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    posted a message on Still Alive — Survival Exploration

    HELL YEAH! Creators Block REMOVED!

    <('_')>

    According to my conversation with A1win(Before Dustin got drunk in IRC), we discussed the Attributes, Inventory and Room Generation systems.

    The Attributes system has already been mentioned by A1win. Originally, the idea was a little more extreme, resulting in death if any of the three attributes dropped to zero. However, the current system is a little more lighthearted, giving the players de-buffs instead.

    The Inventory system discussed was originally 12 slots, raised to 15. However, the main focus was on the crafting system. Originally, items could be salvaged and crafted. For example, say you have 3 items, a Pipe, Duct tape and Metal. Metal could be salvaged into two Whetstones and Whetstones could combine with Metal to form a Blade. A Blade could be combined with a Pipe and Duct Tape to form a Sword, a basic melee weapon.

    To get a little more advanced, let's say you have Metal, a Pipe, Line, Duct Tape and a Stick. By combining the Stick with the Line, you form a Bow. Combining the Metal and Pipe would create a Launcher Mechanism. Combining a Launcher Mechanism and a Bow using Duct Tape would result in a Crossbow, an arrow firing weapon. Salvaging the Crossbow would result in the return of most of your materials, allowing you to freely create items suited for your situation.

    Lets say that you're trying to establish a tactical location. However, your area is vulnerable to large waves of enemies, but you have a hallway. By salvaging the contents of the Crossbow, you would reclaim most of your materials including the Launcher Mechanism and Bow, losing the Duct Tape material. By utilizing the Launcher Mechanism with Blades, you could create a Bear Trap, a basic reloading trap that can be reclaimed when necessary.

    The way items are found is quite simple. When entering the generated room, you would be able to interact with certain items such as Bookshelves, Beds and Tables. By interacting with them, items would fly out of the doodad, allowing you to choose which item you want.

    As we talked, we discussed about some buildings beginning off powerless. These buildings would require the power to be reactivated before lights would work. These "Raw" buildings would contain some items others didn't, requiring the exploration of them to survive.

    I'm glad that A1win revived this thread before I did.

    Posted in: Project Workplace
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    posted a message on Blizzard should add...
    Quote from hawkerhurricane: Go

    Creep tool and map size increase past 256x256

    HoS confirmed the creep tool. Map size is confirmed to be locked at 256x256.

    Posted in: General Chat
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    posted a message on Blizzard should add...

    This topic is pretty much a wishlist for what you want in the Galaxy Editor. I'll go first.

    Blizzard should add... - Mouse XYZ coordinates in the trigger editor. This would would remove the make projectile systems extremely easier.

    - Actor Pitch/Yaw/Roll in the trigger editor. Creating aircraft and projectile aesthetics would be possible with this addition

    - Direct camera options such as angle limits and position. Mainly for FPS maps

    - Dialog improvements such as images for certain players. Would be extremely useful in general, as Display Image isn't MPI

    Now, it's your turn.

    Posted in: General Chat
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    posted a message on Camera Driven Aircraft Pitch
    Quote from CrusaderHeimdall: Go

    Ok so the hard part is stopping the engine from auto adjusting aircraft pitch...

    Also on this, Is there a way to stop the autoclimb when a flyer approaches a cliff?

    I dont want my banshee to go above and beyond, I want it to crash and burn!!

    You could possibly save the Z-Height of the unit as a bank attached to the unit. Every X seconds, it could update the unit's Z-Height. Z-Height disregards cliffs, using true height coordinates.

    Posted in: Triggers
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    posted a message on interceptor movement
    Quote from Selfcreation: Go

    hey

    How do i get OTHER flyers like a muta for example to move like a interceptor. back and forth to attack

    i tryed to just change actor on the interceptor thinking it was the unit , but it dint work , so it seems ot be an actor thing

    any ideas??

    If it's the interceptor, you're gonna wanna check the Weapon. It holds the movement based on what I've seen. I tried it with a Zealot and it moved like an Interceptor. So yeah... check the Weapon.

    Posted in: Data
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    posted a message on Creating a Hail or Spray of Bullets from a Shotgun?
    Quote from Lolzorz11: Go

    The new data editor is particularly problematic for me, I've been able to handle the triggers with a breeze, but the data editor is pretty alien and I'm hoping someone can point me in the right direction.

    The essential plot is that of a city style MMORPG in Korhal, with the first 2 classes being added are Criminal (Arsonist/Terrorism/Hitman/Theft) and Service (Police/Medic/Disaster). I would make my own assets but the map upload limit... sucks. Anyway, I have just been working on the design doc and adding all the RPG elements with a save/load/ui which tracks crimes, victims, criminals brought to justice and everything. It'll support upto 400 crimes/criminals brought to justice before I think the bank won't load in multiplayer. I have Business, Socialite, Politician/Military as well with their own unique gameplay types and AI missions or PvP combat as well planned out jacking other game's systems - but I think crime/justice will be best to focus on first. I sorta wanna sell it on intense Dwarf Fortress level detail in the world with a rather simple to learn yet difficult to master combat system.

