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    posted a message on NotDataAvailable

    @devilesk:

    I am an amateur writer, but I do it often enough that I could come up with a decent backstory for your map.

    Send me a PM if you're interested; I'll trade you some of my time for a bit of yours.

    Posted in: Team Recruitment
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    posted a message on [Trigger] Pick a random player

    @Shawn91210:

    I'm not sure if I'm going about it wrong or not, but, I can't find a "select all Units".  Neither by player or by region ( Made a region, stuck all of the players' starting units in said circle, and tried aforementioned tactic ).

    Could you show it to me?

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Pick a random player

    @Grogian:

    Yes, that's what I was hoping.  But from what I've found...

    If there are eight players, and the integer can go from one to fifteen... if it picks higher than eight, game is screwed.

    And to do Integer from One to Eight, allowing up to fifteen people into the game... means near half the people never had a shot of being evil anyway.

    But, I like the "Select unit" option.  I'll go with that. :)

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Pick a random player

    Necro'ing this thread, 'cause I need it too.

    This is an exerpt from a Trigger I've been messing with.   The only problem with it is that...  What if you only have seven players, and, it selects 8?
    There is no actual "Select random player from <Group> " that I have seen.

    Any help for the two of us?

        Actions
            Player Group - Pick each player in (All players) and do (Actions)
                Actions
                    Player Group - Add all players in (Active Players) to Untainted
            General - Wait 5.0 Game Time seconds
            Player Group - Add player (Random integer between 1 and 15) to Tainted

    Posted in: Miscellaneous Development
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    posted a message on Finally able to make units like I want, but..

    Still not sure how to get their forms of attack and armor to display near their wireframe.

    Also, the bigger issue. Duplicating a unit, say... the marine. WHen I do that, the new marine's Models and Actors are all < X Copy > ... so I have to go back and turn every single copy into its own entity or the unit is just a silent semi-circle that floats around.

    Any way to make that task easier, or skip it entirelly?

    Posted in: Miscellaneous Development
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    posted a message on In need of Unit builder.

    I've made a mess of my Data section so many times, I'm just going to toss it out here.

    I need someone able to, in a timely manner, either walk me through each and every step of building a custom unit, setting all of their attack and defense stats, modifyng health and attack.. Everything.

    I don't know how long that'd take, but, I'm feeling pretty dumb here. I've looked through the tutorials, and I must just be missing something.. because they aren't helping me.

    So. Can I take someone's time, please?

    Posted in: Miscellaneous Development
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    posted a message on Hasten the Unit creation process?

    My task is simple:

    I need to convert four or five Critters into functional units. I've figured out how to get Ursadaks able to attack, but, they don't have an animation. Trying to give them the Roach attack model, but, that's failing horribly.

    I can't figure out how to set custom values for how much they can hit for, how much health they're able to have.

    It was real simple in WC3, it should be here. But, oh well. I have to do this with several units, from Marines to Hydralisks.

    Also: Anyone know how to make it so that any and all units you create are called down by Drop Pods? I know it'd have to be something I put in for each unit, I'm willing to do so. Just dunno what it is or how.

    Posted in: Miscellaneous Development
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    posted a message on Day / Night cycle with timer.

    Trigger:

        * Day Cycle
              o Events
                    + Game - Map initialization
              o Local Variables
              o Conditions
              o Actions
                    + Environment - Change the light used for time of day lighting to Default
                    + Environment - Set day length to 25.0 game seconds
                    + Environment - Unpause time of day cycle
                    + Timer - Start (New timer) as a Repeating timer that will expire in 30.0 Game Time seconds
                    + Timer - Create a timer window for (Last started timer), with the title "Daylight", using Remaining time (initially Visible)
                    + Timer - Show (Last created timer window) for (All players)

    I've been trying to get a reliable Day / Night cycle in my map, where wether it is day or night determines certain units' strength.  The numbers are set low for the time being, just for testing purposes.  Going to shoot for five or six minutes per cycle.

    But, it doesn't seem to be working.  The timer, which is supposed to say how much longer day is... and (once I get day working, I'll work on Night) how much longer night will last.  Like that one mission in the Campaign.

    Anyone able to help?

    Also:  My bad, I realize this is in the wrong section... now.  I was browsing this forum looking for ideas on this topic, and when I couldn't find any.. I just clicked the New Topic button.
    On the plus side... Idea for a new tutorial, eh? :o

    I found that I can open the Campaign map I had in mind, THanson02.SC2map ... not that it helps much.  I still can't get my timer to count down right, nor can I make the cycle go as I intend.  Sigh.

    Posted in: Tutorials
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    posted a message on Trees.

    @Gaurus: Go

    Perfect! Doing Belshir currently.

    Once I get the terrain laid out, I just have to set up units and triggers. Then I'll be all ready for beta testing. Woo.

    How does one get their map ... played? With the way the Game List is, fresh games have to be -looked for-.

    Posted in: Miscellaneous Development
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    posted a message on Trees.

    Before SC2 was in Beta phase, I was in the middle of making a map for WC3.

    I then paused development, intending to bring as much of the map to Starcraft as possible. However, I'm facing a problem.

    I... can't make a forest. I kind of really want one, but I'm not seeing how that can be done with the tools I have available.

    Uploaded an image of what I was working with before. The landscape wasn't completed, but it's close enough to show what I'm after for here.

    So I'm looking for advise: What can I use as an alternative? It's [i]supposed[/i] to be a foresty area, very healthy and thriving with life. I, of course, went with Agria. Not finding much I can use.

    I could adapt it to a barren wasteland, with what creatures left being rather strong and predatory. Wouldn't make much of an impact, to be fair.

    But I need some way of semi-mazing the landscape, without just laying a bunch of rocks in lines. It's supposed to be so that any set of five-to-eight players can find happy dens in the map, bunker down, and defend themselves from what we'll call the Werewolf. You know the sort of map; but if you don't... They don't require a lot of space per hiding area, but there needs to be many-a-hiding spot to allow diversity.

    Ideas, anyone?

    Posted in: Miscellaneous Development
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