• 0

    posted a message on Can't place minerals. Help please.

    It has to do with the playable area / view area. if you want to change it, go to your map options at the top, and one of the options there allows you to stretch the playable zone.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Project] SC2_Renegade

    PS: if anyone knows good specs for videos, let me know. I had a 1.4Gb video of 4 min of gameplay, and after I put it on Youtube, the sound was out of sync -.-

    Posted in: Project Workplace
  • 0

    posted a message on [Project] SC2_Renegade

    http://img22.imageshack.us/img22/8558/sc2reneragelogo.gif
    In a world where the Terran Dominion has control over all the human assets within the territory, some individuals are chasing their goal of enriching themselves, without having the Dominion's eyes on them. A few groups of Humans have branched off the Dominion to find their own mining grounds...

    But when Two of those Factions find the same rich land, the battle is inevitable...

    SC2_ Renegade is a multiplayer map, allowing you to fight head on with teams of 7v7. You will fight by purchasing armor suits, and with each armor suit, custom personalized purchasable items. Each armor suit gives you advantages and disadvantaged over various factors. You will also need to use vehicles and air support to win over the battlefield.

    The game should include multiple game modes, such as Annihilation, Capture the flag and Team deathmatch.

    Some of the features include:
    -4 purchasable different armor suits
    -Each individual suit has a main attack, a secondary attack, purchasable consumable items, personal augments and personal special ability.
    -Purchasable hellion, viking combat armor, siege tank with controllable turret.
    -Purchasable SCV to increase your team's mineral income.
    -Purchasable personal medivac, Banshee strike.
    -More?

    A Demo video is pending, but until then, here are some images to put you in appetite...

    Note: Nothing in these images is final, this includes: the map itself, the abilities effects and damage, no custom menu done, etc.
    http://img269.imageshack.us/img269/9780/sc2renegadeoasis.jpg
    http://img251.imageshack.us/img251/1904/renegadepregame.jpg
    http://img651.imageshack.us/img651/2443/renegadedroppod.jpg
    http://img811.imageshack.us/img811/5881/renegadeflagreset.jpg
    http://img818.imageshack.us/img818/5315/renegadepurchase.jpg
    http://img27.imageshack.us/img27/3694/renegadehellion.jpg
    http://img10.imageshack.us/img10/6770/renegadetank.jpg

    I am looking forward to trying this game with the Community !

    Posted in: Project Workplace
  • 0

    posted a message on Force Turret To Look At Angle/Point

    @Eiviyn: Go

    I have your map and tried localizing it but no dice, hence why I need another way to find that info :P

    Posted in: Miscellaneous Development
  • 0

    posted a message on Force Turret To Look At Angle/Point

    Bah, I can't figure it out either, any luck for you folks?

    Posted in: Miscellaneous Development
  • 0

    posted a message on SC: Survivors Cinematic

    You realize that by making us see that video, we expect BLIZZARD QUALITY MATERIAL.

    Get working ! :)

    Amazing video!

    Posted in: Project Workplace
  • 0

    posted a message on The sound of a missile weapon

    @Aztron: Go

    When I create an ability that launches a missile, most of the sounds can be set in the "launch missile" actor of the ability.

    Look into the Launch, target, impact stuff, you will see models, sounds, etc.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Immune to a Damage Type

    I'm not sure but here is what I would do:

    Use the Guardian shield ability, and modify its effect to reduce damage for ->whatever type you want<- to 10,000 or something bigger than your biggest attack possible.

    Should do the trick.

    EDIT: Ack, I can only find the overall reduction, I could have sworn I saw an option for each type. Mess around with the damage response section.

    Posted in: Miscellaneous Development
  • 0

    posted a message on autoselect target?

    An option would be to create a unit group, and each time you press tab, make the trigger select a different "unit number" in the group.

    So like, select unit 1 from Player group. Push tab, select player 2 from Player group, etc.

    Maybe?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Using the Destroy persistent effect

    Thanks all,

    My project is partially a learning thing to use the editor instead of triggers so I wanted to try and use data much as I can.

    ill use the weapon and range idea :P

    Posted in: Miscellaneous Development
  • 0

    posted a message on Using the Destroy persistent effect

    @ProxyTooMuch: Go

    Mmm Sounds like a decent idea, I think I can figure out how to make it spawn the unit but I'm not sure how I would make the unit suicide/damage when a target runs by (Using only data editor that is).

    I'll fiddle around later and try stuff out, :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Using the Destroy persistent effect

    Has anyone been able to?

    I posted this in the bug section as well since it causes a crash but I wanted to post here because more people visit and perhaps we will find an answer:

    ---

    I also experienced this with my project. I needed a "tripped" landmine so I set a persistent search to 1 second 120 times (2 min), and each search has 2 search areas, one to trigger the boom/damage and one to destroy persistent.

    sadly It doesn't seem to be working if I put the destroy persistent 2nd on the list, and it sometimes crashes when I put it first on the list.

    Either way, my landmine doesn't work >.< Any input?

    ---

    Posted in: Miscellaneous Development
  • 0

    posted a message on Destroy Persistent effect Crashes

    @ezbeats: Go

    I also experienced this with my project. I needed a "tripped" landmine so I set a persistent search to 1 second 120 times (2 min), and each search has 2 search areas, one to trigger the boom/damage and one to destroy persistent.

    sadly It doesn't seem to be working if I put the destroy persistent 2nd on the list, and it sometimes crashes when I put it first on the list.

    Either way, my landmine doesn't work >.< Any input?

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on persistent hardened shield effect

    @ZiplockSC2: Go

    Okay, I figured it out using your example in your map link/

    Thanks a bunch, very well done !

    Posted in: Miscellaneous Development
  • 0

    posted a message on persistent hardened shield effect

    @zifoon: Go

    Could you, or anyone else, elaborate more on this post?

    My goal is to create a shield that reduces incoming damage, which works. I use the hardened shield from the immortal as models and got everything in this post to work (period count etc) but its clunky and I would rather have it freeze the animation, but my timer doesn't seem to work.

    I have these events in my plasma shield actor.
    Effect.Plasmashield(dummy).start
    TimerSet 0.2 Shield

    TimerExpired
    Animation Pause

    Doesn't seem to work. Also, how would I go about cancelling it? I want the shield to be active only when a button is pushed, but my trigger to remove behavior doesn't seem to remove the buff.

    Thanks!

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.