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    posted a message on Testing Zergling Tag [War3 Remake]

    @TheeLord: Go

    yea i had an open lobby for almost an hour and no one joined... i mean the whole popularity system is cool and all but it kinda prevents variety. oh well...

    Posted in: General Chat
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    posted a message on Testing Zergling Tag [War3 Remake]

    I'm testing out my version of the popular Warcraft 3 map, Sheep Tag, on Battle.net today.
    If you wanna join in then jump on SC2 and join my game or make your own.
    Map name: "Zergling Tag"

    http://www.sc2mapster.com/maps/zergling-tag/

    Posted in: General Chat
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    posted a message on Asking Blizzard What's Going to Change

    i doubt it. i mean the transition from beta phase 1 to phase 2 messed up a lot of maps. i'm kinda afraid after release our maps will be FUBAR from the collateral damage of beta -> release

    Posted in: Miscellaneous Development
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    posted a message on Omg I'm losing hair.

    and here i thought there was a solution to my thinning hair in this thread... what a disappointment...

    Posted in: Miscellaneous Development
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    posted a message on Beam impact point sticking to target unit

    no problemo

    Posted in: Miscellaneous Development
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    posted a message on Beam impact point sticking to target unit

    action actors are really hard to customize because they follow a strict code. you're gonna have to use the beam actor instead of an action actor.

    make a beam actor and set it based upon "Beam (Simple). set the model to your beam model.

    open up the beam actor's events field . create a new event. set the event to effect. pick your attack effect (i assume its a persistent effect). set the third field to "start". create an "Create" action for that event and don't change the parameters for the action.

    do the same thing again but instead of "start" use "stop" and instead of a "Create" action use "AnimBracketStop - BSD" or "Destroy" (if you want the beam to go away immediately.

    you're new events should look like this:

    effect.*attackeffect*.start
    -Create

    effect.*attackeffect*.stop
    -AnimBracketStop BSD

    under Host Launch change Actor to "Actor Find", Scope to "Scope Caster", Alias to "_Unit"
    change the Host Launch Site Ops to "SOpAttachWeapon#" where # is the attachment point number.

    under Host Impact change Actor to "Actor Find", Scope to "Scope Target", Alias to "_Unit"
    change the Host Impact Site Ops to "SOpAttachVolumeStandard" (use "SOpAttachCenter" if that doesn't work) and set Hold Position "On"

    Posted in: Miscellaneous Development
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    posted a message on Need some Skilled map maker help.

    I made a voting system in my Timestoppers map... You're welcome to open up the triggers for it to check it out.

    Make a string variable called "Vote String". Make a trigger for each vote button that changes the 1st, 2nd, 3rd, etc letter in the string to a vote code. The number that's changed is based upon the player number... So player 1's vote will be the first letter, player 2's vote will be the second...

    And run a vote check in a separate trigger that checks if the number of characters in the string are equal to the number of players.

    Anyways check out the triggers in my map. You'll need the "Vote Arena" trigger, "Vote Check" trigger, "Vote String" variable, and the "Decrypt Vote String" function... Just copy and paste it and change the parameters around.

    I hope I made sense :|

    Posted in: Team Recruitment
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    posted a message on Timestoppers

    @progammer:

    I want to but when I do the bullet doesn't "hit" until it's waaay past the target.

    The mechanics are based upon a search area behavior that the bullet has. Is there a better way to do it without triggers?

    edit: i think i can offset the bullet's search area more in front of the bullet to compensate.

    Posted in: Project Workplace
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    posted a message on Timestoppers

    i need some feedback on the shooting mechanics. is it too hard to aim and shoot?

    Posted in: Project Workplace
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    posted a message on The Death Baneling

    @Upcios: Go

    Can't wait to try out the multiplayer!

    Posted in: Project Workplace
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    posted a message on Beam impact point sticking to target unit

    @xhahahax: Go

    under the Impact Site Ops field of your beam action actor set Hold Position "On"

    Posted in: Miscellaneous Development
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    posted a message on Thank You Blizzard!
    Quote from RileyStarcraft: Go

    Haha you're going to have an anyeurism when the game is released...

    Based on a bit of datamining there's some sort of arcade map/level, not sure if it's going to be an easter egg in the campaign or a demo custom map but I'm guessing some to all of these assets are from that.

    i was thinking the same thing... i'm pretty sure blizzard made a demo custom map for the release

    Posted in: Miscellaneous Development
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    posted a message on Thank You Blizzard!

    Where did you find those doodad models?

    edit: found em!

    Posted in: Miscellaneous Development
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    posted a message on New Editor

    SO SHINY

    can't wait to check out the new stuff for the editor

    Posted in: Miscellaneous Development
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    posted a message on Thank You Blizzard!

    too awesome!

    Posted in: Miscellaneous Development
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