• 0

    posted a message on Permanently Corrupted Terrain Textures

    Looks like it happened to you too. The difference is, my problem started after I was playing around with the terrain tools. It warped my cliffs after an undo of raising the height, and transformed my map into something like this after saving it and leaving in an attempt to fix the problem.

    I thought it was my computer's fault.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on [SOLVED] Removing some links
    Quote from Eimtr: Go

    That's weird, I didn't do anything other than deleting some Attack related actor events and the Attack ability is now gone, and I've restarted the editor for days after deleting the actor events and the attack ability was still there. Well thanks and thanks me.

    The cause was probably a one day thing. The editor is kind of... awkward...

    One day when I was using the editor, my lighting just faded and turned black. The next day after a reset, it fixed itself but all my triggers duplicated.

    Posted in: Data
  • 0

    posted a message on FPS Camera + Banks

    @gamfvr: Go

    Go to the Data Editor and change to the section called "Camera". Once their, change the "Target Smooth" values. The 3 bottom ones are the main ones.

    The Smooth Time Maximum and Minimum should be changed to .0625 to move the camera every engine tick, giving you a smooth camera during panning and following units.

    Posted in: Triggers
  • 0

    posted a message on [Video] SC2 Prophunt - New custom map beta test
    Quote from Keyeszx: Go

    I don't think I'll play this because it isn't 3rd person or first. People may complain but in doodad hunt it isn't actually that bad. Maybe a reticle would be better but it wouldn't change much. The thing is being able to run around a corner and then hide is what makes it fun. With top down view it's like god vision and you will always see the person running so no running around corners. Basically if you're found you're dead. Unlike doodad hunt where if you're found you run for your life until they lose you.

    I'd like to participate in the beta. I'm a TF2 Prop Hunt player, and a player of the GM(Original) Prop Hunt servers.

    Here's a suggestion: Reduce flamethrower range.

    Posted in: Map Feedback
  • 0

    posted a message on [SOLVED] Removing some links

    Have you tried removing the Attack Ability FROM the Unit's Ability command card and Ability list?

    If you want the med-kit to prevent attack from being used(Such as an Item), use a requirement(Or was it Validator?) that hides the attack ability when the med-kit item is equipped.

    Posted in: Data
  • 0

    posted a message on Razer Blade (amazing machine)

    What happened to the Razer Switchblade?

    Posted in: Off-Topic
  • 0

    posted a message on [Concept] A real card game

    I'd play it. Make a Pylon card though.

    Posted in: Project Workplace
  • 0

    posted a message on Is the "Any Player" option MPI?
    Quote from SouLCarveRR: Go

    any player does something use triggering player

    WTF is "MPI"

    your question makes no sense....

    Warcraft 3 Triggering term. It means that many players can trigger the same action without it screwing up.

    My question is, can I use the "Any Player" option in my events rather than having to input "Player 1, 2, 3, etc..."?

    Posted in: Triggers
  • 0

    posted a message on Is the "Any Player" option MPI?
    Quote from Tekaichi: Go

    Picked player resolves the matter...

    It's an event...

    Posted in: Triggers
  • 0

    posted a message on Is the "Any Player" option MPI?

    Shameful bump. Really need an answer.

    Posted in: Triggers
  • 0

    posted a message on Is the "Any Player" option MPI?

    As the title says. Is the "Any Player" option MPI, or will I need to use Player 1, Player 2, Player (...) instead?

    Additional Info: The Any Player option is an event/condition, not an action.

    MPI means that the trigger can be ran multiple times at the same instance by many players, meaning that if two players trigger the event at once, the trigger won't screw up.

    Posted in: Triggers
  • 0

    posted a message on bio plasma missile and bio mid plasma missile ?

    Leviathan.

    Posted in: General Chat
  • 0

    posted a message on Still Alive — Survival Exploration

    Small suggestions. Have automatic weapons use Persistent effects at the cost of using more ammo or have a toggle-able mode to switch between rapid fire or single fire.

    Random suggestion, raise the height of light halos.

    Posted in: Project Workplace
  • 0

    posted a message on Still Alive — Survival Exploration

    Good job on the threat and light/sanity system. However, I'd like to point out some concerns.

    Currently, Zombies are much faster than humans. I can agree to that, but here's where the issue lies. Zombies are too fast for human players to escape them. I suggest that the room delay time for zombies to increase, or the base speed of them slightly lowered. You should be able to evade an enemy by juking them rather than having to sprint or initiate combat.

    I like the UI though, it looks nice and simple.

    Posted in: Project Workplace
  • 0

    posted a message on Still Alive — Survival Exploration

    Random Suggestion: Spirits

    Spirits are the ghosts of recently dead players. Spirits lack the 3 stats normal players do, but have a single Energy attribute. Energy determines the time left a Spirit has before fading. Energy is lost two ways; one way is from natural degeneration similar to hunger while the other is from the usage of abilities.

    Spirits have several traits that define them from normal players. One of such, is the inability to communicate with the living. Spirits are unable to speak and cannot tell players anything. However, Spirits have fewer physical bounds, and can pass through barriers players cannot. While they can pass through these barriers, Spirits are unable to leave a room without support. However, such support, comes with their Spiritual abilities.

    Spirits are capable of object manipulation. While a Spirit cannot communicate with the living, they can aware them of their presence. For example, a Spirit can flicker a light or open a container to lure a player closer. Once they're close enough, a Spirit can bind their soul to the player, allowing them to leave rooms. Doing so will benefit the "possessed" play, reducing their Sanity drain significantly and allowing previously unreachable switches to be used. However, a Spirit will lose greater amounts of energy for utilizing contraptions not within the bounds of their corpse, lowering their overall lifetime.

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