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    posted a message on iDtech Dota

    The most unbalanced game of all time. Soon to be fixed, idtech Dota is a weekly updated project, in which my students make heroes And I upload them all into the same map.

    Future development includes Linking more than 20 idtech camps for an epic 400 hero map.

    At some point once camps are done I , or someone more insane than I, will balance the map. It will be glorious. O-O

    This thread will be used to link up students as the classes are only a week long. So you guys can all meet up here and be awesome. Which should be easy for you guys if you went to idtech camp.

    p.s.(yes, I get paid to teach sc2 xD)

    Posted in: Project Workplace
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    posted a message on Camera Centered on Unit or Structure

    @Blixster: Go

    yay thanks

    I see so they do have stuff that is sorta like an always event. Does the same job. The event "timer every 0.0001" but it just seems so... whats the word... duct tape approach.

    and yeah my English is pretty terrible, I don't blame you : )

    Posted in: Triggers
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    posted a message on New animations

    @GhostNova91: Go

    lol I have the opposite problem : P 3sdmax is easy, setting up actors from scary to make my animations work gives me a giant headache.

    Posted in: Artist Tavern
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    posted a message on Camera Centered on Unit or Structure

    @Blixster: Go

    sc1 editor had an always event I don't know what so hard to understand about that. "Always select units in region one, issue order attack to point 1" now in sc2 two I have to put "every 0.00001 seconds select units in region one, issue order attack to point 1"

    It sounds like from the above poster you have to program a loop, which is fine.

    Posted in: Triggers
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    posted a message on Camera Centered on Unit or Structure

    One thing. What would the event be for this trigger? Just do it at map start? I did a lot of sc1 modding and there was an always event which I haven't found in sc2. SO the event so something I want to always happen confuses me a bit.

    Posted in: Triggers
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    posted a message on Require Upgrade even Tech Tree is disabled

    I'm confused, you want the tech tree disabled... but to have it enabled for one unit?

    just kep tech tree, and go to each ability you want to not have requirements, and take them off one by one. leaving blink intact.

    ?

    Posted in: Data
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    posted a message on Unit Stats

    a guide on this would be handy I want to do this as well

    Posted in: Data
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    posted a message on New project: outpost
    Quote from nevjmac: Go

    Plenty of mentors around, check in the general forums for a list of people that signed up for mentoring, also just post on the forums if the help is not needed immediately

    This also seems more of a project work page, than a team recruitment, I'll move you to the right forum :)

    thanks again : )

    I updated the post with better formatting to show my project goals : )

    Posted in: Project Workplace
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    posted a message on feel like a noob... just want to count units.
    Quote from nevjmac: Go

    yes think of triggers like a recipe, your going to read through it and do it in order.

    the conditions at the top checks to see whether the actions should be run or not. if it fails the main conditions nothing will happen. Same goes for a recipe, if you don't have the right ingredients your not going to continue :P

    you can also create several conditions through the trigger using "if then else" statements.

    best of luck with your map, don't hesitate to ask questions :)

    Thanks! I will do so : )

    the biggest eyeopening was finding that in the actions menu -General and General have different actions >.< lol

    I've posted up a list of everything 'm going to try to accomplish this summer in the team recruitment section.

    Posted in: Triggers
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    posted a message on New project: outpost

    Outpost 2 http://www.outpostuniverse.net/

    "Unlike traditional real-time strategy games, Outpost 2 emphasizes colony management over the destruction of enemies.

    Morale is a critical factor for the colony, and because it can fluctuate rapidly, much of the player's attention is spent on ensuring that it remains at optimal levels. Low morale often results in decreased efficiency and worker shortages, which in turn can cause buildings to shut down. Morale is improved by maintaining a healthy surplus of basic necessities while it is decreased by food shortages.

    Combat units can be built according to the player's specifications. There are three generic chassis, each of which can be equipped with one of eleven different weapon turrets; half of these are available to each faction. The technology for each chassis and weapon type must first be researched before it becomes available as an option."

    you can download and play the game here http://www.outpostuniverse.net/gamedownload.php

    This game is a freaking classic of RTS. It has lots of really great RTS mechanics that i aim to bring to a sc2 custom map.

    • Customize and build your own tanks
    • A morale system based on food, You need food and power to support buildings or they will shut down
    • unique mining system, You have to dig you're mines before you can start mining. These spots become points of conflict across the map
    • Build tubes to connect and power buildings. Lots of non-combat buildings like
    • D.I.R.T which reduce loss of life from natural disaster.
    • Eco-Dome to increase food count
    • Science buildings, to increase research speed
    • Residential buildings to keep up morale.
    • Storage buildings -how much of each type of mineral you can hold at once is capped based on how many Storage units you have built. Each one takes more power from the reactors
    • Space Control tower/Ground to space mass drivers. to put satellites into space.
    • Observer satellites making Sweeps across the map once a day showing a strip of the map as it passes by.
    • day night system
    • Three kinds of materials
    • Multiple builder types
    • Convec*builds buildings*
    • Constructor*builds tubes, clears land*
    • miner *creates mines*
    • Truck *hauls minerals from mine, can also transport goods around.
    • Item based building system. Each building is built as a kit in the factory. You have to load up a kit into your convec, inorder for the convec to build anything.

