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    posted a message on Sniperz ProMod

    @GizmoPT: Go

    Glad others are keeping the snipers alive. I'm on US realm and i've sort of meshed Snipers style gameplay with class-squad-tactics based objective gameplay. Think Battlefield 2 + sniperz.

    Posted in: Map Feedback
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    posted a message on Allowing a neutral transport to pick up any player owned unit?

    @DrSuperEvil: Go

    yeah i did that, it worked.

    Posted in: Data
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    posted a message on Gah!

    It's funny because you don't know if he's saying "gay" or "gaaaaaaa"

    im guessing gay.

    Posted in: General Chat
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    posted a message on Allowing a neutral transport to pick up any player owned unit?

    @ResolveHK: Go

    lol as i type it, i figure it out. thanks.

    Posted in: Data
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    posted a message on Allowing a neutral transport to pick up any player owned unit?

    @Rileyb80: Go

    I need something more dynamic then that, and would rather not use that many triggers for it. I know it can be done in data.

    Posted in: Data
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    posted a message on Allowing a neutral transport to pick up any player owned unit?

    without giving them shared vision. I know i can set alliance shared control/vision but i don't want that. I just want the neutral vehicle to pick the unit up once i right click on the transport, from there i will change ownership.

    Posted in: Data
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    posted a message on Updating kill counter/variable on a dialog tutorial

    @jmac321wky: Go

    Could anyone turn this into regular triggers? the code is too hard to understand and i need this stuff :P

    Posted in: Miscellaneous Development
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    posted a message on Is there an image that shows the dialog "grid"

    instead of guessing? It's really annoying to have to guess the coordinates every time. Someone should create an image really fast explaining the dialog grid placement.

    Posted in: Triggers
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    posted a message on Can anyone point me to a tutorial to make projectiles?

    I'm looking to make Snipe a projectile that when hits a doodad or a unit it does damage/dissapears, and have not the slightest clue on how to do that.

    Posted in: Data
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    posted a message on [Team/Skill/Objective] Tactikill

    Almost done with the terraining. Looks like a damn golf course with all of those trees. 5000 doodads in the entire map. i thought i was nearing 10k, guesss not.
    http://i59.photobucket.com/albums/g284/Resolvehk14/golfcourse.png

    Engineer will also have a melee attack

    Update:

    Hacking your enemies Tech Tower near the main base will remove the minimap and create a "tunnel" vision for users using the Ghost class and the Engineer class. The medic will be unphased.

    There are 2 tower stations in the middle of the map for each team.

    The blue team's tower controls the water flow of the bottom half of the map, which is where their "Captureable Base" lies. The green team's tower controls the water flow of the top half of the map. Same thing but mirrored.

    Why do you care? Well, when the river is flooded, you cannot cross or you will drown. The only way to cross is in the middle of the map. What this does, is forces confrontation to a certain point of the map if both towers are activated.

    Both teams will be able to hack eachother's tower's, and capture their respawn points.

    Goliaths will be able to cross the river always no matter what.

    Posted in: Project Workplace
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    posted a message on My AOE circle doens't stay on the ground.

    @ResolveHK: Go

    nvm found the answer on this site.

    Posted in: Data
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    posted a message on My AOE circle doens't stay on the ground.

    Ok, i have a problem. My grenade spell follows the cursor on "higher" terrain but when it gets to lower terrain it completely botches and it seems to "float" in the air. How could i fix this?

    the red dot in the second pic is the location of my mouse

    Posted in: Data
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    posted a message on [Team/Skill/Objective] Tactikill

    More pics to come, a video, and maybe some more information.

    edit: Also, those screenshots are not fully doodaded. Doing the terrain as i type this :D

    editedit: I forgot to add, also hopefully coming with the release of 1.2 is a custom UI.

    Posted in: Project Workplace
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    posted a message on [Team/Skill/Objective] Tactikill

    http://i59.photobucket.com/albums/g284/Resolvehk14/Tactkill-1.jpg

    Hello everyone! I am re-releasing my map under a new name. TactiKill.

