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    posted a message on Timestoppers

    Heres my new map called Timestoppers. I put up the Multiplayer demo on the map page.

    http://www.sc2mapster.com/maps/timestoppers/

    Short Explanation is: You're a ghost that can do crazy stuff like stop time and stuff.
    The whole plot synopsis is in on the map page.

    It's kind of like a top-down shooter/RTS/scenario/hero map mixed all into one.

    Here's some details:

    * 4 Player

    * You shoot with Q but you shoot only in the direction you're facing

    * Cooperative Story Mode

    * In Story Mode, you go back in time to important events in SC1

    * Player vs Player Arena Mode

    * In Arena Mode, you pit up against 3 other players or my custom computer AI

    * In Arena Mode, you get to choose up to 3 of the 10 abilities per round

    * Practice Mode

    But I need help. I'm looking for people to add to the project.
    I'm looking for:

    * Someone who knows the Starcraft storyline REALLY well to design the missions.

    * Someone with terrain skillz

    * Someone to make a title and loading image for the map.

    If you're interested in joining in on the project. Leave a reply.

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    Posted in: Project Workplace
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    posted a message on [Triggers] CatalogFieldValueGet / Set

    has anyone gotten this to work? im using behaviors and requirements to move my buttons and its a pain in the arse. if i could get catalog set value to work for moving buttons it would save a lot of time

    Posted in: Tutorials
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    posted a message on Smoke Grenades?

    interesting idea. wrong forum though. this is for showing off map projects.

    anyways. theres this doodad called "fog emitter" which is supposed to shoot fog around. you might be able to take the D8 grenade actor and attach that fog emitter actor to it. i haven't gotten the fog emitter to work though... but that might just be because my computer's on low graphics settings.

    Posted in: Project Workplace
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    posted a message on [Triggers] CatalogFieldValueGet / Set

    I tried to move my unit's button column but it gives me an error. Can you use this to move a unit's button position?

    But very cool thread. Thanks.

    edit: let me reiterate. the error says the "field" value is wrong. which means "CardLayouts[0].LayoutButtons['X'].Column" is incorrect.

    I tested "catalog set value" on "MaxLife" and that worked. So it has to be the field value.

    edit (again): i did a test with a debug message to show the value of CardLayouts[0].LayoutButtons[0].Column and it gave me "1". which means the field value is actually right. but we aren't allowed to change it with catalog set value

    Looks like we can't change complex fields like CardLayout.

    Posted in: Tutorials
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    posted a message on [WIP] 2D/3D Sprite RPG
    Quote from rrowland: Go

    Just wanted to show off the Sprite engine/library I've been working on. I plan on turning it into a full single player RPG, with a quality and gameplay similar to Chrono Trigger and Final Fantasy. It's a long way off. :P

    If you're interested in any part of the process feel free to contact me about your skills and interests.

    DUDE this is awesome! Need any help still? Can I use your sprite engine on Metal Slug?

    Posted in: Project Workplace
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    posted a message on Helrals Random Dungeon Map

    the whole dungeon algorithm thing is really interesting. it must have taken been some intense work. nice job dude

    are you gonna have boss or mini-boss fights?

    Posted in: Project Workplace
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    posted a message on [Project] Matchmaking - The Game

    Really cool dialog work.

    Posted in: Project Workplace
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    posted a message on Offset Help
    Quote from ezbeats:

    -1 and 1 of the y-plane are front/back -1/1 of x-plane (value) are left side / right side. if you understand the y persistent offsets, you should understand the x-side offsets.

    Alright this is like the 10th post I've seen you give someone help but be all sarcastic about it. Calm down sparky.

    Anyways...
    Left of the unit is a negative X. Right is a positive X.
    Foreword is a positive Y and backwards is a negative Y.

    Posted in: Miscellaneous Development
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    posted a message on Cliff Validators

    I've looked at every thread about cliff validators but I still can't find out how to get these stupid things to work right.

    I have a Switch effect set to 3 launch missile effects. And I want the switch effect to switch between them based on the cliff height of the target.

