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    posted a message on [Trigger, Data] Item Recipe/Combining System Tutorial

    Hello, could anyone make a tutorial on how to make a recipe system that counts the # of each item in inventory, removes the correct amount, and replaces them with the new item? i cant figure out how to search the entire inventory of the hero, and not each individual slot

    Posted in: Tutorials
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    posted a message on Tutorial Request

    Can someone make me a tutorial on how to make an item recipe?

    I've seen some around, but none like i'd like to make.

    Basically it'd work like this: A hero will have 10 item slots, and to make item C you need 3 item A's and 2 item B's. the triggers would search the inventory of the players hero after a dummy abilty is used (one for each possible recipe) and remove 3 of item A's and 2 B's. and replace it with item C. the problem i have is removing the correct amount of item A's and B's, or checking to see whether the player hero even has the right amount of the recipe items needed. Any help would be much appreciated. BTW this is for a troll survival type map =)

    Thanks again and happy mapping

    Posted in: Tutorials
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    posted a message on Troll Tribes for Starcraft 2

    hey so sorry to revive an old post. but im getting back into my Survival Troll map, and would love it if anyone has anything i could use to make this item recipe system. Im not familiar with functions.

    My item system will work by having it so each thing u can craft will have it's own ability button, and clicking it will search your hero inventory for the neeed items, remove the correct amount of each one, and give the new item. the part i cant figure out is checking if the hero has the items needed, and removing those items. any help would be great =) and im sure the realistic ecosystem ive put it will add another level of strategy and excitement to this brilliant old game.

    Posted in: Map Suggestions/Requests
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    posted a message on Publishing Failed (GATEWAY_DOWN)

    you have 2 minutes to upload your map, if your upload speed cant get it up there in time, battle.net times you out. It's not specific mods that'd not allow our maps to upload. every map ive every worked on in SC2 (atleast 5) have used a HUGE range of imported WoW models (almost entirely) and i only get the problem when my map size gets to big, then i have to upload it from my school which has like a 20MB upload limit as compared to my .5MB

    Posted in: Miscellaneous Development
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    posted a message on 3DSMAX Copy animation throughout the entire sequence?

    hello, im an animation major - in Maya. and wha you have to do is make two key frames. if you make them both with the hand at the exact same position, MAX should make every frame inbetween them the transition frames I.E. the same frame (Since both key frames are exact copies) hope this helps

    for example if u want the animation of his arm in the air being 100 frames, frame 1 and 100 will be keyed, with the arm in the air. then all 100 frames will have his arms in the air.

    if u key frame frame 1 with his arms in the air, and frame 100 with his arms at his sides, all from 2-99 will be him lowering his arms from in the air to his side. makes sense?

    Posted in: Third Party Tools
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    posted a message on Model Variation Help

    @Terminator8: Go

    best bet is to just make two seperate doodads for each variation. maybe not as easy, or exactly what you want. but it'll get the job done, and save u time trying to figure it out

    Posted in: Data
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    posted a message on Pokemon-style game with SC2 Units + Full Banking
    Quote from jaminv: Go

    @Obatztrara: Go

    I'm glad you liked it.

    As far as I can tell, the jump down cliffs (but not up) is not possible. I've tried a ton of different things, but I am open to suggestions. I can probably do it if I actually had a jump ability that was activated with space or something of the like, but I'd like avoid that.

    I've made some small modifications to the fight start animations, but there's no little boy throwing out his monster... yet. I'm still unsure if this is a waste of time, or a good effect. I'm leaning towards good effect, but I just haven't implemented it yet. Perhaps soon.

    Thanks,

    J

    dont know if anyones offered any ideas to the "jumping" thing, but u could just make a serious of regions over and under fences, so when u step into a region on top of th fence, it applies a buff (hidden) that increases the height then lowers it, while using triggers to move the unit to the corisponding region just below the fence. hope this helps, also this map looks awsome, and if u want to use any WoW models lemme know =) or if u need help with anything else.gl looking forward to this map

    Posted in: Project Workplace
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    posted a message on Mass Triggers :D

    event unit enter's region

    give (your unit) to (owner of triggering unit)

    this'll make it so people can "steal it" but you'd have to mess with conditions, cuz they wouldnt have to kill the player unit whos already there

    Event unit leaves region

    Give (your unit) to Neutral player (0)

    This'll make it so leaving the area would give the unit to a neutral player, but again you'd need conditions otherwise people coulk in and out of region to troll hope this helps a lil. I'm in a rush and about to head out the door, sorry i cant help you more

    Posted in: Triggers
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    posted a message on Trying to understand how Inteceptors are created

    why not just go into the data editor, open the carrier unit, and look at the abilities, behaviors, and effects link to it. this should definitly get you going in the right direction

    Posted in: Data
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    posted a message on [Galaxy Noobs] Wow to SC2 in 30 seconds! NO 3dmax!
    Quote from Molsterr: Go

