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    posted a message on Starcraft Legends

    This is a ORPG game based off of WoW.

    Here's a demo video with commentary.

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    • 12 players: Focusing on Multiplayer Gameplay
    • Save slots for up to 6 different Characters
    • 3 Races (Protoss, Zerg, Terran)
    • 6 Classes (Zealot, Templar, Hydralisk, Roach, Ghost, Medic)
    • Two Game UI Modes: Default SC2 and RPG 3rd Person
    • Easy Targeting UI System
    • Easy Targeting allows for one button Ability casts
    • Talent System with 2 Trees per class
    • 4 Base Abilities and 4 Talent Abilities per class
    • Dedicated PvP Battleground that can be joined at any time
    • Conquest, CTF, Deathmatch PvP modes
    • Unique Quests per Race
    • Questing can be done Solo or as a Group
    • Quest Tracking guides you to the Quest Objective
    • Level 20 Cap
    • Triggered Item System (Standalone)
    • 9 Item Equip Slots
    • 4 Item Qualities: Trash, Normal, Rare, Legendary
    • Possibility of Multiplayer Dungeons
    Posted in: Project Workplace
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    posted a message on Some 1.2.0 UI overridden test

    Can you swap custom UI layouts midgame? If so that would be too awesome.

    Posted in: General Chat
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    posted a message on Bank files - Situation report 1.1

    I have a question. Is the 248k character limit for bank file size? Or is it for loaded values while playing the map?

    I'm actually kinda worried about the limit because my current project will be up to 12 players and I have quest name strings that take up a lot of space.

    Posted in: Triggers
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    posted a message on SC2 Dialog Designer (Map) [Beta 3.5]

    Excellent.

    Posted in: Project Workplace
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    posted a message on Metal Slug [Act 1]

    i'll fix that ghost model issue.

    those last two cheat buttons were just placeholders incase i thought up new ones. they aren't really cheats.

    Posted in: Project Workplace
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    posted a message on Metal Slug [Act 1]

    bumpity bump.

    Posted in: Project Workplace
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    posted a message on [Library] Talent System

    @Nahotnoj:

    changing the dimensions might be tricky since they vary but you could do it. changing images wouldn't be too hard. theres some variables in the "Create Talent Tree" action called DialogMainIMG, TitleIMG, etc. you can change those.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library] Talent System

    I added saving/loading talent builds in the new version.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library] Talent System

    @SouLCarveRR:

    All trees are created separately and can be completely unique from each other. The library has its own triggers and updates all images, buttons, and tooltips on its own. All you have to do is create the Talent Tree and the Talent Buttons and it does the rest!

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library] Talent System

    I've been working on a Talent System so I figured I'd make it a library that anyone can use.

    If you're planning on using Talents in your map I suggest giving this a try because making a talent system from scratch can be time consuming.

    Importing libraries is currently glitched. It deletes all grammar text and hint text. Import the library, delete the files, then copy the library from the example map.

    ASSET PAGE: http://www.sc2mapster.com/assets/talent-library/

    TUTORIAL: http://www.sc2mapster.com/assets/talent-library/pages/tutorial/

    Feel free to use however you want but please give me credit. I spent a lot of time on it XD

    Specs:

    - Has built-in triggers. Updates itself automatically!

    - Uses upgrades to create the talents' effects.

    - 3 Color Schemes: Blue, Green, Red

    - Talent dialog is automatically created and organized to specifications

    - Up to 3 Trees, 4 Columns, and 8 Rows

    - Talent Types: Ability and Passive

    - Allows for custom tooltips for passive talents and automatically created ability tooltips pulled from the data editor!

    - Left, Up, or Right Talent Prerequisites

    - Saving/Loading Talent Builds!

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    Posted in: Trigger Libraries & Scripts
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    posted a message on Launching from Model Attachment

    bump

    Posted in: Miscellaneous Development
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    posted a message on Launching from Model Attachment

    I need help getting a missile to launch from a model attachment.

    I've looked at examples from the creature contest. In their maps they created a site actor for their model attachment and set the "launch site" for the action actor to their site actor. But this doesn't work for me.

    Can someone give me some advice on this? This is the last part of my metal slug map that I need to update. Thanks.

    Posted in: Miscellaneous Development
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    posted a message on AC130K - Ruins (tech demo)

    malu, you're a freaking genius

    Posted in: Project Workplace
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    posted a message on Follow Unit Smoothly

    @XPilot: Go

    Use Follow Unit group with Camera and convert the unit group to the unit you want to follow. If you want to reduce the follow lag you'll have to go into the cameras editor in the data editor and change the default game camera's follow speed.

    Note, if you're using custom cameras then you wont be able to change their follow speed. You can only use the default camera. But if you want to change the camera height angle etc you can do that to the default camera in the data editor.

    Posted in: Galaxy Scripting
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    posted a message on Pan Camera for All Players

    @karisu: Go

    Yes. "Pick Each Player and Player Group". Put your pan action under the pick each player loop and set the player # to "picked player".

    Be sure to put any "wait" actions after and out of the loop pick each player loop though.

    Posted in: Miscellaneous Development
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