    But I can't get it to work for the life of me. I have the validator's target unit set to effect "target point" and the target other set to "source point" but the validators fail every time.

    I have the Validator's "Value" field set to "0" does that have anything to do with it?

    Blizz doesn't use cliff validators in their effects for the beta. Maybe they're just bugged?

    Posted in: Miscellaneous Development
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    posted a message on Attachment Offset

    Quote from YiffMaster:
    I wanted to do something like that, but the Host Site Operations field only allows one value to be put in. The first of these values is how the attachment itself is made. I've tried separating multiple site ops with commas, but that doesn't work.


    You can put multiple Host Site Operations on an actor.

    Put spaces between the names of your site ops. No commas.

    Posted in: Miscellaneous Development
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    posted a message on Reducing Camera Follow Lag

    Has anyone figured out a way to reduce the camera follow lag?

    I found values in the camera data editor for it so I changed the "Default Camera" values up a bit but it didn't change anything.
    Is it cause using custom cameras? I can't edit camera follow lag in the camera palette of the terrain editor.

    Any help would be awweesome

    Posted in: Miscellaneous Development
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    posted a message on Interested in Making a Shooter Model?

    Hey guys I'm looking for some help creating a shooter model for my Metal Slug maps.

    I'm trying to make a 3D model of Marco Rossi, the main protagonist of the game.
    http://metalslug.wikia.com/wiki/Marco_Rossi

    I'm a total noob to modeling but I'm trying to jump right in and give it a try.

    If you're interested in helping me out then please reply or send me a PM. Thanks!

    Posted in: Artist Tavern
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    posted a message on [Resolved] Changing an error message

    is there any way to do this using the trigger editor?

    Posted in: Miscellaneous Development
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    posted a message on Attachment Offset

    what you need to do is go into the actor section of the data editor and make a Site (Local Offset) actor. Set the x and y offset values to whatever you need to get your actor in the right position.

    Then apply that Site Op (Local Offset) to your attachment actor by either: putting the site op's name the attach actor's "Host Site Operations" value OR make a trigger that sends your attach actor an actor message, "Host Site Operations" with the name of your local offset site op.

    Be sure to use the raw data name of your site op (the one without the spaces).

    Then finally attach your actor to your unit.

    Hope this helps.

    Posted in: Miscellaneous Development
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    posted a message on Jump Function w/ Gravity Physics

    Ey guys I made jump & bounce functions / formulas that uses realistic gravity physics and I thought I'd share it with you guys.



    http://www.sc2mapster.com/maps/jump-function-w-gravity-physics/



    The functions allow you to set unit, height, gravity, update speed, movement lock, animation, animation lock, and % energy lost during bounce parameters.



    Gravity: The lower the # the faster the unit jumps up and falls down. Must be negative. Default is -9.8. Looks better at around -20 though.

    Update Speed: This is the speed at which the unit's height is updated. The lower the # the faster it updates. It's usually good at 0.1 or 0.05.

    Movement Lock: Locks the unit's movement while its jumping. Causing it to keep moving in one direction until it lands then it goes back to its initial orders. Makes the jump look more realistic.

    Animation: The animation you want the unit to play while jumping.

    Animation Lock: Locks the animation shortly after jumping.

    % Energy Lost During Bounce: This changes the height of the bounces after the first one. Must be between 0 and 1.0. Default is 0.15



    You can make your trigger "wait" for the function to complete by unchecking the "Create Thread" option in the function.



    Feel free to use it however you want but give credit where credit is due :]



    Some advice from "xenrathe" to help make your unit jump up terrain:



    "... Also to turn the unit into a flyer, just add a behavior at the beginning of jump that sets Ground-plane = -1, Air-plane = 1 (look at the Phoenix Anti-gravity behavior), and take the behavior off once it lands. I also made it so that melee units can attack air while they are up there... nothing like watching a bunch of zerglings jump into the air to take a banshee down. There's a lot of ways to do that; for example by enabling/disabling weapons via the above behavior."





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    Posted in: Miscellaneous Development
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