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    posted a message on [Solved] Create random unit (between two) without triggers

    @qwertziopuy: Go

    Yup.

    Most effects and behaviours have a Chance field. Setting this to 0.5 will cause the effect to have a 50% chance of occurring.

    If you created a two behaviours each with a 50% chance to 1) create a Marine or 2) create a Medic, then in some cases you might have both a Medic and a Marine being created.

    I think if you place both 'Spawn Unit' effects in a Set object with equal chances of occurring. No that wouldn't work either.

    Sorry, it's late :D

    Posted in: Data
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    posted a message on Looking to join a team.

    @LongLivetheTalDarim: Go

    I think a school is what you want :3, jokes aside. Get playing around with the trigger editor / data editor, use the wiki, and post in the relevant sub forums. It's easy to learn if you apply yourself.

    Posted in: Team Recruitment
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    posted a message on Asteroids movement updated

    @GreyHunter4: Go

    To anyone who has wanted to do a WASD system since the Beta of June 2010... common knowledge :p

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    @yukaboy: Go

    No. NO. NOOOO Yukaboy.

    Dungeons is terrible. It is nothing like the original games by Bullfrog back in the 1990s.

    It is claimed to be the 'spiritual successor' to Dungeon Keeper but it is nothing like it.

    I bought it on steam because it was half price... Big mistake... You have to create treasure chests and other 'random gimmicks' in your dungeon... to make the 'Good Heroes' happy, before you kill them...

    Terrible.

    Posted in: Project Workplace
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    posted a message on Increase radius of units highlight area

    @Bibendus: Go

    Try editing the Model radius fields. Worth a shot.

    Posted in: Data
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    posted a message on What language would be most useful to learn?

    @Mozared: Go

    I really don't know why everyone is saying Chinese is hard?

    It is actually one of the easiest languages to learn. By comparison, English is the hardest to learn due to semantics, tenses, cases, nuances and obscure spelling...

    The real problem with 'Chinese' is that it is the most diverse language, mainly due to the vast dialect variance.

    http://upload.wikimedia.org/wikipedia/commons/thumb/1/19/Map_of_sinitic_dialect_-_English_version.svg/756px-Map_of_sinitic_dialect_-_English_version.svg.png

    Also, cultural difference makes the language a lot harder to 'absorb'. One prefecture-level city neighbourhood might speak vastly differently to say, the city centre of Beijing. But, you will only ever know these differences by living in (any) country.

    But, we knew that already didn't we? Anything you learn in a college or school (in terms of 'Language'), will be vastly different to how the language is actually used in its' country of origin.

    All these things considered, I would say go for Spanish. Although, with China's recently changing foreign and economic policies, alongside it's privileged status as a BRIC country, it would be my first choice.

    Posted in: Off-Topic
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    posted a message on Noob questions on unit creation

    @Bilxor: Go

    Yay :) I wrote that tutorial ages ago.. sorry I never got around to finishing it. You are right in assuming it is old. Back when I wrote it, it was for the SEN Wiki, but that has merged with a lot of other SC2 wiki editing sites it seems.

    Under Actor, you need to give the unit it's associated sound sets. Hope this helps :)

    http://stardepot.org/tutorials/creating_a_unit_from_scratch/05.png

    Edit: I also find it reads better at it's linked source
    http://www.staredit.net/w2/index.php?title=Create_a_unit&oldid=757

    but that's just me ;)

    Posted in: Data
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    posted a message on Agro level??

    @Selfcreation: Go

    unit fields - acquire level
    behaviour - response levels
    etc. Could be anything.

    Posted in: Data
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    posted a message on Kingdom of Strife [turn based, medieval RTS]

    @Nardival: Go

    Also, another teaser since I've been rendering images for my buttons and tips guide...

    http://content.screencast.com/users/Cardinal.dsc/folders/Jing/media/5afd596f-5cbd-4cc6-8641-e706da20ea9a/2012-01-04_0311.png

    Edit: / sorries, I meant to edit my previous post!

    Posted in: Project Workplace
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    posted a message on Kingdom of Strife [turn based, medieval RTS]

    @ricklypop: Go

    I was actually implementing one of the many Combat Injuries... 'Severed Artery'.. which causes units to bleed and take damage as they move. This was easy enough to achieve through a persistent behaviour and... a validator that checks if the unit is moving...

    The movement through triggers checked for movement orders... Which... was causing problems for a Magus spell which throws units backwards, ie: making them 'move', but not triggering the movement triggers.

    The Skirmishers Trap skills are fully working now too :)

    Posted in: Project Workplace
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    posted a message on Auto-start in lobby when lobby is full?

    @strhsxx: Go

    I personally thought all custom maps started automatically when the lobby is full?

    Posted in: Data
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    posted a message on Kingdom of Strife [turn based, medieval RTS]

    I just completely overhauled the movement system. It was becoming glitchy and unmanageable when using 10+ units at once.

    It now works perfectly and is 100% data oriented.

    Posted in: Project Workplace
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    posted a message on Risk UI help/suggestions

    @pinzu: Go

    This should possibly be moved to the Layouts Subforum, as what you are wanting to do is not simply possible through trigger editing as far as I know.

    You will Ladiq's MPQ Editor and a basic understanding of xml's, frames, and offsets. There is enough information in the Layouts subforum to get you started. I don't know the name of the particular frame that contains the Unit Wireframe or UI Armor Display or Unit Name etc, but you can simply move these frames off screen (ie: with a y value of less than 0).

    Posted in: Triggers
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    posted a message on Must units be duplicated or created?

    @Kabelkorven: Go

    If you edit an 'original' unit. The Editor will automatically recreate that unit, with whatever stats you have edited. Use the Data Source: field to distinguish between what you have copied (or rename units accordingly and use the Editor - Prefix or Suffix) fields to make them recognisable.

    Posted in: Data
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    posted a message on Kingdom of Strife - Alpha Testers (EU)

    @Neonsz: Go

    Added :) welcome aboard.

    Slight change of plans, might start the alpha at the beginning of february. Havn't done enough work over christmas :)

    Also, what time zone are you in Neonsz?

    Posted in: Team Recruitment
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