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    posted a message on Stargate Idea - Possible?

    @PatchOne: Go

    Looks great so far. And by the way, I remember reading earlier that blizzard said map changing WILL work for all players. I don't know if it currently does, but they said that it will.

    Also, how exactly are we going to do the gameplay? top-down? 3rd person shooter? Change it depending on the map?

    I've also been thinking of various map / story ideas.

    This is just brainstorming, and most of it was accurately captured by your image. But we could have the "main" map be an alpha site, rather than the stargate command from the show. This would just give more room to fit in things like upgrades/research without having to copy that area exactly and have limitations. It also allows room for things like exploration, as it's a different spot in the galaxy.

    I've started work a bit on a map. Assuming we choose to do this, it could even serve as a first mission/tutorial. Right now, there's a crashed ship which is the starting area. I could even make an intro cinematic of the ship being attacked and crashing. You have to find a stargate to find a way home. Once you get to it, you start being attacked, and must defend the gate while another member of the ships crew is attempting to figure out the correct order of numbers to get home. The crew member will say things like "Chevron 1 is 3! 2 is 6!" and so on while you defend. I think this would be a cool mechanic that shows off dialing, while also letting the person feel smart if they crack the code before the last numbers are given.

    Just random thoughts. Let me know what you think

    Posted in: Project Workplace
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    posted a message on Skippable Cinematics?

    @lnsidious: Go

    Search for the map The Hungry Baneling, it uses this.

    To explain what it does though, just have an event which is player presses either any button down, or escape (if you want it to be that specifically). End all instances of the triggers related to the cinematics. Run the trigger that sets up the post cinematic stuff. Maybe do a quick fade to black and fade in so that any movement by those triggers is not witnessed by the player.

    Hope this helps

    Posted in: Miscellaneous Development
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    posted a message on Stargate Idea - Possible?

    I'd definitely be interested in joining this.

    I'm pretty decent at terraining and triggers. My weakest area is probably the data editor, but even then I've never had a problem I couldn't figure out with time.

    If you want to see a video of work I've done, I did this map:

    Also, you can make the stargate rotate by duplicating a unit that's not a structure, such as a marine, as well as its actor. Then set the actor model to the Stargate. This way it will have the parameters of a normal unit that can face directions, but still have the model of a stargate without being forced into the same facing direction. Here's a pic that shows this:

    http://i46.tinypic.com/icraew.jpg

    Naturally remove all the marine features like attacking and moving, etc.

    And one final thing.. Many Stargate projects have been shut down in the past when using models that imitated those of the show. While it's obviously really cool to have an actual stargate in the game, it might be worth just sticking with starcraft materials, so as to not get a cease and desist. I'm not saying that'd definitely happen, but it's a huge bummer if it does.

    Posted in: Project Workplace
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    posted a message on How to make a unit shoot with multiple weapons at the same time?

    @MasterDinadan: Go

    I think what he might be trying to accomplish, along with myself actually (It's probably just me but I find this data editor a bit less intuitive then it could be), is to have something along the lines of.. for example, the battlecruiser. Have both weapons fire at the same time. Perhaps even towards different targets.

    So instead of having it just shoot one weapon at a target, just leave it in an area with ground targets and air targets, and each weapon will fire individually, at the exact same time. So that it will be shooting at the ground targets, and the air targets.

    Is this possible to achieve? I'm not having much luck trying to make it happen :(.

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Cut Scene

    Here's mine. Not that great, just basically a joke about patch 12 and all the posts being made on it in the battle.net forums. I didn't have much time and don't think I will until the deadline due to moving. Bit over the limit with the intro, if necesary I can tone it down. Hopefully I can find the time to do something more though, we'll see.

    720p probably required to read text

    Embed Removed: https://www.youtube.com/v/_5VHNTcTofo?fs=1
    Posted in: Project Workplace
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    posted a message on Critical Strike

    @devilesk:

    http://i41.tinypic.com/2vhzlgj.jpg

    Edit: I messed up the condition, it should be Attacking Unit, not Triggering Unit. Also I'd move the "set bonusdamage" to the "then", above the damage dealer. No point setting that variable if there's no reason too.

    This shows you how to randomize crit, as well as how to randomize the damage crit does (you can also control it directly).

    You can do a similiar thing for armor penetration I think. But instead of deal damage, choose "Change unit damage" for your hero. I'm not sure if there's an anti-armor option, but you should be able to find something nice.

    Posted in: Miscellaneous Development
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    posted a message on AC130 Escort

    Quote from Kimphoe:
    Is the localization error really fixed, because I still see those weird lines...
    ----

    It should be fixed with the latest version.

