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    posted a message on Dealing with new/copied/custom units

    I want to make copies of units to change stats and such, but keep the original units too. For example, I want to make a copy of Changeling so I can add more health to it and change other things, while keeping the default Changeling unit as it is. I know I need to right click a unit and select DUPLICATE, but what all should I check? If I remember right, it's just the unit and actor I need to copy, but I dont know why/if that's right or not.

    Also, I want to make copies of all the Changeling units (ex. Changeling Zealot) and turn them into units the changeling can't normally turn into (ex. Changeling Stalker). Is there a simple way to do this, with the color difference and all?

    Posted in: Data
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    posted a message on [solved] Event questions: Unit __s / Send Transmission

    1.  There are several events that by default are "Any Units ___s" (ex. Any Unit Enters Region, Any Unit Enters Within x of Point)
    Instead of doing Any unit and a condition Triggering Unit = UnitVariable, I just set the event to UnitVariable ___s.  Theoretically it should be the same thing, or so it seems to me.  But nope, instead it treated it as Any Unit even though it was set to the variable.  Is this broken or am I forgetting something?

    2.  I'm working on my first cinematic, and figured out to do subtitles, I need to use the Send Transmission trigger.  However the cinematic I'm working on is the opening one for an RPG I just recently started making.  The first few subtitles/transmissions aren't from a unit, so I don't want any name in front of the text denoting the speaker, and I don't want the unit portrait frame.  I set it to No Unit or No Transmission Source, but the frame is still there, just with no picture.  How do i get rid of the frame, and how do I have JUST the text value, without the speaker's name in front of it?

    PS if anyone is good with cinematics and would like to look at mine after I work a little more on it and give some feedback/advice/help, that'd be appreciated ^^

    Posted in: Triggers
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    posted a message on cant connect to the irc anymore??

    apparently something's blocking the image.  Internet explorer did that too, but it told me so i was able to unblock it.  But ughh i wanna still be able to use firefox

    Posted in: General Chat
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    posted a message on cant connect to the irc anymore??

    Suddenly whenever I try to enter the IRC chatroom, it just looks like this:
    http://imageshack.us/photo/my-images/507/ircfx.jpg/][IMG=http://img507.imageshack.us/img507/7427/ircfx.jpg
    For some reason, the captcha image thing won't show, and when i try to refresh the page it still won't...

    PS is there any way to ATTACH pictures to forum posts? Its really annoying to upload pictures to websites and have to link them

    Posted in: General Chat
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    posted a message on [Trigger] How to create a basic minimap

    I must be doing something stupid (wouldnt be surprised -- never worked with a library before) but when I try and make the action pictured in step 3, when I go to do the first action -- "set minimap map size x = map size x" -- I'm not able to choose from those variables.  I already defined them int he record "Minimap" and in the same action's Parameters, but they just arent there...

    Edit: it also won't let me save the map!  Says theres a syntax error: " lib1_gv_minimap;"
    It's the variable, not the record.  It looks exactly like the picture, but says (No Value), though I dont think that's wrong either because whenever I click on that, it won't open a window to let me assign it

    Edit again: figured it out.  Thanks for the tutorial -- helps a ton!

    Posted in: Tutorials
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    posted a message on Changeling ARPG -- mechanics/foundation only

    Starting working on the map (had to look up how to make a cinematic).  Still looking for feedback!  If anyone's interested in helping me work on this, or would just like to play the game as-is to see what it's like so far, please PM me -- all help is appreciated!

    Posted in: Map Feedback
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    posted a message on Zergling Rush!

