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    posted a message on [Video] Warring Factions (space rts)
    Quote from KerenskyLI: Go

    Reminds me heavily of Galactic Civilizations.

    Also sounding alot like Master of Orion 2 but rts instead of turn based. Would never hurt to steal some ideas of master of orion. The 'Capital Planet' (initial planet) usually just had increased population, productivity / research. You could create races, modify your ships with items you have researched. Hire captains for a ship or a solar system that would cost the player an initial deposit to recruit then a recurring sum. It also had the internal view although implementing that would be more trouble then its worth unless of course you can have transport ships to invade a planet to capture it.

    Looking at the video so far its looking brilliant and can't wait for it to be finished.

    Best of luck

    Posted in: Project Workplace
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    posted a message on What would it require to..

    @csisac: Go

    I should point out I did hide a lil bug with novas mind control. Because the re-spawn system doesn't care what player(x) unit died it will just spawn another ghost for them and subtract a life. I suppose you could get around this when spawning a ghost setting it to an array so that you can check the unit that died against the array.

    Posted in: Miscellaneous Development
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    posted a message on What kind of Trigger would this be..?

    @Mesden: Go

    Looking at your triggers they seem to be a bit redundant. You have 5 challenges(unit spawns) but in each trigger you are also adding +1 to player kills. So every time a player gets a kill it will count as 5 instead of 1. A way to resolve this is to copy all the 'if' conditions from the other challenges and put them in Challenge1.

    Secondly, change the variable special_unit_spawned (Boolean) to be an array of how many challenges you want (in this case 5. Finally change the 'if' condition variable 'special_unit_spawned(x)' from a number within the array size.

    For example challenge 1 would be special_unit_spawned(0), challenge 2 would be special_unit_spawned(1) etc.

    Quote from Vexal: Go

    Why don't you just add the "Turn Trigger off (this trigger)" action.

    The reason I didn't do Turn trigger off(this trigger) is because I put them all into the same trigger to save space. Turning the trigger off would of stopped the kill tracking.

    Posted in: Miscellaneous Development
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    posted a message on What would it require to..

    hey mate, I made a map to show you how to do the specific things as much easier then typing everything out. Now im not sure if some are the things are the most efficient way of going about it but have to start somewhere i suppose.

    Each player will have a unit spawned at the start if the player exists. Each unit has 3-4 lives (cant remember what i set it at :P ) and the way i did this was to simply create a new unit at a checkpoint. The map also contains checkpoints and a few units that patrol.

    Best of luck, just leave any questions and i will hopefully get around to answering them.

    Posted in: Miscellaneous Development
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    posted a message on What kind of Trigger would this be..?

    Yep it would be handled the same way as the omegalisk. If you wanted every player the chance to spawn a brutalisk you dont need to worry about the brutalisk spawned variable.

    If you want only one to spawn i suggest changing the variable special_unit_spawned to a array of 2

    The omegalisk would be special_unit_spawned(0) and the brutalisk would be special unit_spawned(1). The reason i suggest an array instead of another variable as the less the better and keeps it clean. Then just make another 'if' condition for the brutalisk identical to the omegalisk with those few changes. That should hopefully work.

    Posted in: Miscellaneous Development
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    posted a message on What kind of Trigger would this be..?
    Quote from Mesden: Go

    @unix055: Go

    And more importantly that omegalisk will only spawn once right? So if player 2 kills 10 units after the omegalisk spawns it won't spawn again right?

    Yep the omegalisk will only spawn once. Thats the purpose of the variable 'Special_unit_spawned'. When the omegalisk is spawned it will change to true preventing any further spawning of the omegalisk.

    Posted in: Miscellaneous Development
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    posted a message on What kind of Trigger would this be..?

    I see why not heh,

    Global Variables: Score Integer<10> (This is where each players kills are stored. It is an array of 10 for the number of players. To change a normal variable into an array just check the array box and set the number to what you desire.)

    Score_tracking (Trigger)

    Event: Unit - Any Unit Dies (This trigger is called when any unit dies in the map. We use this seeing as you want to increment a variable every time a unit dies.)

    Local Variables: Special_Unit_Spawned [Boolean] (This variable is used to see if the omegalisk has already spawned or not.)

    Conditions: (Owner of (Triggering Unit)) == 15 (I put this condition in because we only want to increment the value if the enemy (player 15) dies. This condition is not needed)

    Actions:

    Variable - Set score[(Killing player)] = (score[(Killing player)] + 1) (This action is set variable. The variable is 'Score' and because the variable is an array we need to tell which number it is. Due to this we use killing player. Killing player returns an integer of the player who killed the triggering unit (the unit that died). We then make 'Score' = arithmetic(integer). This allows us to add onto the Scores previous total without replacing the value. So the value we make score([(Killing player)] and add 1 onto it.)

    The second part is an 'If' statement.