    The combat I think will work best is Warlock the WC3 game, but with guns (Shotguns Spray with dropoff, Carbines, handguns) and abilities (Cloak, Bullet Proof vest, Nades, ETC) and you have to fight by trying to dodge bullets while nailing the other guy i.e. Raynor Snipe seems to work best for this as a template.

    TL;DR - How do I create a random spray of Jim Raynor style snipes that spray from a single point while using the Raynor Snipe (Like a shotgun)? Also, how do I add falloff to the bullets as they travel (Shotguns have strong drop off, while snipers don't get any weaker with distance)? Also would I be able to make the snipe stop when hitting a target? As a bonus, could anyone point me to a pretty succinct guide on how to work the data editor from top to bottom? :)

    You use a persistence effect for this. A persistence effect allows you to input multiple effects such as projectile launch. Once you've launched your projectile, you can set the Offset options. This will let you set options such as 1.5 x and 1.5 y away from the center point. You'll need to tick the flag allowing random offset however. Also note that the X and Y values are Local, meaning that Y is forward and X is the left and right of the Caster/Source unit.

    Also, suggestion: Change the name of Disaster to Vigilante

    Posted in: Data
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    posted a message on [Model Showcase] Warcraft Units

    Ohhhhh! Teh Polies!!!! Many, many polies!!

    Nice job, I like the eyes.

    Posted in: Artist Tavern
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    posted a message on how to make a unit smaller/shrink actor?

    Click on the Unit tab and select the unit you want. There should be a box right below the selection box where you selected your unit. In the box, scroll down to the Actors category and click on the unit's actor. That will bring up a new stats menu at the box on the right. Simply search for Art - Scale. With this, you can set the X-Y-Z Scale.

    X is width, Y is length and Z is height. You can play around with this, as it also stretches the unit in awkward ways if you use dissimilar numbers. This is what I'm using for my map, PaperCraft.

    Posted in: Data
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    posted a message on AI Harvests wrong minerals!!!!!!!!
    Quote from grenegg: Go

    In one game, a Zerg built their buildings on the other Zerg players creep. In one a player took someones gas and their expansions gas......

    LOL! I have GOT to see that!

    Posted in: Triggers
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    posted a message on condition - unit is moving?
    Quote from Nerfpl: Go

    Im looking for way to tell if unit is moving at the moment what i mean if its in movement even if its from attack command or anything smillar (patrol, casting something at point which require unit to move to it etc)

    I doubt there's a way to check if a unit is moving. However, there may be a way to detect if a unit is currently using a Mover, try that.

    Posted in: Triggers
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    posted a message on bolt!

    Uggghhh, EVERYONE wants Data people... sounds quite interesting though. Can't you help, however. I'm working on a map of my own.

    First things first, improve your grammar and vocabulary. That will attract more attention.

    Posted in: Team Recruitment
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    posted a message on I had this idea....

    @Reaper872: Go

    Here's an idea. Add a On/Off ability that swaps your camera between first and third person view. In this mode, you can aim freely with the mouse and fire a single, powerful shot. This shot should be instant kill in most cases, but will immediately change you back to your default view.

    Posted in: Map Suggestions/Requests
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    posted a message on Project Liberation

    Currently, I'm working on a map I call Liberation.

    The goal of the game is to destroy the enemy Bunkers on the other end of the map. This can be done by destroying it utilizing your forces. However, there's a twist to this. You are limited by 10 supplies.

    You get 1 Bunker, and 3 lay neutral in the middle. Each Bunker has 100 energy, energy is used to create units instead of minerals and gas, meaning that every unit is free. When finished, units arrive in Drop Pods.

    While there are 3 classes of units, Infantry is unique. Unlike many, every Infantry unit can level up.

    That's about it so far. I need comments.

    Posted in: Project Workplace
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    posted a message on Help preventing a unit from being clicked

    Tick the Unselectable tab.

    Posted in: Data
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    posted a message on Psi Battles (Archery Tactics remake, need help)

    I'll be establishing regular suggestions from here and there, so here's another one.

    1. Change Critter to Polymorph.

    Here's an idea for an ability

    1. Psi Fire/Pyrokinesis: Creates a line of fire from the caster to the target point. Psi Fire/Pyrokinesis deals 50/100 damage, but has a 15/10 second cooldown. Can be upgraded from Psi Fire to Pyrokinesis.

    Here's an idea for an item

    1. Portable Black Hole: When used, a black hole is created which sucks in any unit close enough to the center and drags the rest into it. However, the black hole is escapable. Lasts 10 seconds and has a 60 second cooldown. Re-usable.

    Posted in: Team Recruitment
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