    Pm me with a list of what you want to be done but can't do yourself. If I know how, I'll gladly take care of it for you. I think all those are quick/easy fixes other than the difficulty/unit scaling

    Posted in: Map Feedback
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    posted a message on Changeling ARPG -- mechanics/foundation only

    So I just spent some time trying to hash out some more of the details.  I like your suggestions too.  While I'm still playing around with ideas, i'll leave the OP the same and post the different stuff separate.  here's what I thought of now:
    -2 types of exp:  Unit Type exp and Race DNA
    --Unit type exp has one level system per unit type in the game, but each maxes out at a low number, around 5ish
    ---Leveling unit type exp gives the players new ACTIVE skills based off that unit type (ex. Zealot Charge)
    Unit type exp can only be gained by performing a killing blow as the unit type you wish to level (so if your killing blow is a marine skill, you gain marine exp)
    --Race DNA is gained by making a killing blow of any unit in the given race (so if your killing low is a marine skill, you gain terran dna)
    ---Leveling up Race DNA unlocks 2 things: new unit forms and "talent points" (diff name, but essentially that's what they are)
    ---You start out able to take Zergling, Zealot and Marine form, but the other unit forms are locked.  After you level Protoss/Terran/Zerg DNA some, you gain the next units up the ladder's forms, and therefore the ability to level those units' exp
    ---Players have 3 "talent trees" -- one for each race.  Talents are strictly passive abilities until the end of the trees.  Players can choose their own playstyle, whether focussing on one race first then leveling the other two, or slowly getting all 3 together.  Either way, at the end of the game the player should be towards the end of all 3 talent trees
    -Players have 3 stances/auras (like the 3 WoW warrior stances/DK presences) -- one for each race.  The corresponding stance/aura (idk what to call it) is required to morph into a unit of that race (so no going zealot in terran presence)
    -Still not sure if a money/inventory/armor system is required.  Obviously head/chest/shoulder/etc armor would seem pretty stupid for a changeling, and I dont plan on adding the stereotypical stats str/agi/int etc because they seem to be nothing but number-crunching game mechanics rather than fun aspects.  However if I do need a money system, money will be "blood," received by killing enemies.  I'm thinking about adding "essences" or "relics" or something that give buffs or universal abilities and serve as armor/inventory, but I'm not sure yet.

    Posted in: Map Feedback
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    posted a message on Changeling ARPG -- mechanics/foundation only

    I don't care if there's already another changeling RPG out there, as long as mine has a different story, feel, and design.  How many shooters are out there?  Yet Gears of War =/= Halo =/= Unreal Tournament

    With that said, does anyone like/dislike/have feedback on the idea posted above?

    Posted in: Map Feedback
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    posted a message on Zergling Rush!

    just checked it out.  I like it!  Here's my 2 cents for feedback:
    -create the buildings for each player, dont have em already made.  In the case of someone like me playing alone, it's just confusing having 100000 buildings instead of 10ish
    -add the player's hero and all their unit-buying buildings (and maybe the upgrade ones too) to hotkeys (easily done in triggers)
    -I like the details at the beginnig for new players, but you make want to make a ping to show players where their heroes are.  Took me a min to find him >.<
    -might add a countdown between hero selection
    -make the hero selection buttons the same size
    -make all the pop-up dialogs (difficulty, hero selection, etc) scale their size relative to the buttons they hold, dont just make em way bigger than they need to be
    -evolve missile attacks lvl 2 (zerg ground ranged upgrade) doesnt show the cost
    -you should make all created heroes spawn at that circle at the bottom left, rather than players having to move them from the gateway/hive
    -the arrow at the top left of the path is not only attackable, but they auto-target and kill it >.<
    -hero icons on the right dont show the unit's picture
    -while i like the shortcuts provided, its way to easy to "cheat" and kill most of the enemies ont he path while on the elevation where they can't see you and therefore they cant fight back
    -i think itd be better to auto-reveal everything other than the path itself
    -fix the difficulty.  Make it harder but also scale it to how many players are in the game.  I was ale to test up until the marines at the top right, then it just wasnt worth it  to kil 1, run back, kill 1 more etc

    sorry if it seems too nitpicky for a lot of that, i really like the game and cant wait to play it when its more polished! Hope this helps

    Posted in: Map Feedback
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    posted a message on Changeling ARPG -- mechanics/foundation only

    Ive been trying to find/think of a project to work on, and had an idea today for something that I think could turn out to be really cool, but I'd like others' opinions as well before I decide to devote a lot of work to this.  So here's the basic idea:

