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    posted a message on Can anyone help me get Starcraft 1 units into Starcraft 2?

    @totalysharky: Go

    Not quite sure what you're expecting, but you surely can't import SC1 units into SC2. You can use many of the SC1 units remade for the SC2 campaign, and some units like lurkers are available in the editor even though they're not used in the game. You have to search through your unit data to find these units. For things like valkyrie, you'd have to essentially rename a viking or use one of the mercenary viking models. You can probably find other threads about how to make projectiles that behave like the valkyrie, but that's getting into a lot more effort that it sounds like you want to do here.

    Posted in: Miscellaneous Development
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    posted a message on [WIP] Project Avatars

    @Bounty_98: Go

    Do you think you'll run into problems with the 10mb map size limit?

    Posted in: Project Workplace
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    posted a message on No more school!

    @Xtremedesyr: Go

    I'm sure you're right. I think high school/college would be peanuts easy for me at this point if I had to do it over again. A master's degree would be SO much work and I would be paying instead of getting paid. I also think I learn more useful information while on the job than I ever would in a classroom.

    The biggest thing one can miss from school is being surrounded by your friends, and generally people your own age. As an adult I am now working with many boring middle aged men with horseshoe of hair around their bald heads. I look in the mirror and I see that my hair is beginning to go too. I visit my friends, at best, once a month. And to make things worse, my rate of finding new friends to hang out with has slowed down to a fraction of what it was in college.

    School sucks, but the social perks really help to offset the misery. Also, lets not forget that the point of all this is that summer vacation is so awesome.

    Posted in: Off-Topic
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    posted a message on "Too many threads" from Unit enters region

    @Kueken531: Go

    Too bad about the editor mechanics, but good suggestion. I combined a lot of stuff into a single trigger. The problem is theoretically still present, but I throttled the worst of it so I think it will be extremely unlikely to happen again.

    Posted in: Miscellaneous Development
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    posted a message on "Too many threads" from Unit enters region

    I have a number of triggers with the event "Unit enters (Playable map area)". When I spawn too many units on the map at the same exact time, I have a problem where I get the error "Too many threads" from these unit enters region triggers. Due to the number of unit enters region triggers I have (about 30), I can see this error appear when as few as 15-20 units spawning at the exact same time.

    The weird thing is that I get the "Too many threads" errors from triggers where the conditions aren't met. It seems to be creating a thread for these unit enters region triggers even if it never matches the conditions and never invokes the actions. Is there a way to prevent all these threads from getting created when the conditions aren't met?

    In some cases I was able to alleviate the problem by adding a .1 second wait between spawns, but I can't use this solution for everything. :(

    Posted in: Miscellaneous Development
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    posted a message on No more school!

    Tests? What's a test? I am now gainfully employed and I haven't taken a test in five years!!

    On the other hand, I recall a Simpson's episode where Bart broke his arm on summer vacation.

    Bart : Aw, I'm going to miss the whole summer!

    Homer : Don't worry, boy. When you get a job like me, you'll miss every summer.

    Posted in: Off-Topic
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    posted a message on Opinion needed please read !

    @Air1: Go

    I know I'm going to sound like an ass here, but you're not going to get any serious attention with a description like this.

    "I will hopefully have 3 difficulty settings, if you cant guess wat they are you are a noob. So anyway these players will be droped in the city, all Allys but without shared vision. So you will have to find each other somehow (i am trying to disable the Mini map Ping) and to stop people camping Ive made bosses that will hopefully stop them from camping."

    My opinion is, make it a bit more professional and worded more clearly so it actually seems like you have a lot of the game planned out.

    I don't like dumping on people's visions, but I do not have the impression that you will be able to complete this game with the level of complexity that you have laid out here.

    But enough negativity! We're here to learn and here are some serious suggestions about your idea.

    • Work out a very clear focus on what your gameplay will be about. What are your objectives? Is the game really about finding each other, or is it about killing bosses? The simpler option would be to focus the game on finding each other and getting everybody out alive, and make boss fights secondary.
    • I've seen all these classes before and there's really nothing new in the hero design. You could try something different, like randomize each player to a different role and don't let them choose. Each class could have some combat skills, and some meta-game skills to help find the other players. For example, a scout would be able to see where supply drops are on the map and give them the ability to reveal the location of one supply drop to one other player at a time. A technician could activate a comm satellite. A marine could launch flares. A medic could have a heartbeat sensor to locate an injured ally.
    • Each player needs to have a clear objective at all times. If they're just trying to randomly find someone else, they must be able to do something to help speed this up. Or give them an encounter or side mission.
    • Make simple boss fights spawn to attack players who are grouped up. Once 3 people get together, maybe a scripted event could happen to them.
    • Handle death and respawning in a clever way that does not diminish the player's enjoyment.
    Posted in: Map Feedback
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    posted a message on Idea`s for Blizzard (or mapMakers?)