    Conditions: score[(Killing player)] == 10 (and) special_unit_spawned == false (Because there are two conditions and they are not placed in an 'Or' condition, both must be true before they action in the 'If' statement is triggered. When a player gets 10 kills the first condition is met. Secondly if the omegalisk hasn't spawned yet the second statement will be true.)

    Actions: Variable - Set special_unit_spawned = true (this set variable makes it so the omegalisk can not be spawned again regardless of what happens.)

    Unit - Create 1 Omegalisk for player (Killing player) at special_unit_spawn facing (Random angle) degrees (No Options) (this will spawn an omegalisk for the player who killed the unit that triggered this trigger. It will spawn it the Point special_unit_spawn which is located at the centre of the map)

    Not sure if I cleared anything up, if you have any specific questions will be happy to answer them

    Posted in: Miscellaneous Development
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    posted a message on What kind of Trigger would this be..?

    Hey mate, decided to quickly create an example map. This one is 10 unit kills to spawn the omegalisk as im sure you didn't want to sit there for 100 kills to see if it worked :). Has kill tracking using an array so should work for all players and a basic unit respawn so you can keep killing.

    Good luck

    Posted in: Miscellaneous Development
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    posted a message on Tutorial Request
    Quote from GeForceFX: Go

    @unix055: Go

    Thanks! :) That's just what I wanted. Really appreciate your work. Also, this kind of game me an idea. You made it so you could enable/disable the ui - is it possible to mod the ui? Because I'd love to make a custom UI for watching replays and streaming. :3

    You can modify the UI (there are a few tutorials showing how to implement custom UI's or change the position of the default one etc.). Although the UI only applies to the current map so to my knowledge its not possible to create a custom UI for watching replays. While watching a replay it will force the default UI onto the player so you wont even be able to see the any changes you made to the UI map wise.

    Posted in: Tutorials
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    posted a message on Tutorial Request
    Quote from GeForceFX: Go

    Hi. I kinda wanted to make a request. Would it be possible to just make a map with a white only / green only textures for a green room?

    Hey I made this quickly, it isn't perfect but its a start. Its a pure green map and includes right mouse button camera rotation and pressing Q/W to hide and show the UI. There is a problem when you put the camera past a certain angle the green will have two separate colours though will look for a solution to that problem. The second is the sky-box is black so will also look for a way to make that pure green also.

    There is a way of making the floor black. When you are painting the textures there is a button which can hide/show textures. This way you can make the map pure black if you wish.

    Posted in: Tutorials
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    posted a message on Street Fighter/ Mortal Kombat

    was actually making one of these, although it was restricted to a 2d plane(that being said most fighters are returning to 2d movement).

    Had worked in a 2 levels, basic attack, block and a few special moves. Though some things stopped me from progressing any further and I wasn't really happy with my outcome. Its possible and would get my play.

    Posted in: Project Workplace
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    posted a message on How to ...?

    sorry for the late reply and bump, been busy all day and because of that was unable to get back to you.

    Not sure if you did get around to fixing all the problems you were experiencing so I decided to make a quick example map to show you (hopefully it works the way it does for me :P). Instead of your way of using while statements, this sets a variable to true/false and the periodic event will check the variable and move the unit accordingly.

    best of luck with the map

    Posted in: Miscellaneous Development
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    posted a message on How to ...?

    @Ditos: Go

    Could create a periodic event (In this case every 0.1 seconds) and all it would need is a single event.

    Unit - Issue Order

    Unit= the unit you want to rotate with camera angle.

    ( = Change to 'Order Targeting Point'.

    Ability Command = Turn

    Target Point = Point with Polar Offset

    Point = Position of Unit

    Offset = 0.1 (can be left at 1, doesn't really matter)

    Towards = Camera Yaw of player

    That will now make your unit always have its back facing the camera. Go to the tutorial listing and look at any of the WASD movements. They should be compatible with this. The WASD movements is just checking if the player has pressed the corresponding button and while this is true, it will keep moving the unit forward a very small amount. If you cant find anything I will show you how to do it.

    Posted in: Miscellaneous Development
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    posted a message on quick question

    As sixen said, its within the weapon data.

    To get there open up the Data modeller and under units locate the unit you wish to edit. If you have 'Show Object Explorer' (looks like an observer) checked, down the bottom left you will see The unit name followed by a list containing its behaviours, abilities etc. For the Stalker, locate 'Effects' in the list and select 'Stalker - Entropy Lance (Damage). After you have selected that you will be able to modify the damage under the combat tab/section.

    This is only one way to locate and change the units damage, there are several other techniques.

    Posted in: Miscellaneous Development
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    posted a message on Help for a newbie

    @coagulator: Go

    Someone found a solution to this problem. Just check out the link below.

    http://forums.sc2mapster.com/mapping-utilities/editor-bugs-and-feedback/5275-possible-fix-for-campaign-dependency-bug/

    Posted in: Miscellaneous Development
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