    Action-RPG (single-player) centered around the Changeling unit
    Beginning of the game:
    The game starts out as an army of protoss ravage your zerg camp and destroy everything.  None of the zerg manage to escape other than one dying overseer whose last act is to birth you, a changeling.  Having just come into existence, you wonder around (barely able to control your form) and come upon your former home, a wasteland of dismembered zerg and a few dead protoss.  Devastated and overwhelmed with anger, you travel a little down the road and see a live zealot.  In a whirlwind of rage, you charge at it, only to morph into one yourself. The zealot greets you and begins to talk, saying that the zerg here were becoming too prosperous and could become a nuisance to the protoss living on the planet.  As he talks, the zealot shows you around the wreckage and finds a dying overseer (your parent).  He makes a comment about the zerg's pettiness and kills the overseer.  Overtaken again by rage, you kill the zealot with your own zealot arm-blade things.  You vow to kill the ones responsible for your brood's death
    You search for and find the protoss camp (as a changeling again until you get close, then turn back into a zealot).  You are recognized as the zealot you killed and his friends say they were beginning to worry about you.  Soon into the conversation, a group of terran bandits come and raid the settlement.  You seize your opportunity to fight.  Upon killing your first marine, you're given the option of either form.  You continue to fight in the brawl for a little while, but you can only kill marines if youre in zealot form, and vice versa (can't risk being discovered as an imposter!)

    Some of the mechanics:
    -as you kill each unit type, you gain two types of experience: Race and Unit exp (ex.  Killing a marine in the brawl above grants 1 terran exp and 1 marine exp)
    -you level up at certain exp caps for both race and unit.  Unit level-ups will award 1 new ability for each new level, based on the unit you leveled up (ex. Zealot charge ability).  Race level-ups will award talent-like points
    -players learn to harness the powers present in all 3 races and to mix/match different units' skills.  For example (when no one is around to see your true form), you can charge [zealot] a wild enemy, perform a spin attack with a scythe [DarkTemplar], Mind Control the enemy [infestor] and make him walk a distance away, then open up on him with guns [Marine]
    -Every unit type has at least 2 or 3 active skills, allowing for a huge amount of combos and for players to be very creative with their strategies
    -When in the presence of units who can't become aware of your secret, you are limited to the units under that race
    -Linear quest-line similar to Diablo 2 but with side-quests and other things to do as well
    -Different strategies for different enemies (ex. some units only vulnerable to guns, others only to melee)
    -Boss fights that make you think
    -Environmental secrets that aren't required but make things a little easier (for example, the power band in the original Legend of Zelda [which I'm currently in the middle of playing] lets the player move big rocks and discover 4 teleports around the world.  While they aren't required, it can save a little time)

    Feel free to suggest any changes, or say "it'd be better/worse with/without ___"!  I mainly just need to know if I should devote time and effort to this.  Also, if you'd be interested in helping me (especially with non-trigger stuff), let me know!  Thanks to all

    Posted in: Map Feedback
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    posted a message on why won't this work??

    Just ran a test, where it told me the number of players in Active Players (2) and All Players (16) when I was testing it.  I guess that means it counts computer-controlled players as Active.  So then can I just make that trigger if number of players in active players is 1 more than the ones actually there, itll work?

    Posted in: Triggers
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    posted a message on why won't this work??

        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
            (Used dialog item) == Start Button
        Actions
            Variable - Set Voted for Start[(Triggering player)] = True
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of players in (Active Players)) == 1
                    And
                        Conditions
                            Voted for Start[1] == True
                Then
                    Trigger - Run FUNCT Start the game  (Check Conditions, Don't Wait until it finishes)

    EDIT:  apparently the problem lies with "(Number of players in (Active Players)) == 1"

    Posted in: Triggers
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    posted a message on issue with the PM system on the site

    okay cool, i just wanted to report it just in case

    Posted in: General Chat
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    posted a message on issue with the PM system on the site

    Sorry if this isn't the right forum, wasn't sure where to post this

    I have read all my PMs, but for the past 2 days (since i got 2 more) the site keeps telling me I have 2 unread ones. I've quadruple checked and I have read them all.. This has happened several times before as well

    Posted in: General Chat
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