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    posted a message on Three-Headed Hydra

    Hey Syco!

    That would be something that would be pretty interesting to see. You say you were having problems with the site operations correct? Have you tried switching around the order in which they are applied? I know that sometimes certain Site Ops have a tendency of overwriting each other if not applied in the right order.

    Posted in: Data
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    posted a message on Pathing in editor does not match pathing in game

    @RileyStarcraft: Go

    This situation can also happen with bridge doodads that you have shrunken to use as archways or whatever. They keep their original footprint no matter the scale. Simply turn it off and paint pathing on your own.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Burning Tide (Blizz Custom Map) Trigger Script

    Nice programmer. Keep it up :)

    Posted in: Galaxy Scripting
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    posted a message on Setting Camera Position

    You do not use the model camera action to move the screen camera. What you need to do is:

    1) Create a Camera Variable and set that to the function "Default Game Camera". 2) Now take your Camera Variable and use the "Set camera Object Target" action to set your camera variable's target to a point in your map. 3) Use the "Apply Camera Object for Player" action and apply the Camera Variable that you create over the time frame that you want for the specified player.

    Posted in: Triggers
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    posted a message on Custom AI for Melee Games

    I don't know how you would implement an AI that is different though. When looking at the AI Libs it appears that most of them are just build orders depending on states.

    Posted in: Galaxy Scripting
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    posted a message on [Graph] Battle.net Popularity

    Wake up and smell the coffee guys, the game industry as a whole is changing to satisfy a more casual audience. Wii, Move, Kinnect... the market testing has shown that something you can just pick up and play is much more successful than something that takes time to learn. People look at things like the Wii and say, "Hey I can do that, I know how to move my arms". Thats why things like nexus wars are so successful, "hey I know how to build buildings!" I mean it practically plays itself.

    Posted in: General Chat
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    posted a message on How to hide an ability by default

    I do not have access to the Data Editor right now, but I do believe you need to go to (Commands +). Then there should be a drop down box down box titled "State" or "Availability" I do not remember which. Select from that "Available". Maybe someone with access to the editor would be better to answer this right now =P

    Posted in: Data
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    posted a message on Nexus Wars GLITCH

    What other map would you want to play?

    Nexuz Warz 4 Lyfe.

    Posted in: General Chat
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    posted a message on Everyman Ground War {RELEASE}

    I would suggest that you possibly include a video, pictures, and a description of what the game is about. Its easier to get peoples attention that way.

    Posted in: Project Workplace
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    posted a message on Prevent units from going below a certain height?

    Are you having trouble with a missile that you are firing in a FPS type of environment "falling" into cliffs?

    If so set the mover to air, then when you set the height of the unit it will not fall into your cliffs.

    Posted in: Data
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    posted a message on Need help creating new races

    The race objects are actually very simple to use. I make a new race just so that I can store units of a similar type in their own folder lol.

    But once you have created a race you have to restart the editor then click modify object on the unit. You should then be able to set the race in the combobox and submit.

    Posted in: Miscellaneous Development
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    posted a message on Unit dying in a Region
    Event: Any Unit Dies
    Conditions: Unit Type(Triggering Unit) == Unit Type you want to Test for -AND- UnitInRegion(Triggering Unit, Test Region) == True
    
    Posted in: Miscellaneous Development
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    posted a message on [Video] Custom Cast Bar v0.2

    @Huesy: Go

    Looking great. I am more impressed though that you actually are using fog correctly! So many people who are making FPS stuff do not understand how to use it to limit draw distance. Good Job!

    Edit: For example in the second video, have you thought about drawing the range of different abilities using range actors(Like a sensor tower)?

    Posted in: Project Workplace
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    posted a message on Starship Troopers - Ambush at Whiskey Outpost

    Looks good dude :) I can totally see an infestor lifted off the ground slightly with lava crabs attached to its bottom being a brain bug! :D

    I would suggest making the roaches bigger though, but that could take some of the skill out of hitting them away.

    Starship Troopers Bugs

    Posted in: Project Workplace
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    posted a message on [Proof of concept] Make random dungeons using tile pieces

    @ChromiumBoy: Go

    Keep me posted Chrom, I'd be more than happy to help if you hit any roadblocks. Dynamic content makes me all happy in the netherlands :)

    I have a dynamically changing spider-mine minefield that reconfigures itself as you move through it in one of the Single Player maps of my campaign. Might throw that into a library once I release as I could see it being awesomely useful for bound type maps.

    I would highly suggest using records to create presets of interlocking pieces within a grid though.

    Posted in: Galaxy Scripting
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