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    posted a message on dummy ability
    Define "dummy effect"... I think I know what you mean.
    Posted in: Miscellaneous Development
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    posted a message on Technical dude looking for projkt
    I am a skilled programmer, knowing C++, PHP, and JavaScript, all of which are pretty similar to SC2's triggers (especially JS). I'm also pretty good with the data editor, and could probably automate some repetitive tasks with PHP scripts. But, creative stuff is where I fail. I can't design anything without an extreme degree of difficulty, and am only willing to go through with it for extremely ambitious projects that never get finished because they're too ambitious. ("Anything" = ANYTHING. Economy systems, units, heroes, gameplay, etc.) I also can't model, which is what kills a lot of my projects. So... If anyone has a project that they want to make, but don't feel that they have the technical skills, or just wants help with a project - I'm here. Note that I don't work well in teams which contain more than myself doing most of the technical work. This is partially due to my being incredibly messy with my stuff (eg. before I canceled Wonk_Sauce, the build requirement for the Sensor Tower was "Has Nuke", which detected ownership of a Ghost Academy) and absurd names (eg. "Probe - PLYON MAEK") resulting in things being hard to understand for anyone but me, and partially due to my mental borkage resulting in me not getting along with other people well at all.
    Posted in: Team Recruitment
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    posted a message on Help me Brainstorm for a Hero Map
    I have a gazillion ideas. MSN me if you want to hear some of them: [email protected] (Not sharing them here because I don't know exactly what you want so I'd either have to guess or type up at least twenty pages worth of concepts - after locating them all, that is.)
    Posted in: Miscellaneous Development
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    posted a message on Wonk_Sauce (fleet RTS) - development thread, yo!
    This project has been put on indefinite standby until I learn to model - there aren't enough builtin models for all the ships I want, and even with tricks like the Gamblegun (Thor riding a Medivac) it's going to be extremely difficult to pull off (and ships would start to get hard to tell apart).
    Posted in: Project Workplace
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    posted a message on Updating

    I looked in the patches with WinMPQ and realized that. •annoyed•

    Posted in: General Chat
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    posted a message on Updating
    It actually does matter... I need the new models for an SC2 machinima project, and soon. Especially the unarmed human model I assume they're including. ;o EDIT: Actually, if someone could just toss me a copy of said model...
    Posted in: General Chat
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    posted a message on Updating
    I've tracked the problem to my antivirus (Norton 360) with a pretty good degree of certainty. The guide linked to above has a guide that's supposes to cover this, but it covers a different version with a totally different menu layout. Anyone have any idea what to do?
    Posted in: General Chat
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    posted a message on Updating
    I'm currently on Patch 15, so yes. I DID install Norton 360 between my last update and now, but I had disabled it before trying to update.
    Posted in: General Chat
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    posted a message on Updating
    "EDIT: I disabled my firewall, ran SC2, and eventually got to the login screen. After typing in my email, it closed. I am running as an administrator on Windows 7." <= I can't log in to SC2.
    Posted in: General Chat
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    posted a message on Updating

    How in the name of pie do you upgrade to above patch 15? I desperately need the new models.

    EDIT: I disabled my firewall, ran SC2, and eventually got to the login screen. After typing in my email, it closed. I am running as an administrator on Windows 7.

    Posted in: General Chat
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    posted a message on Wonk_Sauce (fleet RTS) - development thread, yo!
    I've made a few changes to the concept. First, all structures will now require Planets. This includes supply providers, turrets, and the Nydus Worm. (The Creep Tumor has been removed, for reasons that will be explained later.) Second, I've streamlined the Mailmen tech tree, and they are down to nine structures. Five are production/research structures that also enable the next structure. One is the Supply Depot; one is the Research Lavatory (which researches global upgrades, of which there are four main types, with each having ten levels); one is a turret, and one is the Coffee Maker (which can cast a Chrono Boost-esque spell and Calldown: Coffee Barge, which summons an immobile unit with a timed life that passively distributes coffee to nearby units, raising their firepower). Additionally, the Mailmen's Detection ability has been moved to the Coffee Barge as an upgrade. The Defilers lost the Drone and Overlord. Production is now carried out by the Defiled Cathedral (Hatchery) at infinite range. Additionally, and most importantly, they can only have one unit under production for each owned Defiled Cathedral, and no longer use conventional Supply. Expect a demo of a few ships within the week.
    Posted in: Project Workplace
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    posted a message on This is like that for all people?

    When you edit anything in the data editor, it creates a copy with its name in green. If there is a green-lettered copy of anything, it is what's loaded instead of the original. Does that clarify anything? If not, then I'm probably mis-understanding you - not unlikely, given my horrible communication skills and current state of jet lag.

    Posted in: Miscellaneous Development
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    posted a message on How come my triggers wont work?

    Show the entire trigger, not just the actions. I don't see any reason why that you would have that problem.

    EDIT: Wait a sec. Did you really mean to have that wait inside the loop? Same goes for the Run Trigger action. Actually, what's the point of the loop?

    Posted in: Triggers
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    posted a message on [Data] Customized Movers (Advanced Difficulty)

    In StarCraft 1, if you set a missile to "Go To Max. Range" in weapons.dat (like the Lurker's weapon, which is actually a missile), it fires in the direction that the attackwith opcode that launches it is reached in iscript.bin. By turning the unit by increments of one until the unit goes through a full circle, and calling attackwith after each turn, you could create "nova" attacks that fire in all directions. Variations on this include the "partial nova", where the unit sometimes turns in larger increments, allowing things like a plus-sign shaped attack or a conical blast, the "randomized nova", where each attackwith had a chance to be skipped, causing the attack to head in certain random directions, and the "randomized partial nova", which is a combination of the two. How would you go about creating something like this in SC2? I'm currently doing it by manually launching the attack with the "launch effect at point" trigger, but doing it with the data editor would probably be less laggy.

    tl;dr Can you make an attack that launches in a different direction than the one that the unit is firing in without using triggers?

    Posted in: Tutorials
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    posted a message on Wonk_Sauce (fleet RTS) - development thread, yo!

    Two random screenshots. Together, this took about an hour of work. ;o

    screenshot 1 The Apocolypse's Death Pyramid attack. The Zerg Eggs you see there are going to be killed as they spawn so you'll only see them as blood explosions. (They're there to launch the Archon blasts that make up the sides of the pyramid.) You can also see a Gamblegun floating there, as well. (Gamblegun = Thor riding a Medivac :awesome: )

    screenshot 2 The Passage Through Hades. It's a regular Nydus Worm (though all units can use it and it's summoned by morphing a Drone). This screenshot is really to show off my custom Creep.

    EDIT: Gah, I forgot to explain the random Zerg Beacons. Those are Vespene Geysers that I accidentally made use the Zerg Beacon graphic (somehow) that will become planets.

    Posted in: Project Workplace
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