    Added a page to the wiki for allowed animation names you can use a combo of them I do believe.

    http://wiki.sc2mapster.com/galaxy/data/animation-names/

    Also, im not 100% sure. but in the making of my map i tried using some of the animations in that list. and MOST didnt work, i dunno about all. but for s sure fire way, and im 100% sure it'll allow u to do everything you need to with animations, i use:

    Attack, Dance, Ready, Spell, Spell End, Death, Walk, Dead

    i use DANCE for any animation that i'd consider as "other" like a "stunned" animation, or a knockdown, or a battle cry or something like that. hope this helps someone

    Posted in: Tutorials
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    posted a message on [Galaxy Noobs] Wow to SC2 in 30 seconds! NO 3dmax!

    I dunno if it's been said in the 137 posts on here... but characters can be imported to maps, and have armor and weapons attached to them in game. i've done it several times in my map, with different units and different imported characters.

    Posted in: Tutorials
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    posted a message on need help with hero transformation
    Quote from wardonis: Go

    @MangledMind: Go Start > level 1 with a passive static (non-leveling) ability. Hit level 2 > gain 1 skill point allowing you to begin purchasing abilities. Starting at level 2 there are 2 abilities to invest in. Burst fire stimpack. Lets say you are now level 5. From 2-5 each time you leveled up you got a skill point totaling 4 points. You chose to put 3 of those into burst fire and 1 into stimpack giving you a 3/3-1/3 ratio. Now at level 5 your XP gain is capped. And you must choose a career path. You must choose between marine core (marauder) or engineering core (firebat). You choose marauder> you transform into a marauder using its basic attack and its model art. You retain burst fire and stimpack right where you left them and gain 2 new abilities so you have: burst fire(3/3), stimpack(1/3), mayday(0/3) and concussive rounds(0/3). also you can now continue to acquire xp. you level yourself to 10 and xp stops. again each level grants a skill point and with your choices you have: burst fire(3/3), stimpack(2/3), mayday(2/3) and concussive rounds(2/3). You must now choose a specialty. ghost, reaper or medic. you choose ghost. you turn into a ghost with its appearance and attack and you now have: burst fire(3/3), stimpack(2/3), mayday(2/3), concussive rounds(2/3) cloak(0/3) and snipe(0/3). while leveling you hit level 15 and you unlock nuke(0/1). at level 20 xp caps and you would have all abilities maxed.

    if you had gone firebat you would have thier abilities instead of a marauder and your ending selection would be goliath, thor or technition.

    There are 6 final forms and 2 intermediate forms only 1 starting form.

    EDIT:Just to be clear the player would be investing points how they wished in what was available to them.

    ok so i'mma start you off in the right direction, from turning that marine into a maurader, and from there it's really copy and paste and adding or altering where you need to. Now the problem with me explaining this is ive never made leveling abilities, so im not 100% sure how they work, so it may neeed some tweaking.

    so the first thing you need to do to overcome to obsticle of me not knowing how you have your learning ability setup, is play around with trigger events, until you find out what trigger will set off, once you hit level 5, AND THEN spend that 4th point into a skill. This will be trial and error. i'd advise make a dummy trigger, and do X amount of trials with each UNIT EVENT that looks like it might set off when the player learns a new ability. use CONDITIONS to make it only fire when that ability's level is now 3, and make the ACTION something you can see if it worked, like a text messege displayed at chat location. afterwords tell me what worked, so i can tell you where to go from there

    EDIT: while your at it, practice how you can save each abilitie's level as a variable. this'll help you settng up the level of the abilities of the new unit.

    Posted in: Miscellaneous Development
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    posted a message on MangledMind's Impossible Bosses

    Yeah it's funny you mention that cuz I've been preparing a period flight form that he'll go into. Just working on cenvertinv the model and animations, and how it'll blend in and what attacks it'll have.

    Right now my main priority is finishing the second boss fight, and adding a couple more heroes before I go back to fithe drake, and add the unlockable hero.

    Posted in: Map Feedback
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    posted a message on Does your map drop players at load?
    Quote from RodrigoAlves: Go

    @MangledMind: Go

    My banks also are syncronized after 3 game seconds, and I am 100% sure they are opened during the loading screen (since the loading screen was freezing based on the amount of information I had in the bank).

    So do you know any way to prevent that? all i was saying in my last post was that banks will still load properly even if not used at map initialization. My banks dont hold that complex of variables, and there's only 4-5 bank entries per player and my games been dropping random people with as small of a group as 4. i know runling run uses banks, and i never see this problem there

    Posted in: General Chat
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    posted a message on Does your map drop players at load?
    Quote from wOlfLisK: Go

    @MangledMind: Go

    Have you tested this on Bnet?

    Yes, i have tested this on B.net. my banks are loaded perfectly fight. what i dont know yet, is if it fixed the drop problem

    Posted in: General Chat
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