    This game was built around the thought of SOCOM2, CS:S, COD4, and BF:2 (as well as SC1 sniper maps)

    Information about the unit and how to play.
    -The ghost has 100 HP
    -Snipe shots do 75 damage
    -Sprinting takes away 25 HP.
    -Grenades do 100 damage with a direct hit.

    To attack, [W] + Click the target. Sprint is [Q] and Grenade is [E].

    (I'm thinking about making the snipe shots a projectile instead of target based, let me know what you think)

    Features


    • -Team based objective gameplay.
      -Skill based abilities.
      -2 Maps (one large, one small)
      -4v4, hopefully some day to be 7v7.
      -Killstreaks
      -Name Tags for distinguishing between friend and foe
      -Respawn(length of respawn increases over time on Ruined Desert)

    Killstreaks


    • 3- UAV (Shows enemy on radar for 20 seconds)
      4- UAV Refresh (20 more seconds of UAV)
      5- Zeratul. Glass cannon. Can blink and cloak for 3 seconds. Control lasts 1 minute.
      7- Airstrike. Just what an airstrike is.
      9- ??? Undecided
      11- Attack Predators- Sends out waves of predators to attack in random directions, the amount of predators is based on the amount of enemy soldiers.
      15- Banshee Pilot. You control a banshee until it dies. Can be sniped.
      25- TactiKill Nuke. Ends game in victory with a giant nuke cutscene.

      • Maps

    • Ruined Desert

    A small DeathMatch style map set in the desert. Has 4 sight towers (2 per team), 2 spawn locations, and 2 bomb sites.
    Each team must gain control of the bomb and plant it at their enemies base. After 30 seconds the bomb will explode and the round will end. This map is mayhem when played 4v4. There is always something happening. If you are into close encounters and trickery, this is your map.


    • The Lost Jungle

      The newest of the arenas. It's huge. 4x bigger than Ruined Desert to be exact. This is the map for the BattleField:2 lover. This map is still under construction, however i will post a few teaser images below. When it rains, the river will rise, and it only rains at night time.

    This map will include:


    • -Vehicles
      -TeamDeathmatch + Objective play = Team Objective DeathMatch
      -Day/Night Cycle
      -Potentially a weather cycle.
      -Stations you can take over to hurt your enemy. (Still in development)
      -Forward Captureable bases for closer respawn point to your enemy.
      -New classes
      -New Abilities

    Vehicles(vehicles respawn after time)


    • -4 Captureable Goliaths
      -1 Captureable Tank
      -2 Captureable Troop Transports

    Potential New Classes


    • Medic

      The medic will be able to heal, build healing stations, throw a tactical grenade which blinds opponents, and has an auto attack gun that does small damage. Things are subject to change, and things may be added.

    • Engineer

      The engineer is the weakest of the classes, but the most beneficial to the team. As an engineer, you can build turrets, traps, and other support items.(grenade refillers, spider mine refillers). The engineer will not have a weapon.

    New Abilities


    • Ghost

      Spider Mines. Spider mines do 10 damage to ground units and 100 damage to vehicles. The amount you are given is undecided for now.
      Build: Sand Bag. Sand bags are good for blockading paths so that vehicles can't go speeding through. They also hide anything that is behind it.

    Limited Personal Cloaking is on the chopping block as well.

    There are a few other features I will implement over the course of time.

    Some sort of Perks system, or upgrades system (faster speed, more HP, need more ideas)
    Some sort of bank system.
    Custom background audio and killstreak notifications.

    Now for some pictures of the new map (in development)
    http://i59.photobucket.com/albums/g284/Resolvehk14/Hereweare.png

    Ahh...camp fires are awesome.

    http://i59.photobucket.com/albums/g284/Resolvehk14/ohlookapond.png

    Oh look, a pond!

    http://i59.photobucket.com/albums/g284/Resolvehk14/Itsdarkouthere.png

    That's the plant site. It gives the enemy team 7 points.

    http://i59.photobucket.com/albums/g284/Resolvehk14/canihassnipingspot.png

    Nice Sniping spot. Also, that is where the "hurt the enemy team" Technology thing will be.

    http://i59.photobucket.com/albums/g284/Resolvehk14/GOLIATHS.jpg

    Yum yum captureable Goliaths :D

    Posted in: Project Workplace
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