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    posted a message on [Project] Art of War

    For your list of problems:

    Turning like a car, is this the sort of effect you are looking for?

    Check out this guy's project, and see if you can borrow his code and expand upon it.
    http://www.sc2mapster.com/maps/mechwarrior-revival/

    Getting a ground unit to be able to walk backwards when turning to walk forward would take its target out of its firing arc:
    Basically you want a unit to be able to move backwards and continue firing.  I use this example a lot, but you should give a hard look at the basic Phoenix from the normal game behaves.  It sounds like that move and shoot behavior might be what you need, and I'm almost positive you can change the turning rate to suit your needs.

    Adding and removing weapons based on inventory. In other words, a unit that can equip and fire multiple weapons simultaneously. Multiple weapons aren't the issue, the equipment system is:
    This basically my bunker thor.  It has some limitations though.  I'll go into details if you can't find another system you like.

    As for dialogs: I dunno what exactly you're having trouble with, but beyond making simple buttons I haven't had much experience with dialogue triggers.

    Modeling is beyond my knowledge, damaged body parts should be easy (in theory), and custom weapons are not terribly difficult either.

    To add body damage:  Simply add actors to your unit models based on % health.  The tricky part will be getting the actors to attach to your models correctly, and also choosing the right actors to use.

    Posted in: Project Workplace
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    posted a message on Set Height under Actor Events+

    1 /bump

    Posted in: Miscellaneous Development
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    posted a message on Set Height under Actor Events+

    Has anyone gotten this function to work?

    For example, in Events+ you can change a unit's coloring with:

    Unit.birth
    Set tint color

    But

    Unit.birth
    Set height (or any similar functions that control positioning of actors)

    Don't work.

    Am I doing something obvious wrong?  Or does it just not work.

    Posted in: Miscellaneous Development
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    posted a message on Broodling Escort Height

    Can you explain in more detail?
    I'm having a similar problem.

    I'm beginning to think certain options for Events+ under actors is simply broken/non-functional in it's current beta state.

    The options on Unit.birth to change color tint and scale both work flawlessly, but none of the height or position modifiers work.  Unless someone can show me how Msg Type: Set Height (or any of the height setting options) works, I just assume it's broken/non-functional for the beta.

    Posted in: Miscellaneous Development
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    posted a message on Looking to start development on AoS style game.

    I've got a 3 way AoS in the works, but it's going to be Mech themed (giant piloted machines)


    and

    are my concept videos.

    Posted in: Team Recruitment
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    posted a message on Clan RCDF - Zombie clan

    Official representatives of UDA2?

    Posted in: Team Recruitment
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    posted a message on MW (Mech/Mechanica Works)

    Mad Cat II?
    (Don't hurt me)

    Also:
    Turret = Can shoot while moving.
    ? = Cannot shoot while moving.

    What's a good name you think? 'Fixed emplacement' seems too wordy, and just 'Fixed' implies too many possibilities.

    Posted in: Team Recruitment
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    posted a message on MW (Mech/Mechanica Works)

    Well I posted that concept video (see above)
    and here's another with actual Mech-type units.

    The only relation to DOTA is that it's going to be an AoS style map.  I'm pretty sure I'm not even gonna make the player units heroes with leveling and increasingly strong abilities.
    And it's going to be 3v3v3 or possibly 4v4v4.
    The focus is you get a Mech chassis, and you can modify and upgrade it in game.

    Enemy swarming you with masses of units?  Buy up a few machine gun turrets.
    Other players sending their mechs in?  Drop the machine gun turrets and buy some heavy weapons with bonus to armored/massive targets.

    You're also going to be able to increase base health, armor, and possibly speed as you earn money.
    There's going to be several chassis to start with, and I plan to give them a few abilities (stun/snare/sprint/targetted AoE/et cetera) but the main focus is buying the right mix of weapons, and upgrading those weapons as well.

    Posted in: Team Recruitment
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    posted a message on Mech type map (Fast paced Arcade type)

    http://pc.ign.com/articles/100/1002164p1.html

    This is also pretty cool, might wanna take a look/talk to the author.
    http://www.sc2mapster.com/maps/tpsfps_battle_rts/

    Posted in: Team Recruitment
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    posted a message on MW (Mech/Mechanica Works)

    I'm more of a MechCommander/Battletech the board game fan than a Mechwarrior/Arcade shooter sort of gamer.  Still I'll help with anything Mech related if I can, and custom 'Mech models would be totally awesome to use on any type of map.  =)

    I was actually thinking about a co-op Mechcommander style game for sc2 as well, but I'm trying to only work on one project at a time.  :P

    Plus I've been reading how much battlenet stinks at multiplayer FPS or WASD movement type maps because of the horrendous lag.

    Posted in: Team Recruitment
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    posted a message on MW (Mech/Mechanica Works)

    I'm making an AoS(DOTA) style map, but instead of heroes, players control a giant unit that function like a Mech, where you can buy weapon systems, upgrade health and armor, stuff like that.
    Here's the concept video.

    Plus I already have a forum set up.  
    http://www.theonslaught.org/forums/forumdisplay.php?56-Star-Craft-2-Custom-Maps
    Contact me here or via PM.

    Also:
    I'm getting pretty good at the data editor, and I'm half decent with the trigger editor, but I absolutely suck at terraining maps.  So if anyone is at least semi-capable at creating terrains, lemme know I have a project for you.

    Posted in: Team Recruitment
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    posted a message on Map Stealing

    Well all I know is I was able to reclaim my map and the name: Destroy all Monsters.
    I now have update rights to it and it states the author is me.

    See for yourself, it's back at the top of the most popular custom map list!

    Posted in: General Chat
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    posted a message on Map Stealing

    Bnet just wiped out the custom map data base.  Re-upload your map now and claim ownership of it.  I took back the name Destroy All Monsters.

    Posted in: General Chat
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    posted a message on @Doronamo

    Plz update the destroy all monsters map you have on battle.net to v0.02
    There's three critical bug fixes I added

    http://www.sc2mapster.com/maps/godzilla-attacks/files/16-destroy-all-monsters-v0-02/

    Posted in: General Chat
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