• 0

    posted a message on [Question] Gamespeed Control - Setting beyond Presets without Modifying CVARS

    Has anyone found out how to change the game-speed beyond the presets in the editor WITHOUT modifying your client?

    I remember this thread from the beta, but Malu didn't really seem to want to share. I saw in one of OneTwo's videos a while back that he did it, but he said he resorted to changing some of the cvars in his MPQs and that is not an option since I need it for more than just a youtube video.

    I suppose you could create a buff that sets the time-scale really small, but I wanted to see if there was another option as that sounds like it could potentially not work so well as it wouldn't affect animation speeds on doodads/water/lighting.

    Posted in: Galaxy Scripting
  • 0

    posted a message on [Contest] Epic Battle Scene

    @progammer: Go

    Yea, don't assume you need to have a whole mess of zerglings taking out 500 firebats.

    Here are some ideas:

    • There are tons of skyboxes that look like outer space, why not have a space battle? Everyone goes crazy for FPS stuff, make a dog fight you can turn the camera anyway you want. Lets see some Barrel-Rolls, loop-de-loops, and even rolling scissors.
    • The Rory Swann model(Listed as Dutch) has a few good melee animations, why not have a 1v1 with a dark-templar or something? Make them fly through the air shoot beams from their eyes.
    • Tell the story of like a 1v1 melee conflict from the ports of a bunker or the SCVs walling the choke?
    • Have two civillians hiding the sewers of a planet the zerg have taken over and tell a story through flashbacks like they are recalling the loss of their loved ones?

    There is a lot you can do with this. Hopefully someone will have a spark of genius and we get some really awesome entries.

    Posted in: Project Workplace
  • 0

    posted a message on How viable would Meat Hook (from PWA) be in Galaxy?

    Use a launch missile and attach a beam to the missile that you shot. It will move the beam with the missile looking like a grappling hook.

    Posted in: Galaxy Scripting
  • 0

    posted a message on [Proof of concept] Make random dungeons using tile pieces

    This is something I had planned to play with after I finish my current project. Shoot me a message when you get further along as I have a library for dynamic spawning of npcs similar to the director in L4D. The units are only spawned between the player the end goal and in side corridors. Its pretty neat.

    Posted in: Galaxy Scripting
  • 0

    posted a message on [Help] Any unit enters within x of point/unit - not able to choose variable?

    @Devrak: Go

    Probably because you are implementing your solution in an incorrect manner. If you would post your trigger we may be able to help.

    Posted in: Triggers
  • 0

    posted a message on Should I learn the scripting lanaguage?
    Quote from Anthius: Go

    @Jercy: Go

    SC2 is a bit more complex than WC3, but I recomended WC3 editor to a lot of my art major friends back in school because it was "color by number programming". That's not to make it sound bad or childish, it helps protect you from making a lot of mistakes and getting stuck on "programmer bugs" like the perverbial missig semi colon (Galaxy's Debugger is... barely there). It' also a good place to learn and refine your programming skills in terms of structure if you are a beginner programmer.

    If you want deep control at the cost of complexity, script, but I doubt you'd be asking this question if that were the case.

    I highly agree with this. Using the GUI is a great way to learn basic programming concepts and work with interesting logical scenarios that you would not normally come across.

    Posted in: Galaxy Scripting
  • 0

    posted a message on Should I learn the scripting lanaguage?

    @vjeux: Go

    If you are managing different game-states through a number of loops Galaxy is the only way to go. For a simplified example, I am working on a campaign map right and instead of making a periodic trigger and possibly hanging up the main thread, my AI runs off of a custom action in a separate thread similar to this:

    While(true) 
    {
    Logic();
    Orders();
    Wait 
    }
    

    I do modify the actions inside of that Loop with triggers, but it frees up the main thread for the game itself instead of basic things like telling zerglings to evaluate possible success rate, unburrow, attack ect.

    Posted in: Galaxy Scripting
  • 0

    posted a message on [Demo] Destructible Flying Islands (in a vortex)

    @RileyStarcraft: Go

    Well he states that you can not lift off the Command Center. Thats why I believe a Behavior or Modify Unit effect is applied to the region. Also if you send an actor message to actors in a region its applied to all of them. The banshees were clearly still at their original height and the Flight Helper models were still hitting the hidden terrain tiles.

    Posted in: Project Workplace
  • 0

    posted a message on [Demo] Destructible Flying Islands (in a vortex)

    Is this hidden terrain cells with a model that looks like ground or are you actually moving terrain?

    My guess is that you are moving the model and applying a height modification to all units within the "Ground" area or is that completely wrong?

    Posted in: Project Workplace
  • 0

    posted a message on Has anyone made Kerrigan (ghost)

    They work completely fine for me o.O

    Posted in: Artist Tavern
  • 0

    posted a message on Copy Doodads 128 Units + In the X?

    I have my map split along the X axis and have been working for some time on making the left side of it.

    I simply need to know if anyone has an idea of how I may be able to simply copy all the doodads from (0,256) <> (128, 0) to (128, 256) <> (256, 0).

    If you can come up with a decent solution I may even be able to provide some type of compensation as this is rather imporant.

    Feel free to PM me with any additional questions also.

    Posted in: Third Party Tools
  • 0

    posted a message on Best Way to create new towers in the editor

    @SkrowFunk: Go

    You can get more creative than that. New Folsom Doodads, Xel'Naga Doodads, ect...

    You could even make an actor of the arcade powerups over the turrets you have to make them the next level of that turret. There are a ton of models to play with.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Animation] Reverse Animation

    @Sephiex: Go

    My guess is creating an index of the frames, starting it, and then pausing it moving backwards through the array?

    Quite possible hes just playing the video backwards though haha.

    Posted in: Galaxy Scripting
  • 0

    posted a message on how to make sloping rivers?

    WoW is an engine that is designed to do things like that. This is an engine that is designed to have 4 height levels and be viewed from the sky.

    Posted in: Terrain
  • To post a comment, please or register a new account.