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    posted a message on How to properly duplicate heal ability

    I want to duplicate the medic heal ability, so that i can have one medic heal ability heal for a certain amount and another medic heal ability heal for a different amount. How do i go about properlly duplicating the ability, i tried just duplicating and some things are missing and what not.

    Thanks.

    Also to clarify a bit, one unit has the default heal ability and im trying to duplicate the unit, including its heal ability so i can change the heal amount for the new units heal ability.

    Posted in: Data
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    posted a message on How to make it so you can walk through building

    ok thxs

    Posted in: Data
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    posted a message on Basic Trigger Question

    k thxs

    Posted in: Triggers
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    posted a message on How to make it so you can walk through building

    Title says it, i tried footprints but it causes problems if i remove footprints, like i try to spawn it in a certain location and it doesnt go where i want it to.

    Posted in: Data
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    posted a message on Basic Trigger Question

    When a trigger encounters an error how is that handled? Does the trigger just crash and everything after the point of the crash is not executed, or does it throw the error and continue on with execution at the next step?

    Thanks.

    Posted in: Triggers
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    posted a message on 3ds max transparency question

    Simple question here, using the old m3 import/export i imported a model from wow with just 1 texture. When i apply the texture the transparency shows up as some strange color. How do i get the transparency of the texture to show up as transparency on the model?

    Thanks.

    Posted in: Artist Tavern
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    posted a message on What's in Zelda ?

    @SearingChicken: Go

    Chicken, someone actually already did the NES version of Zelda, the guy created a 2d sprite engine with the NES zelda sprites and what not, made some stuff, but abandon the project. I played it, if i remember correctly you could walk around, hit bushes, and you where supposed to try to get somewhere or something, and that was it.

    Also Ocarina of time is considered by far the best zelda game of all time by critics anyways, and most people i think it sold better than any other game and really put zelda into the maintream. Heck many critics consider orcana of time to be the best N64 game ever made.

    Posted in: General Chat
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    posted a message on What's in Zelda ?

    @pokenoufl: Go

    Download a nintendo 64 emulator, get zelda ocarina of time, play it, its better than most games that are put out today.

    Posted in: General Chat
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    posted a message on Need to deprotect a map, any helpers? PM me.

    @hobbidude: Go

    Galaxy is actually very easy to understand for anyone who knows C, really id think anyone who knows any mainstream language could easily read galaxy and determine what its doing. As far as writing it only real difference ive seen is it seems there are some prefix nameing conventions, like lv_ for local variable, idk if it wouldnt compile or run properlly without it, but again stuff like that doesnt even matter when your just reading the code so ya.

    It would be surprising to me though, that someone whose supposedly a programmer like this guy would need to copy someones code instead of writing it themselves, ive written some of the stuff hes talking about and its not hard, might take several hours each, you could of done it in the time you spent trying to steal it assumeing your not stupid. I dont have a problem with learning, i looked at *open* maps on WC3 to learn origonally, and certainly the lack of open maps has made it harder for newbies in SC2 to learn which probabbly has hurt the map community. But by learnign i mean newbies, often times kids who dont even know anything about programming, not people who actually know how but are just too lazy to write their own code. WC3 was easy to mod in and that increased the number of maps due to the number of people who could make maps in this more simplistic system, the complexity of the SC2 editor has pushed many of these people out.

    That being said i do not approve of stealing someones code when they explicitly told you not to. Its their code and you shouldnt be copying it without their permission. Not to mention if your from WC3 the trigger editor isnt all that differnt if i remember correctly. You have an obvious deficiency in personal morality, and seem to not understand the difference between right and wrong (there is a difference between "acknowledging" something is wrong, and actually believing it yourself). I would have banned you for obvious reasons, this is a website where people make maps and you come on here, to said website, asking how to steal our maps. However that isn't up to me.

    I would also imagine that you are "in breach of contract" in at-least one if not numerous areas and would probably be per-ma banned by SC2 admins if they knew you where doing this. Although im not familiar wit the EULA or anything, i do know that these maps are the property of blizzard, not you, and you have no rights to them.

    Posted in: General Chat
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    posted a message on I'm disappointed for my project :(

    @hemanbrian: Go

    I looked at your maps, they have some problems:

    1. Crashing is fairly common it seems.

    2. Th aim is sometimes off.

    3. The view that comes with third person mode is kind of all over the place at times especially when turning, but you may not be able to do anything about that.

    4. Movement in general does not seem really fluid, movement/footwork is extremely important for first person shooters.

    5. The player can zoom out to overhead view (you should lock their view in third person, or maybe make it first person if you can, if it would be better as that's what people are used to in FPS games).

    6. The cross-hairs are not that great.

    7. Sometimes things do not react in the way you would expect, sometimes when after reloading it would still say i have no bullets, and sometimes when attempting to fire the cross-hair would get big, and the character would make the motion of firing but the gun would not actually fire.

    8. I'm not sure that jumping actually works, not sure why its in the game other than to bunny hop to avoid being shot.

    9. The games unit pathing can cause some unexpected movement, like pressing forward and your goes left to avoid rubble on the ground, but again im not sure you can do anything about the units Pathing AI, it may just be another problem with trying to convert a RTS engine to an FPS engine, maybe take this stuff off the ground as you cant see it anyways, it just surprises you when your trying to move straight and for some reason your character is running to the left.

