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    posted a message on Mercenary Battles: The Gulch (pics, info, come on in)

    You can use the program called 'Fraps', there are others out there aswell but I don't know all those names. You can use that to record an ingame video. Though I believe you can also record ingame through a special trigger (I think I saw it somewhere in the trigger editor) I don't know how that trigger works though.

    Posted in: Project Workplace
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    posted a message on Scaling Resolution

    I can confirm, for my own UI at least which I just started on that if I swap my (ofc results can be different per UI) resolution from 1900x1200 to 1200x800 that your images might move a few pixels and get out of place etc.

    A crazy workaround could be that the player chooses his screen resolution at the start of a game.. but really, making a UI for different screen resolutions is just WAY too much work.

    Posted in: Miscellaneous Development
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    posted a message on Having trouble with Lobby on single player map

    Have you tried to re-publish the map? Perhaps it is just messed up currently?

    Posted in: Miscellaneous Development
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    posted a message on What kind of cliff/height is better?

    Personally in an RPG I am making I use both, as you can make better cliff-like mountains with the default cliffs than when you raise/lower terrain (stretched out grids don't look that nice on steep cliffs). As for pathing, I use the pathing tool for permanent pathing instead of the pathing blocker doodads (press H to go in pathing mode, it's damn usefull) and pathing blocker doodads for temporary pathing so you can destroy it and make it passable later on or the other way around. For hills I'd say raising terrain is nicer, I use raising terrain for puddles of water and such aswell, perhaps if you'd make an ocean the lower terrain would work fine. It really depends on how you want terrain to affect your gameplay (line of sight, reachable area's) if you can work around those problems by using pathing blocking you could use raising terrain instead of cliffs. But cliffs still allow you to make just that, cliffs.

    Posted in: Miscellaneous Development
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    posted a message on [N.B] Please, use the Search Function

    Having tags would probably help alot, as when I search the forums myself I often end up finding posts that have nothing to do with what I am trying to look for just because it happens to have 1 word in my search function alot of times. I try to avoid asking questions but sometimes it's just easier to ask, so I can understand why people make new threads about things.

    Posted in: Miscellaneous Development
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    posted a message on Train System (Monorail Movement)

    @kickazzgoalie: Go

    You can open up the campaign map by going to the campaign tab when you want to open a map, then check out how blizz made the train for the train hijacking map. Perhaps that could help you out.

    Posted in: Project Workplace
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    posted a message on [solved] How do you resize existing doodads?

    @DJBaker: Go

    What gankstapony said, you can just press enter after selecting and then adjust X Y Z axis so you can even stretch doodads at your own will (like making a tree taller). Though obviously it's got it's 'looking nice' limits.

    Posted in: Miscellaneous Development
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    posted a message on Help with open/close menu

    Going to give it a try now ty for the reply.

    Worked like a charm, tyvm.

    Posted in: Miscellaneous Development
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    posted a message on Help with open/close menu

    Alright I am working on a few menus for a map and I have a problem. I want to use the M key on the keyboard to open AND close the menu. I want the menu to close if it is already open (hide dialog) or open if it is closed (show dialog). Now I know how to hide/show dialogs but I have a problem with the variable that determines whether the menu is closed or open. I use a boolean, basically event: if M is pressed, condition: main menu toggle== false, action: show dialog, set main menu toggle ==true. Now I also have a trigger that does the exact same thing, except the condition is main menu toggle==true, action: hide dialog, set main menu toggle == false. Now if I press M the dialog does not show up. If I remove the hide trigger it does show up but I cannot hide the dialog. The other way around works aswell, if I let a different trigger open the dialog I can use M to close it. Anyone knows how to prevent this from happening? It seems as if it opens, then changes the variable.. then runs the other trigger aswell and closes it immediately. Perhaps I'm wrong on that.

    Posted in: Miscellaneous Development
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    posted a message on Corpses

    Played this game last week I think, it was quite alright but 2 people left early and somehow if you put a hero right behind a block the units tried to go to the hero instead of attacking the blocking debris. I don't know if it's fixed but it could turn out to be a nice game.

    Posted in: Project Workplace
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    posted a message on The Easter Egg Screenshot thread

    There are also many jokes on road signs such as a road that goes both ways, can't take screenies of them all but its basically a sign which says < - - - - > as the road direction, and one with a woman and a child in her arm running from something etc. Also some big ones that would go over the road with text on it.

    Posted in: General Chat
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    posted a message on The Easter Egg Screenshot thread

    Perhaps not really an easter egg as I have no idea if it is a reference and if so, to what. But nonetheless... here is a funny picture in Haven's Fall.

    Posted in: General Chat
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    posted a message on Rotating a Camera Object

    If you press enter while selecting your camera you can adjust all sorts of values including the camera rotation angle.

    Posted in: Miscellaneous Development
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    posted a message on How to make simple single player maps? HELP!

    You did add a start location for yourself and the computer? (It is what spawns the starter buildings/units if you do not touch any triggers). You shouldn't put down buildings on the map yourself but just add the start location.

    Posted in: Miscellaneous Development
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    posted a message on Loading a new Map when already In one Help please

    @Doomser91: Go

    Most definetely possible, perhaps send a PM to the creator of this:

    http://www.sc2mapster.com/maps/stargate-galaxies/

    Posted in: Miscellaneous Development
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