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    posted a message on [Farmlings - Lings of Liberty] My new project

    damn.. this looks epic... i love the paradise win.. and i love the barking dogs.. and there is just so much that looks awesome whit this..

    the force ius strong in this one!

    Posted in: Project Workplace
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    posted a message on [Contest] WoW Boss Votes

    voted for Crush Company - Lurker by Bibendus and Smash TZ Tank Boss by RahnSCII the only bosses that i think i would enjoy playing against. the others are too hysterical and looks impossible to learn...

    edit: the others LOOKs cool but i dont see any gameplay i like :)

    Posted in: Project Workplace
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    posted a message on Many hands...

    Done! sorry for delauy.. didnt see raszagul was done til 20 min after he was.

    Posted in: Terrain
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    posted a message on [Work in Progress] Reckoning

    Nice! i really like the grid movement system. could be cool to use it to make a Lords of the Realms 2 remake(not 3, seriously that was one of the worst games ever made.. they removed everything good about lords)

    Posted in: Project Workplace
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    posted a message on Many hands...

    Raszagul How is it going? i would like to take a try on this after you... if youre finnished any soon, have some other stuff that i must do today :)

    Posted in: Terrain
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    posted a message on Xel'naga turret model

    nice! maybe this should have its own thread.. but since you made kind of what i wanna ask i just ask here:) is it possible to make the upper part of a ground unit become a turret? i believe this would be extremely usefull to ALOT of people. if it is possible im willing to get 3ds max just to get it done if no one else will do it...

    Posted in: Artist Tavern
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    posted a message on [Melee Release] Canal Pit

    Nice! i were looking for a good melee map yesterday.. and were looking specially for ur map remembering it from first page! :) g2g to work now but once i get back home im gonna try it out!

    oh... yeah im in europe, so no playing for me then :(

    Posted in: Project Workplace
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    posted a message on The cow

    thats awesome! :) more animations are really needed.

    Posted in: Artist Tavern
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    posted a message on 'grapplinghook' and cliffheight check help

    thank you very much ezbeats. I actually got the hookshot to work wile looking at the trigger once more :) The problem with the hookshot was: when entering the region of the hookpoint, i had set the swingspeed(real variable) to go to zero if the swingspeed where within bounds -0.2 to 0.2.. the problem was that i used within bounds and CONVERTED the REAL variable swingspeed to integer, making it to within -0 to 0 i guess. really stupid mistake, wont make it again :) think i did it it wc3 editor once aswell though...

    about the cliff height thing i wont get it 2 work.. im not good at all with the data editor.. i use a unit as a bullet, that looks for enemies every blaha and hurts them and dissapears when found... its this unit that shall die when in contact whit a different cliff height...

    i tried setting the offset(final, initial and expire) to x0 y-1 and x0, y1. i used clifflevelequal (unknown) as an effect validator and as periodic validator(which i also tried setting to "not dead" first) periodic count to 5 and durations to 1 and just to test effect final to suicide kill self... the create persistant effect where applied upon the creation of the unit-bullet, which has a mule timed life on it aswell.

    the result where the bulelt-unit dying in seemingly random circumstances...

    thank you again ezbeats, seen you help alot of people around here :)

    Posted in: Miscellaneous Development
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    posted a message on 'grapplinghook' and cliffheight check help

    Hi people! i Currently have 2 problems with the map im working on, the

    first one is that i need a unit to check cliff height a little in front of him at an constant intervall. and die if the cliff level is higher or lower than what he currently is on. if someone could help me do this in DATA EDITOR i would really be delighted! this one i have no clue whatsoever how to do.. i know you can make it check the cliff height at some point using validators but how to make it right is superior 2 me rright now.

    -

    second one i'll problably be able to solve myself but wont be able to in a couple of days atleast, so i might aswell ask if someone got a bright idea how to make it as simple as possible.

    the thing thats not working properly is a grappling hook similar to the one in Zelda Wind waker(basically a rope you can swing forth and back on with some gravitation and such, and if you dont swing it and lets it stop and hang you can change direction to swing) the problem are this:

    im currently using a speed variable to trigger how quickly the unit swings(moving *speed var* every 0.3 second) and i need a smart way to know EXACTLY when the grapling point is behind or in front of the unit.

    since im currently using a move unit by *speed var* trigger its getting messed up if i use a region: when you move too fast you might pass the region without the "unit enters region" trigger going on, and it messes up if you move to slowly and dont leave the region either(the gravity change dir when you enter the region currently, making a unit that dont swing enough to leave the region get stuck in a loop and just keep moving the wrong direction)

    Posted in: Miscellaneous Development
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    posted a message on ignore terrain height(help me!)

    oh... my brain had a short circuit after a long days work... thanks OneTwoSC, i just replace the unit with a replica that have "fly" as a mover whenever the gap crossing occurs... thanks!

    Posted in: Miscellaneous Development
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    posted a message on ignore terrain height(help me!)

    SOLVED

    my problem is that i want a unit to be able to cross a gap, and therefore ignore terrain height. i have checked the "ignore terrain height" button for the unit, and made a trigger that sets the unit height to the terrain height at the unit position every 0.5 seconds whenever the gap crossing shouldnt occur.

    the result is not as intended: whenever the unit moves he dissapears(gone underground) to pop up again whenever he stops moving. when i try the gap crossing thingy he sticks to the ground as if he werent ignoring terrain height.

    what am i doing wrong? is it maybe the mover(cliff jumper) that messes things up? and if so; what mover should i use? and why, oh why, is he clinging to the terrain height the only time he shouldnt? when crossing a gap??

    by the way, in my case replacing a unit when the gap crossing occurs is no problem, so if u have some idea that involves that.. i love you!

    many thanks to the one that helps me figure this one out.

    Posted in: Miscellaneous Development
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    posted a message on Cortex Roleplay

    wow.. this is awesome... i mostly played rp maps on SC1, and not so much on sc2(didnt really enjoy much more than the editor in wc3 actually) and i will surely enjoy playing this!

    Posted in: Project Workplace
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    posted a message on TLM AI Framework - Feedback

    i really like your project, it will make the lives of mappers easier. i tried your map a couple of hours ago, but the AI didnt seem to follow what you had written. could be a problem with my sc, i might still have custom AI in the core.sc2mod folder, and that might obstruct. i dont know. anyway, big ups for the project!

    Posted in: Project Workplace
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    posted a message on Making 3D Models

    i really like you models... please dont make them generic, keep your own style! I hate all those "beuty" mods out for other games, when they make everybody look like barbie and ken and say its more "realistic".

    Posted in: Artist Tavern
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