    Marines should be able to ride like cowboys on top of nydus worms.

    Posted in: General Chat
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    posted a message on Please review...

    @Draconis3216: Go

    If you're just having fun making some maps, then that's cool, keep it up. If you really want to make a great balanced map then I suggest you spend a good amount of time playing ladder games. Even better, I suggest watching some GSL (Global Starcraft Leage) games. They're a lot of fun to watch and you'll learn about the subtleties of macro game balance.

    Posted in: Map Feedback
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    posted a message on Trigger - Unit Behind/Facing Unit

    This is super confusing. You default Val 1 and Val 2 (use better variable names, I think) to a value, and then you immediately change them only if option == behind. I think you're trying to put too much stuff into this one function. Have one function for behind, and one for facing, keep it really simple.

    That being said, it seems like the behind logic should be extremely simple. sourceFacingAngle = facing angle of source, targetDeltaAngle = angle from position of source to position of target

    sourceFacingAngle - 90 should be greater than targetDeltaAngle

    sourceFacingAngle + 90 should be less than targetDeltaAngle

    The hard part is converting them because you want the values between 0-360, and you could subtract below 0 or go above 360. You might need to convert the values using modulus. It's also possible that if you use a variable of type "angle" (i think that's a thing) that it will automatically fix your angles to be between 0-360.

    Posted in: Triggers
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    posted a message on Simple custom tower problem

    Did you duplicate that model or use a model already in the game? Try get it working with an un-altered model. You can use a custom attack or beam actor using a default model.

    And if this doesn't answer your question, then what exactly have you changed from the duplicated data values?

    Posted in: Data
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    posted a message on Simple custom tower problem

    My advice is to duplicate the weapon (right click and choose duplicate weapon so you get that checklist), and choose to duplicate the weapon, effects, and actors. Everything else you can leave unchecked. Then, give your tower that duplicated weapon without any of your other customizations and just see if it works.

    Once you have your duplicate weapon working exactly like the standard probe beam, then you can start making alterations to it. Unfortunately I don't exactly know what that error means.

    For the shooting the beam from overhead, you're going to see a field in one of the actors (you'll probably see it for both the beam and attack actors) that lets you set the "SOp Launch Site" or "Launch Assets". I don't have my editor open so I don't have the exact names. The launch attachment site will probably be set to something like SOpWeapon and you want to change it to SOpOverhead.

    If you have more problems you post back here or you can send me a PM, and I can check it later when I have the editor up.

    Posted in: Data
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    posted a message on Help me not fail miserably in school!

    My wife writes surveys professionally and studies survey methodology, and she would lose it if she read this survey.

    I for one enjoyed the unprofessionalism of this survey :)

    Posted in: Off-Topic
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    posted a message on Tofu (Project TMA) Official Thread

    @Dryeyece: Go

    Nothing but accolades for the effort you've put into this. I've been working on my project for a year (right after beta released) and I'm not as far along as you seem to be.

    I'm pleased to hear you're back in good health, and you didn't let a major life crisis like that bring about an end to your project.

    Posted in: Project Workplace
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    posted a message on Tofu (Project TMA) Official Thread

    Your game looks really awesome, it's great to see people putting in the passion and dedication to give starcraft games the quality they deserve. I have to agree that you must drop the "impressed?" line at the end. It sits on the screen for way too long and asking that question is just fishing for negative feedback (which I can see you have gotten a share of on this thread). Also that song is SO old and has appeared in so many user-made gameplay videos, I think you could find something new and unfamiliar. I seriously think that song was one of the first MP3s I ever downloaded and played on the very first release of Winamp.

    I can't believe the amount of time you have put into this. 16 hours a day? I won't even guess how you found that kind of time. It's just incredible and I think the game is going to be excellent if you continue to put forth the creative power to see it through to the end.

    Posted in: Project Workplace
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