    10. Not really a problem, but you have 3 different maps or so, why not put them all on the same map and just spawn the units into whatever part of the map the players vote to play in.

    11. Miscellaneous cleaning up, for example the UI that shows dead/alive could be cleaned up a little, you have some english and spanish mixed in together, like dead/vivo.

    12. Your loading screen inst really well organized and efficient in terms of telling the player what they need to know which is often times the only opportunity you have as they are usually too lazy to actually read how to play the game on its arcade page, but i don't think it really matters given pretty much everyone knows how to play counter-strike, but some don't there are a lot of kids that play SC2 that where born when CS came out.

    13. In the maps where it takes more than one hit to kill a person, there does not seem to be any way for the player to know if their shots are hitting the enemy unit, i know if they miss they hit the ground and it kicks up dirt, but maybe if it hits a unit have a blood splatter effect or something.

    On top of this you would obviously have to get rid of the AI players and make the game multilayer and remove the cheat code or whatever it is before you could/should put it on the arcade. This should be a multiplayer arcade map, not a single player map with AI, in my opinion, and also there should be multiple rounds, like first team win 3 rounds wins or something.

    So ya, when your making a game its extremely important that before you post it, that everything plays well and that there are no technical issues. Once your at that stage you beta test it for balancing, which im not sure you would need to really do much of, given it seems everyone has the same weapons.

    You have a very good concept and I would think most of the work is done, you seem to have done a lot of work given you have 5,500 lines of code in your game which is quite a lot. It also makes me happy to see someone pushing the boundaries of the editor and doing something different. But quality is extremely important, many if not most people are not patient enough to deal with some of these things, and at the least improving upon them would make people play the game longer. Other people on this site might tell you differently, but you have to keep in mind that they ARE NOT representative of the actual Starcraft 2 player base. Its the biggest thing that i have to stress, EVERYTHING has to work properly, and when i say that i mean as close to perfect as you can get it. You can not have crashes, you cannot have a view perspective that is jumping all over the place, you cannot have the players aim being thrown off, and movement has to be fluid just like it is in any first person shooter. Work on your game and try to get it so that it plays as well and as smoothly as counter strike.

    Once you get it to a point where it is high quality and everything works very well, then maybe put it out there or ask someone like husky to look at the map. You could send him the map now if you want, and he might be impressed with the idea and the engine, but there are glaring problems. After playing only a few rounds the initial impression with the game may wear off and he may not want to do it, or if he does the same thing may happen with the people who do end up playing it may too lose interest after a few rounds. Even if you put it out there and a decent number of people played it, if the game wasn't ready then those people would play it, see the problems and form a negative opinion of the game, and never play the game again. Even if you fixed the problems and re-uploaded the map, people would just see the game and say, "oh ya i played that along time ago, it wasn't any good" and they would never give your game another chance even though the problems where fixed. That first impression is important.

    The point here is, if this is your "one big chance" you have to make the most of it, and that means making your map so that it is as ready as it can be when that time comes, you don't want to waste your chance by asking him to do a video on your map when its not ready, but you can do what you want, this is just my opinion.

    Posted in: Map Review
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    posted a message on I'm disappointed for my project :(

    @hemanbrian: Go

    Si usted no habla o comprende ingles bien dime porque yo hablo un poco espaniol.

    The game looks interesting, although I haven't played it or anything. What you could do is ask husky starcraft, he has the biggest starcraft 2 channel on youtube I think and ask him to make a video of your custom game, he sometimes makes videos of custom games. As far as i know he is open to map makers such as yourself sending him a request to consider looking at your game and possibly making a video of it. This could really help get your game out there, it helped me, although i didn't ask him he just found my game and decided to play it and liked it. The first game i made for SC2 was only being played by a small amount of people but when he made a video of it it got on the first page basically over night and was ranked #2 most played map in the world after a day or two, here is the video he did of my game:

    So its worth a try it could help you too. Getting your maps name out there is the biggest thing, and that is hard to do with the arcade/popularity system and there just not being many mediums for advertising or anything.

    Here is his contact information:

    http://www.youtube.com/user/HuskyStarcraft/about

    Posted in: Map Review
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    posted a message on [Solved] Where in the data editor can you change Creep texture?

    Title says it all, thanks.

    Posted in: Data
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    posted a message on [Solved] Altering Terrain Height With Unit Actors

    Hi, im trying to increase/decrease the height of terrain via unit actors. I know this can be done, but how specifically do you do it? Or is there a unit asset that can do this that i could download i cant image that someone wouldn't have put one up by now.

    Thanks.

    Posted in: Data
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    posted a message on MSG From Blizzard.

    @MasterWrath: Go

    Eh IMO paying for customs is a bad idea. This game is primarilly played by kids, having the kids pay extra money to play thier favorite custom games or really any custom game just doesn't seem right, i know growing up as a kid i loved playing wc3 custom games and i didn't have the money to go around buying all these extra games. I mean the idea of shaking down kids for their allowance money just doesnt seem right to me. You don't have to make money on everything, some things are more important.

    I have many fond memories of playing wc3 customs with my brothers and real life friends when we were kids, when you charge money and put games out of reach for people you take this away from them. if you like making games for people then do that, if its money you want make an Indie game and try to sell that or something. If you dont like map making to the point where someone would have to pay you to do it, maybe find a hobby that you would engage in for free.

    Posted in: General Chat
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