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    posted a message on Just Another TUG Map (The 24 hour TUG)

    @GlornII: Go

    This was 2 days ago. Is he still alive?

    Posted in: Project Workplace
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    posted a message on I'm new here
    Quote from TheAlmaity: Go

    We're too busy mapping/whining about the popularity system (More or less the same thing :p) to even realize there is more than one room in the house(, or to think where that nice lady that brings the sandwhiches comes from)

    In my house I have to make the maps and make the sandwiches. I wish my wife would figure out how to take over one of those two things so I could have some more time to myself.

    Posted in: Off-Topic
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    posted a message on Immortality Protocol ability on Odin problem...

    @Ymerejliaf: Go

    Welcome to the data editor. It's an absolute pain some times.

    This is now your journey and you need to try to find the solution, because it's rapidly getting to the point where it's too complicated to try to troubleshoot it in back-and-forth messages. When I have problems mimicking skills that are already in the game, i check, recheck, and check again. Check all the actors for abilities, actor events, behaviors, effects, check the unit's behaviors, the unit actor's events, the ability actor events. Things are often spread across multiple data types and it's hard to figure out. Some times you could copy an ability and one element does not copy properly.

    Take some more time and see if you can narrow down the problem back to something very specific. Everyone who has made a serious map has gone through what you're going through right now.

    Posted in: Miscellaneous Development
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    posted a message on I want your feedback on Custom RPGs

    @Projekton: Go

    I like content, but content is also the thing that will turn an RPG game from a 100 hour project to a 500 hour project. I like it when objectives are promoted, rather than players just wandering around farming. PvP is also hard to achieve in a content-based RPG.

    I guess overall I would say that I have no interest in playing a farming-based RPG game, but also you should know that if you're doing a content-based RPG that you're going to be getting in deep really fast. It will take a very long time to make a good one.

    Posted in: General Chat
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    posted a message on Immortality Protocol ability on Odin problem...

    @Ymerejliaf: Go

    Try this.

    On your Odin Wreckage actor have this event.

    AbilMorph.OdinReborn.Finish

    -> MorphFrom OdinWreckage

    -> MorphTo Odin

    [ ] Destroy

    - - - - - - -

    On your Odin actor have this event.

    AbilMorph.OdinReborn.Finish

    -> MorphFrom OdinWreckage

    -> MorphTo Odin

    [ ] Create

    Posted in: Miscellaneous Development
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    posted a message on (CONCEPT) A Music Game Concept by Bounty

    @Bounty_98: Go

    There's an unfortunate amount of negativity here, and I agree that you would have major problems with music, size limits, copyrights. Most likely this could only work as a single-player mod.

    But all the road blocks aside, that looked extremely cool. I've done some game-to-music syncing in SC2 and I know that it's very hard, even for just a few seconds of audio. I am completely impressed.

    Posted in: Project Workplace
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    posted a message on Immortality Protocol ability on Odin problem...

    @Ymerejliaf: Go

    Sounds to me like your actor for the Odin Wreckage isn't getting destroyed properly. There's got to be some data event that you can use to destroy the actor when the rebuilding is complete. I've never used that ability myself, but whenever you've got two unit models on the same unit, it's always because one of the actors hasn't been destroyed.

    Posted in: Miscellaneous Development
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    posted a message on Simultaneous Audio Streams

    I have a portion in my game where it plays a piece of music for about a minute. I am playing this music as a regular sound file as type "alert" so that the sound volume is not lowered around the game sounds (for ex: music will dim volume when there are combat sound effects).

    This music needs to stop when a player kills a boss (it's a FFA-style, so each player has their own boss, and that player's music ends when they kill their own boss). When I play an audio file for a specific player, then it will stop the audio file for everyone else who was already listening to it. I.e., this music file can be played for only one person at a time, or for all players at once. I guess it would be more accurate to say that it can play for only one player group at a time.

    Is there a way to allow the same sound object to be played for multiple player groups at the same time?

    Posted in: Data
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    posted a message on Separating Player Chat From Game Text

    I have been working on a game that has a lot of text-based chat between characters and other story elements in the game. Everything the characters say goes into the Chat pane, and I do this because I am using every other pan for other things (directive, debug, error, objective, etc). I can't use the cinematic pane because it's off on the bottom on top of the console, so it can't be read.

    This creates a problem where player's in-game chat will interfere with the story. Something a character says could be pushed off the screen by a player message, or regular player's communication could be pushed off from a character's message. It's annoying, and I'm looking for a way to work around this. Is it possible to direct player's chat somewhere else? Is it possible to separate the game text from the player's chat and fit them both on the front of the screen? Is it possible to move the cinematic text pane to be in a visible and usable spot on the screen?

    Any suggestions would be greatly appreciated!

    Posted in: Miscellaneous Development
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    posted a message on The Colonies

    @rodon1: Go

    I'm sure you can find help on SC2Mapster, even with a language barrier.

    First, keep every post about ONE topic or problem or question. You're much more likely to get help than posing many things in the same thread with an unclear objective.

    Second, project workplace forum should be about a project as a whole, not really a place to get help. There are many other specialized boards where you can post specific questions.

    Just figure out exactly what you need and try to explain one problem at a time as clearly as you can.

    Posted in: Project Workplace
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    posted a message on I need a primer on banks

    I've been SC2 map editing for two years, but one thing I still don't understand is banks. The information about them is scattered around, and I'm looking for just a simple explanation of what a bank is. I believe you can use it to save high scores and stuff between games?

    If I save information in a bank at the end of a game, let's say one player's high score on the game, is that information saved with the published map? I have heard some nonsense about how bank information needs to get transferred between players or something. I don't know if that is true or even what it really means.

    Could anyone please lay down the basics for me, or let me know where I could find a tutorial that explains it?

    Posted in: Miscellaneous Development
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    posted a message on Buff stack count in the tooltip?

    I've got a passive buff that can be stacked up to 25 times. The small buff icon for the unit doesn't say how many stacks the unit has. Is there any way to put the stack count into the tooltip?

    Posted in: Data
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    posted a message on [Blizzcon 2011] Arcade and Editor Improvements
    Quote from ProzaicMuze: Go

    I think this entire argument is moot.

    50% of you would be willing to pay $5 for a model of a hat or a cool skin for your favorite hero in Sockem Boppem Action Fighters 2. Even more of you are willing to pay that (and more) each week for your favorite pop/coffee/alcoholic beverages. To think that many of you scoff at paying money for games when you happily empty your wallets for trivial junk is mind boggling.

    I definitely think too hard when it comes to spending a dollar on casual mobile games. A dollar is nothing, yet I will still look up all kinds of reviews for cheap phone games and really pick and choose the one I want. But at the same time, I didn't think twice before I just spent a dollar for my League of Legends green Taric skin. Same champion, but now he is green instead of blue.

    It's so weird.

    Posted in: General Chat
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    posted a message on (Solved) Scattering Units Away From Construction
    Quote from Kueken531: Go

    It might straight up be the uncommandable - flag. Did you try to remove that already?

    LOL, ok removing the uncommandable flag fixed it. It's like I put the answer into my own question, and I just needed someone with a clear head to spell it out for me.

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Scattering Units Away From Construction

    In Starcraft 2 melee, the units will automatically move away from an area when you try to build a structure where the unit is standing. In my map, it is covered with uncommandable units that wander around, but are still owned by the player. These uncommandable units do not scatter away from construction orders, and I'm wondering what status a unit needs to be able to scatter away automatically (while also letting the builder unit wait to try to build it before giving up).

    Does anyone know?

    Posted in: Miscellaneous Development
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