    I am looking for people with more experience than me in the editor. I'm getting it done step by step, but the main programer of my little team *of 2 lol* had to stop work.

    I'm currently getting heavy into the editor so that I can finish the map on my own. But if you want to help take part in making what I believe will be one of the best multi-player maps on battenet throw me a PM and let me know what you would like to do to help out with the project. Despite how much work it will take I don't think of the features I've posted above are outside the scope of what we can do with the editor!

    Please give the original a shot, and give this project a shot. It deserves one.

    • Also getting a mentor would be fantastic too if you don't have time to work on the map, someone I could one on one with to make the game of my dreams a reality.*

    Convec

    Posted in: Project Workplace
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    posted a message on Building kits?

    @cavemaneca: Go

    Ok so I'm back o this project since my programer I had helping is gone. We never got to this part.

    So if I was to create an inventory... I could have units pick up the items at the base, and then they could use the item on them to build a building. That part is awesome.

    However I was wondering do you think it would be possible to make having an item in your inventory to trigger unhiding a command card option?

    also here is the build of the map I have up.

    Posted in: Miscellaneous Development
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    posted a message on feel like a noob... just want to count units.
    Quote from nevjmac: Go
        Events
            Timer - Elapsed time is 5.0 Game Time seconds
        Local Variables
            Zergling Group = (Empty unit group) <Unit Group>
        Conditions
        Actions
            Unit Group - Pick each unit in (Zergling units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit Group - Add (Picked unit) to Zergling Group
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in Zergling Group) <= 29
                Then
                    Unit - Create 1 Zergling for player 1 at Point using default facing (No Options)
                Else
    

    Ok this is fairly simple, but I will explain the process.

    Event - The trigger event is fired off a timer, I'm not sure what you are wanting to trigger this, that is up to you Local Variables - One Local Variable needed here, and that is a type unit group local variable Condition - There is no condition to run this trigger Actions - First of all we pick all the units of type zergling owning to player one in the entire map and add them into a local variable unit group, which I called "Zergling Group" - After that has run we use a general "if then else" with the if checking to see whether the number of units in our "zergling unit group" is less then or equal to 29 - If this statement is true, then we create a zergling, if its not, which means we have 30 or more zerglings, the trigger will do nothing

    OMG I get it now you don't have to put condition in the "Conditions" spot above actions. You can put them below actions, and the order is important! Some how the tutorials that were really really basicly didn't make this super clear. Thanks : )

    also thanks for going through it step by step and not assuming I knew what I was doing : ) It was great that you took the extra time. : )

    I lost my programer for my map, so I'm going out on my own to finish it :P

    Posted in: Triggers
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    posted a message on feel like a noob... just want to count units.

    I've gone through some tutorials on variables but for some reason I just can't get to the point where I can think"I want to do this" and just do it. I have to do things step by step the way they are done in the tutorial.

    Anyways here is the issue I need help will, you'll mostly likely laugh at me.

    I want a variable to count how many a type of unit are on the field. So if there are 30 zerglings for player 2 the variable will equal 30.

    Then*and i can do this part* I make a condition i my spawner that says , spawn a ling every 5 seconds if there is equal or less than 29 lings.

    But no matter what I do I can't just set a variable. I try setting it to count a unit group. and then I tried to add all lings on the map to that unit group every 0.1 seconds. but that's not working.

    please help this noob with this stupidly easy task : (

    Posted in: Triggers
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    posted a message on Showing muliple attacks and splash amount on unit
    Quote from TacoManStan: Go

    @trentonx: Go

    There is an option in the weapon "Display attack number" or something like that. That is what you want to change. I think it defaults at 0, which means nothing shows.

    sweet.

    Now is there any way to hack splash amount into their? I don't care if I can't make it represent the real splash amount , I can put it in manually.

    Posted in: Data
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    posted a message on Showing muliple attacks and splash amount on unit

    Ok I've got problem making a tank shoot twice, and it looks prett cool/does double damage. However when I look at the weapon tip in-gme, it doesn't show *2 attacks* Where do I set this so it shows up to the player?

    Then, id there a way to show the players how much splash his weapon is doing. It can be upgraded so it's important. I've seen other custom maps do this same thing so it would be handy.

    thanks o/

    Posted in: Data
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