    Also, anyone interested can view the trailer here:

    Posted in: Project Workplace
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    posted a message on AC130 Escort

    Edit: New trailer! view it here!

    Hey guys, I've just released version 2.1 of my AC130 Escort map. Check it out here: http://www.sc2mapster.com/maps/ac130-escort/

    It features 2 parts. The first part is an escort mission where you must defend a convoy from the sky, until it reaches a base.

    The second part is a base defense, where you must defend a base from a zerg hoard from overhead.

    It features a custom GUI, 3 weapons (Explosive MG, Cannon, Tactical Nukes [limited to 5]), the AC130 style camera rotation which follows the convoy (or the base defending on your phase).

    The map is won when the base you're defending finishes building reinforcements.

    It's currently in a playable state, and is considered released. But when I get the chance I'm going to add two more parts. Part 3 will be another escort, and part 4 will be an assault on a zerg base.

    Let me know what you think! And also let me know if you find any bugs or other nasties.

    Ps: I know there's another AC130 map being made, and it is totally awesome. However I didn't find out about it until after I started work on this one. Regardless, I think mine is different enough (being an escort mission with a camera path that isn't fixed) that there's room for both.

    Enjoy!

    Posted in: Project Workplace
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    posted a message on Only spawn 1 unit problem

    @Layola:

    I think it might be your condition in the first trigger. Instead of what you have, make the condition "owner of triggering unit == 1". Do that in an If then else for each player.

    Posted in: Miscellaneous Development
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    posted a message on Get trigger name?

    @Thalassicus:

    What exactly do you mean by get the name? For what purpose? You can use the "trigger" action for pretty much anything involving triggers, and those allow you to select which trigger you want by clicking "value" in the options to choose the trigger.

    But if there's some other thing you want to do that I can't think of that requires accessing the trigger.. you can create a Variable of the type Trigger and then assign the trigger you want to that variable.

    Does that help?

    Posted in: Miscellaneous Development
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    posted a message on How to hide the minimap?

    Wow I didn't realize there wasn't a mini-map specific area. At least it's not overtly called so.

    However I still think you can remove the entire thing, and then use triggers to show everything you do need. A bit backwards but I'm pretty sure this can be done. Just hide UI, and then right after that action, in the same trigger, just put show UI for everything else that's not there.

    I don't know if maybe the mini-map is 'connected' to the UI element that involves the wireframes though.. however I doubt this as I've seen maps that had the mini-map singled out. I'm pretty sure this can be done. I'll check later

    Posted in: Miscellaneous Development
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    posted a message on How to hide the minimap?

    @lCeRl:

    Use UI - Show/Hide UI Frame.

    This will allow you to hide whichever part of the UI you'd like.

    Alternatively, Hide the entire game UI then just show the parts you want, like the menu bar, which is what I do for most my maps.

    Posted in: Miscellaneous Development
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    posted a message on The Intersection

    I thought this was awesome, very well made too. But I second the issues above, until the reviving is fixed, dying on the second part should start you there.

    Also, if you killed the comm station where the final boss spawns last, a bunch of explosions happen there, and you can die when the second cutscene starts (or at least when the option to skip it comes up). This happened to me.

    Other than that, awesome.

    Posted in: Project Workplace
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    posted a message on Community Project - Minigame/Party Collection

    Hey guys, first update showing off some stuff. You can view it on our page at http://www.sc2mapster.com/teams/sc2mapster-party-team/

    We're still looking for more people to contribute. Remember, if you'd like to contribute, send me a PM on this site or email / MSN me at Pinworm45@hotmail.com. If you already have an idea in mind or a map in progress, please include the details in the message you send me. If you don't have any ideas and would like some suggestions, or need any help, feel free to send that as well.

    Also, this weekend was busy for me due to the fact that I'm moving, so if I wasn't able to respond to anyone on MSN, send me another message and I'll get back to you for sure.

    Posted in: Project Workplace
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    posted a message on Pro Sound Designer looking for modding team.

    Quote from Utilize123:
    @Bibendus: Go

    My messenger account is Industrial_sludge@hotmail.com <- I currently have a virus that is infecting my e-mail. SO if you use a trash Messenger E-mail addy GREAT. but if not, Go into your e-mail account and block my e-mail from sending you anything. I have reformated my computer 5 times and it has done nothing. but yea.... Just add me.
    ----

    Not to go offtopic but the best way to fix this is to change the password at hotmail.com (preferably using a third party PC like a friends PC or work PC, just to make sure) then change the password. That should fix your problem

    Posted in: Miscellaneous Development
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