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    posted a message on How do conversations work?

    I second the OP's question. ^^

    Posted in: Miscellaneous Development
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    posted a message on Changing vespene gas into something else.

    @thegatepro: Go

    Follow this logic.

    If someone would know, he would respond! ;)

    Posted in: Miscellaneous Development
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    posted a message on Map size vs playable size

    @FromTheSkyBeLo: Go

    No worries man, had the same issue hehe. Started with 64x64 or so and now I'm on 192x192 :P

    Posted in: Miscellaneous Development
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    posted a message on Map size vs playable size

    @FromTheSkyBeLo: Go

    yes go to map bounds menu and check |"modify map bounds", then enlarge it as much as you want(to the limits ofc).

    the only downside is that your undo/redo thingy is resetted, you get a warning about that aswell.

    Posted in: Miscellaneous Development
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    posted a message on Tactical AI help.

    @Habladabla: Go

    ok sorry I failed with this, hopefully someone else can help ya with this :)

    good luck

    Posted in: Miscellaneous Development
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    posted a message on Tactical AI help.

    Gonna check that and let you know, I guess the workaround would be to order units to attack everything til they reach point X, but it won't work great if the base isn't long chokepoint :PP

    Posted in: Miscellaneous Development
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    posted a message on Tactical AI help.

    @varkarrus: Go

    Can you elaborate a bit more on what do you mean by saying :

    "but they show up in my base and either try and go around my Barricades, or just get stuck."

    "The player must build them."

    Since you said that they are not doodads, are they (terran) buildings?

    In other words, you want the enemy units to attack the barricade first to get to the marines, not try to bypass and get stuck and killed hopelessly?

    Posted in: Miscellaneous Development
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    posted a message on [Data] Tutorial: Boss bars.

    @ArakaraLDA: Go

    <333 Thanks a lot.

    I'm working on my own mission/campaign atm, do you think you could make a conversation or portrait handling tutorial? :)

    Posted in: Tutorials
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    posted a message on Need some help with Hiding Portraits/Making Conversations/Conditions

    Hello Again, I have a problem with few things.

    1) I'd like to make a timed event that repeats after set amount of time, for example unit waves repeating each 60 seconds. And here's my problem, I'd like it to happen only AFTER certain event/trigger happened.do I need to set some kind of condition or another trigger for that? Quick example.

    Unit X enter Region Y, from now on each 60 seconds a wave of units spawns in point Z. When unit X reaches region Y2, trigger stops and unit stop spawning.

    2) Anyone played a bit with unit portraits? I'd like to remove em/make em void particulary for neutral units. Removing their sounds would be cool aswell. Is that doable?

    3) I had some issues understanding how the conversation works, as far as I understood you got to make em first in data tab. The problem is that there's so many types and tabs for it, as well as triggers I kinda get lost.

    Any input appreciated.

    Habladabla

    Posted in: Miscellaneous Development
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    posted a message on Tutorial Request

    @afire007: Go

    A tutorial about making various type of conversations working would be great. With/without choices etc.

    Posted in: Tutorials
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    posted a message on Ability issues (Triggers and Cinematics)

    As I understand you want to have a dropship land on the specific point/time with a mule coming out of it? Well there's propably at least 2 ways but I will use the easiest one to show you.

    1) Use the point palette and set a point on the map, wherever you want it to drop. Let's use Point 001 for the naming purposes.

    2) Go to triggers menu and setup a new trigger(for the clarity sake).

    EVENT - Depends on when do you want this to happen, if right at the game start then "Game - Map Initialization"

    LOCAL VARIABLES - none

    CONDITIONS - empty

    ACTIONS - Environment - Create Effect at point from unit/player(I set some random unit on the map as the "Caster", but you can use player aswell I guess)

    This is how the action should look : Create CALLDOWN MULE (Create Persistent) at Point 001 from XXX Unit/player

    Now, if you'd set a create unit at point trigger, it would spawn before the dropship would land, so the easiest way is to set a delay, 3 seconds works great. Let's set a second action.

    General - Wait, set it to around 3 seconds so it looks natural. It should look like this: Wait 3.0 Game Time seconds.

    Then, just set the last action which would be Unit - Create Unit with Point Facing, set it so it looks like that:

    Create 1 MULE for player X at Point 001 using point facing (No Options)

    -----------------------

    Now this is what happens:

    Game starts - Dropship animation begins at Point 001. After 3 sec a MULE spawns on the same point, it looks like it came out of the drop.

    There would be a way to use the real CALLDOWN ability, propably more efficient but I havent got there yet so hope this one helps. If you still don't get it or it doesnt work, post here and I will upload a map with this trigger so you can compare.

    Posted in: Miscellaneous Development
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    posted a message on Bridges Bridges Bridges

    @Pinworm45: Go

    I did and it didnt work, it only draws a path over a terrain which means that units literally sink into the bridge and fall down onto the terrain below the bridge. I think the real bridges may be implemented in terrain objects tab or however is it called, it's totally empty now.

    Posted in: Miscellaneous Development
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    posted a message on Unit Calldown(Dropship)

    Ok I made it, all works perfectly. Thanks a lot man <3333

    Posted in: Miscellaneous Development
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    posted a message on Unit Calldown(Dropship)

    @Habladabla: Go

    ok I made the action/effect after some tedious tries, still no idea how to do the ability for a hero though.

    Posted in: Miscellaneous Development
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