons. 1 weapon focuses all it's turrets on one enemy for a large damage slow hit attack. The other weapon desyncronyzes all the turrets for many fast low damage low range area attacks. It has the same dps in either mode so far.

    • Tier 3 Aircraft “Powerhouse” air unit o Name: o Appearance: o Special Traits: ? o Notes + Possibly able to swap air/ground, like viking. On ground, it’s an immobile AA defense. In air, it’s better against ground. + Possibly able to repair itself (would be immobilized during the repair process)

    I gave it a siege mode. It plummets into the ground and pulls all air units to the ground with it. And then it repairs. For an attack in the air it has a wide area napalm attack.

    Thoughts?

    Posted in: Project Workplace
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    posted a message on Community Project #2- Information Thread

    Transferring data from one map to another is a pain. Somebody else is going to have to do it. I managed to break the map trying it.

    Posted in: Project Workplace
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    posted a message on Community Project #2- Brainstorming/Design Thread

    Being large scrappy robots that are always upgrading themselves, i'd expect them to shoot electricity instead of lazor beams. The whole tesla coil thing.

    You know what would be interesting? Melee air superiority fighters. Then the cable ability could be like the zealot's charge.

    Posted in: Project Workplace
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    posted a message on Community Project #2- Information Thread

    I checked it out. The harvester looks amazing but the power system still seems buggy. I'm busy until Monday, but I'll be able to put it all together on Tuesday if nobody has done it by then. Also probably will make placeholders for the buildings.

    Posted in: Project Workplace
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    posted a message on Community Project #2- Brainstorming/Design Thread

    building list:

    First row Town hall === power/supply structure === gas structure

    Second row Tier 1 army building * can upgrade to tier 2 === Stealth building === Turret

    Third row Tier 1 upgrade building: (unlocks tier 2 building and airport) === Harvestor building

    Second page:

    First row Tier 2 structure === Tier 2 Upgrades (unlocks tier 3 and special upgrade structure).

    Second row Airport === Airport Upgrade structure === Special upgrade structure

    tier 3 structures is upgraded from airport or tier 2 structure.

    Third row Special structure

    Posted in: Project Workplace
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    posted a message on Community Project #2- Brainstorming/Design Thread

    Hello. Just want to go over some basic idea's that are not entirely clear to me because i'm new.

    Just following the blueprint for now. Might be a big post.

    Race mechanics: Unit Specific upgrades. This would be like each unit has a morph right? They can either upgrade to this form or that form. Will they still be able to morph after they've been upgraded.

    Recycle: Old tier 1 units are made into tier 2 units and so on. Is this the only way we make tier 2 units or can you also produce them from a structure? Invulnerable tier 3 corpses? that have to be rebuilt. Does that mean you build tier 3 units like you do buildings? Can tier 3 units become buildings and the other way around?

    Stealth: I think this is fairly obvious. Do we want to include cliff jumping capabilities into one of the units? maybe an upgraded scout.

    Power source: Does this give any benefits besides powering buildings? maybe powered buildings gave a small attack boost aura.

    Economy booster(crane): Will this be an addon to the town hall and if so, does it require power then from another town hall?

    Posted in: Project Workplace
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    posted a message on Community Project #2- Information Thread
    Quote from DrSuperEvil: Go

    Currently we also need simple grunt work of copying stuff that is already done but made in demo maps.

    Well copying is something I can do. I also organize things. I checked the project blueprints but don't know how far the project is along. So we have the power phenomanon, the auto harvester, and placeholder tier 1 units so far?

    Posted in: Project Workplace
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    posted a message on Community Project #2- Information Thread

    This looks like a very interesting project. I'll see what I can do. The data editor is not my strong suit.

    Posted in: Project Workplace
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    posted a message on Dynamic Spawning units from other spawned units

    That is the command I'm using.

    I found the problem actually in the unit groups. The add (last Spawned units) to group section had a variable action between it and it's (spawned unit). So I was actually doing it right, and just messing up somewhere else.

    Posted in: Triggers
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    posted a message on Dynamic Spawning units from other spawned units

    Hi, Mapster Community. This is one of my first posts here so bear with me.

    Basically, i want the return of the location of all units in a unit group and then spawn units at each of these unit groups.

    Another way to explain it is that I'm spawning Nydus worms all over the map that constantly spawn units to attack the players base. I've been trying spawning at (create units at (location of (unit in unit group))), but this just spawns stuff in the bottom left corner of the map.

    If you could help, i'd appreciate it.

    Posted in: Triggers
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    posted a message on Region control

    Hi, i'm new to the whole map editor thing.

    What I am looking for is a set of conditions that checks every unit in a region for player ownership and sets off triggers depending on what it returns. So if one person gets control of the region they gain certain malicious "benefits."

    I've been toying with this for a while and I've made huge complicated strings of data that basically just crash the game trying to do what should be simple. I'm sure there is an easier way to do this. Thats why i ask mapster. Thumbs up!

    Posted in: Triggers
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    posted a message on [Release] Facility 17 - A Terran RPG

    Amazing Game. I played it last night, but it crashed on Zephyr. Noticed a few bugs though.

    1. Sometimes after a battle and the next character had a "limit" attack, the battle dialog would persist until the next battle.

    2. Scanalyze would take one of Vaas's(protoss) double move ability turns. I used vaas's ability on gale, gale would use scanalyze then snipe and then it would be watson's turn. (This is when i have gotten the ability that makes scanalyze take no turn.)

    3. Cover sometimes made the characters die as if taking normal damage.

    Posted in: Project Workplace
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