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    posted a message on Debug commands for testing revealed.

    Wow, I'm impressed with all the changes/fixes from Blizzard (especially custom games), should make both regular players and modders happy.

    Posted in: General Chat
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    posted a message on [Coming Soon!] Marine HD "With New Rifle"

    @Keyeszx:
    He added decals to the gun and shield and marine's armor, tweaked colors, changed the texture of the marine's helmet from smooth to a hexagonal pattern and finally made the helmet transparent so you can slightly see the marine's face.

    Posted in: Art Assets
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    posted a message on Diablo 3: which character class do you like?

    I don't know what to play considering that the Paladin was by far my favorite class in d2; and honestly the monk is too shaolin-esque for my taste and the demon hunter is just...well, consider the logic of trying to use two pump shotguns at the same time, its the exact same delusional fantasy with dual crossbows.

    Well, I did like my necromancer as well, so I might give the witch doctor a try first. I sure do miss the dichotomy of the necromancer and paladin being on the same team though.

    Posted in: Off-Topic
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    posted a message on Left 2 Die will be deleted @ 11:00AM on Friday

    Hope you can garner some good publicity for your map Mephs, the Blizzard guys are turds for wasting time on maps rather than fixing the editor's flaws.

    Also, people need to learn to read the thread before posting their ill-conceived "complaints" on the OP.

    Posted in: General Chat
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    posted a message on [Library] Planet View 1.0

    Such a simple yet brilliant idea!

    Posted in: Trigger Libraries & Scripts
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    posted a message on Chrono Triggercraft!

    Would this be possible with 2.5D sprites, like the older Bioware titles and Diablo 1+2?

    *edit* Since I know that the viewing angle is different, I'm not sure decals would work for the environment.

    Posted in: Project Workplace
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    posted a message on Compare variables on per attack and per spell basis

    Like the title states, I want to be able to compare two variables on a per attack and per spell basis for a map I'm working on.

    Ex:

    When attacked, if variable 1 > variable 2, an effect could be applied and vice versa.

    When a person is hit with an ability if variable 1 > variable 2, they are fully hit by the effect, and in the reverse, they can take half or less of the full damage.

    Both of these examples would be based on equations that would add up to each variable.

    An example of this would be: if a fighting type unit is an expert at fighting with a specific weapon, they get bonuses towards being able to hit more often or do damage to a target; not only that, but they can get bonuses based on chosen passive skills and magical items, etc.

    I suppose the question is: how can I do these comparisons using the trigger/data editor?

    Posted in: Miscellaneous Development
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    posted a message on Create a sound loop

    I imported an epic 2 minute song to introduce my map and I want to loop the last say...thirty seconds of it until a specific event has occurred, can I do this without slicing the original song into a thirty second clip, and if so, how?

    Posted in: Miscellaneous Development
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    posted a message on [Data] Create a WC3-like experience sharing system

    Can you make the exp sharing global (or something like a 2.5 screen radius)?

    Posted in: Tutorials
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    posted a message on Dialogue System

    Bumping for new UI question.

    Posted in: Miscellaneous Development
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    posted a message on Dialogue System

    Interesting, let's say I wanted something more complex than Yes/No and the dialog had several options that resembled something like this:
    ___________________________
    |Strength      {Amount}  [+] [-]  |
    |Dexterity      {Amount}  [+] [-]  |
    |Constitution  {Amount}  [+] [-]  |
    |Intelligence   {Amount}  [+] [-]  |
    |Wisdom        {Amount}  [+] [-] |
    |Charisma      {Amount}  [+] [-] |
    |-------------------------------------|
    |Points Left :  {Amount}             |
    |                                              |
    |[Finish]                                   |
    ---------------------------------------
    The + and - buttons would be click-able and either take one point from the Points Left Amount and give it to their respective statistic or remove a point from a statistic and give it to the Points Left Amount.

    And they can't click finish until they use all their points.

    I assume all these dialog items would all be in one big dialog box, how do I make these buttons click-able where clicking them causes local/global variables to change (which would then affect the player's hero) and that Finish button to be greyed out until they use all their points (and greys out again if they add back to the Points Left amount).

    Posted in: Miscellaneous Development
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    posted a message on Dialogue System

    I won't give away my project, but similar.

    Posted in: Miscellaneous Development
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    posted a message on Dialogue System

    I want to create an interactive dialogue system for a multiplayer rpg, with a hero creation aspect where each player can create their own hero or import from their bank, and a player character to non-player character dialogue aspect controlled by the main character (player 1); I have some experience with C programming but limited experience with the editor, how should I go about this?

    This would be a watered down version of the hero creation aspect:

    Create New Hero? Y/N

    Y: Start Hero Creation
    N: Go to Import Dialogue

    Import? Y/N

    Y: Look in bank for code(s) or wait for a text line from the player like -create or -load
    N: Go back to the first dialogue

    Here's a example of dialogue the player might encounter in the game world:

    Player right clicks on non-player character within a certain distance.

    Game pauses itself, dialogue initiates.

    Non-Player Character: Please help me!

    Choices:

    1. Who are you?
    2. Why would the voice of a sweet maiden come from a creature so foul?
    3. Stay back ogre!
    4. A monster, here?! I shall slay you quickly! (attack)

    Consequences:

    1 > NPC responds and brings up the previous choices.
    2 > NPC responds and brings up an entirely new set of choices.
    3 > Breaks conversation, game resumes.
    4 > Breaks conversation, game resumes and NPC turns hostile.

    Posted in: Miscellaneous Development
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