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    posted a message on Using Raynor's model from the campaign for Custom Units?

    From what I learned from around sc2mapster is turn all dependencies besides Campaign off, seeing as how Campaign uses the same melee units plus more. Then restart your editor and it should work just right.

    Posted in: Miscellaneous Development
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    posted a message on ORPG Project, looking for people.

    I could help with Testing/Creative assistance if you need. I also can understand some Basic/Certain Intermediate triggers as well. (Depends on what would actually be considered Basic/Intermediate) (Testing as far as if your in US)

    Posted in: Team Recruitment
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    posted a message on Help with 3rd person?

    @Raynor7:

    http://forums.sc2mapster.com/development/tutorials/1279-trigger-wasd-movement-the-s-key-and-you/#p8
    That was actually a pretty good WASD movement tutorial also, worth checking out.

    Posted in: Miscellaneous Development
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    posted a message on A few commands i just can't make

    @ShakiShingi:

    Hey, got the results attached.

    Edit: I will also play around to try to see if I can modify the Unit's name in any way.

    Posted in: Miscellaneous Development
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    posted a message on A few commands i just can't make

    @ShakiShingi:

    playing around in the editor trying to make something like that right now.

    Posted in: Miscellaneous Development
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    posted a message on A few commands i just can't make

    As far as adding damage to a unit can't you apply a Stacking Buff with +1 damage, then convert the String to an Integer and apply that buff as many times as the converted number? Or something of that nature. As far as Setting names, the only Setname I know of is when you say like:
    setname-Example
    -Hello
    Example: Hello
    (Not as good when not in game, but again just an Example)
    From what i've seen in the editor you can not change the actual units name, but you can set Strings with a name and whenever you say the associated command it will display the name.

    Posted in: Miscellaneous Development
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    posted a message on Hm... The campaign might put a dent in my projects. [SC2 Campaign Spoilers?]

    Possibly have it so towards the end there is one final clash between him and Kerrigan, but then she wins the fight and exiles him? But then in HoS he returns to do whatever you plan on doing with him then.

    Posted in: Miscellaneous Development
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    posted a message on Publishing Error

    I was wondering if anyone could point me in the right direction as to what this error means:
    VALIDATION_WORKING_SET_CONTROLLER_CANT_BE_HUMAN
    I have no idea what the problem can be with that, I have looked all over the Triggers and Map options but don't know exactly what I'm looking for, and the map can't be published because of it.

    Posted in: Miscellaneous Development
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    posted a message on Help With Stealth

    @Ginsupup:

    Here, I made a map for you with a "Rogue" (Ghost) and it has the trigger your looking for. So you can just copy it to your map if you want.

    Edit:
    Before you test the map you also may want to add some Zerglings or something to attack... I forgot to add some stuff to kill.

    Posted in: Miscellaneous Development
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    posted a message on Help with win condition triggers

    @lyravega:

    Yeah, only time I used Local Variables that was an integer was when it was going to be used for "For Each Integer" blah blah trigger. Instead of wasting a Global Integer and making me look through more triggers. Last night I kind of got to thinking of maybe just having it so every 0.001 seconds it checks for if the player has 0 enemies left, if he does then he wins.

    Edit: I am going to attach the new system of Win/Lose I have for the game.
    To Find it in the Triggers look under these folders:
    Version 1.0 - Base Triggers -> Version 1.0 Win/Lose Settings -> Win Lose Folder
    I completely changed the trigger... Hopefully someone would be able to tell me if that looks right.
    (Point of the game is to be the last Person/Team (Depending on if you are in FFA or a Team Based mode) remaining.)

    Posted in: Miscellaneous Development
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    posted a message on Help with win condition triggers

    Could anyone help me figure it out? Like just giving me hints as far as what I should be basing the Winning conditions off of? It would be much appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Making a 16 Player Melee map

    @Hobbesss:

    Player 0 = Neutral, Player 15 = Hostile. 1 - 14 Can be set to Users/Computers (If the settings are or aren't locked). So it isn't really odd numbered as far as the lobby.

    Posted in: Miscellaneous Development
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    posted a message on Help with win condition triggers

    I'm working on a map and I need to make a Winning condition for the 3 modes I have in it, Free For All, 2v2, and 4v4. No matter what I do for some reason the Win triggers I make won't work and the last player or team standing has to quit the game, instead of the game saying they win. Could anyone help me? If there is more information needed I will try to update it.

    Below is the attachment for the map. The trigger system uses Boolean and Integers to see who wins or loses. The Boolean identifies what game mode it's in while the integers count up the amount of players. The trigger has undergone many changes and I am stuck. The Winning triggers are also turned off initially, but when a game mode is picked it activates the Win condition for that game mode. The Lose condition always remains the same and when you lose your Pylon you automatically lose.

    I would greatly appreciate anyone who could help me resolve this issue and give credit for it in the map.

    Posted in: Miscellaneous Development
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    posted a message on Campaign units

    @Rob24:

    Go to Dependencies
    Click Add Standard > Liberty (Campaign)
    Bump up Liberty (Campaign) to the top with the little arrow next to delete.
    Then in Data Editor it is displayed under the "Campaign" folder, instead of the Melee.
    Story Mode has units used in Cinematics mostly.

    Do not forget to turn off Liberty Multi! If you don't it can have conflicting information and will most likely not allow editing of unit names.

    Posted in: Miscellaneous Development
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    posted a message on Disabling Chat

    As far as clearing the messages can't you use the Chat Message Event so whenever someone types in "" as a Partial string it will wait .001 Game Time Seconds, then clear all Chat Messages. It won't remove the Message Log, but it wouldn't cause as much lag as the Periodic Event. Although I'm not quite 100% sure it would work, seeing as how I haven't tried it.

    Posted in: Miscellaneous Development
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