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    posted a message on The Planetary Workshop: Melee Map-Making Team

    It would be nice to see some larger maps as well.

    Posted in: General Chat
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    posted a message on (BETA) Battlefield Egypt II is now OPEN BETA

    I noticed that a lot of people in the video were having trouble distinguishing teams, and although you said that you were going to put name tags for teams, that might not be so effective for when you need to make quick reactions.

    I'd suggest that maybe you should change the models for each team. For example
    Nova (Red) - Echo (Blue)
    Kill Squad Marauder (Red) - Normal Marauder (Blue)
    Normal Zealot (Red) - Zealot Prisoner (Blue)

    Also if you gave the War Pig his shield it would increase the amount of team colour.
    And you can find a team-coloured Tychus in the assets of sc2m, if you haven't seen that since the video.

    Posted in: Project Workplace
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    posted a message on Global Ratings

    I don't know about Peepmode, but Rodrigo said that for debates. Basically every player has a bank containing the top 5 players and their scores, as far as they know them. At the beginning of the game everyone's lists are compared and the top 5 from that comparison becomes the new list, at the end of the game it adds the top 5 and the scores of each player, and the top 5 of that list becomes the list which is stored to each person's bank.

    Posted in: General Chat
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    posted a message on Mafia: Lies and Murder

    There are too many damn roles!

    Stop adding roles, and put more polish into the game. Especially the terrain, we shouldn't see map edges, and making the night shots livelier might be nice for citizens and such. Better UI images would also be cool.

    Posted in: Map Feedback
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    posted a message on [Model Showcase] Warcraft Units

    Truly awesome stuff. Keep up the good work! :D

    Posted in: Artist Tavern
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    posted a message on Where to download cool .m3 models?

    WoW. As I understand it is extremely easy to convert World of Warcraft models to .m3, that is what most people have been using I believe.

    Posted in: Artist Tavern
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    posted a message on Mnemonic Project - Mini Campaign

    That voice acting sounds like it is pretty great quality.

    Posted in: Project Workplace
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    posted a message on Data editor stumper: transferring damage
    Quote from TheOverbob: Go

    That's almost like the Warcraft 3 Witch Doctor's ability to make all units in a radius invulnerable for a short time (the witch doctor is not invulnerable, so all enemies target him). That's basically what you are doing here, except that the units being affected are still considered viable targets. Could you just make the affected units invulnerable? Can that be done through a behavior?

    I think you mean Shadow Hunter. But yes that sounds fairly plausible. Making the shield generator the only viable target also sounds like a valid alternative though. I mean it wouldn't look as nice. But so long as the shield generator only has HP and not Shields, then you could definitely make it based on it's energy. Or even just give it constant shield regen and make the effects shut down if it's shields run out.

    Posted in: Miscellaneous Development
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    posted a message on [Tutorial] String to Text

    I can see how he might be confused since the Convert Game Text function says it looks up the game string value

    Posted in: Tutorials
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    posted a message on Magic.Inc is recruiting!

    I can definitely do UI. But keep in mind if you want custom dialogs linked to hotkeys they will be subject to the Bnet key delay. Modifying the SC2Layout files is also possible for lagless hotkeys, but I'm not sure in what capacity you want to use these buttons, so that might not work.

    I actually might be more interested in helping as a trigger editor, I feel I have a strong grasp of that, and developing story/lore definitely appeals to me.

    I'll need to give some further consideration to whether I want to join this team or not, just wanted to make this post to say I am interested and point out the above.

    Posted in: Team Recruitment
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    posted a message on Unable to load 'Triggers'

    I just spent the one day trying to solve it, but I'm still a bit worried that the problem might reoccur since I have no clue what caused it.

    I actually had over 100 back ups from different times. Everytime I save DropBox backs up the file for me, but unfortunately the last 18 or so files wouldn't load either.

    Posted in: Miscellaneous Development
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    posted a message on Infinite thin "walls"

    You can't just scale down the blockers. You need to change their footprint in the Data Editor.

    Posted in: Data
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    posted a message on Copying code between maps

    What you want here is to create a Mod.

    You create this Mod, add all this information to it. And then for every map which you want to have that information, set the Mod as a dependancy. You'll need to upload the Mod as well as your maps, but in the long run this will be much better, as it is easier to set up, and when you change something it changes for all of them.

    Essentially what you do is you go to Create New Document, and then change the dropdown menu that says "Map" to "Mod". It's essentially a map without terrain as I understand it.

    Posted in: Triggers
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    posted a message on Unable to load 'Triggers'

    After some examination I'm certain that the problem is with the Triggers document. But the file is far to large for me to exhaustively search through it looking for a problem which I may not even be able to recognize.

    Does anyone know of absolutely anything that might cause such a problem?

    Posted in: Miscellaneous Development
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    posted a message on Upgrades unique to player

    Flopjack,

    Assuming this is the project you were recruiting for. My suggestion is set up some Custom UI instead. It is nice polish and better because the player can easily access it without having to reselect the central building.

    Posted in: Miscellaneous Development
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