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    posted a message on Dark Citadel (Co-op)

    I'm srry, this is US.

    Posted in: Project Workplace
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    posted a message on Dark Citadel (Co-op)

    I guess this can be the official thread for "Dark Citadel". The game type can be described as a mix of Impossible Bosses and Minigames. Their are many stages that the players must work together to pass, pitting them against enemies and puzzles. Teamwork is a must, as the players' have only a single unit to tackle each stage with. While there is no story right now, the game will be presented with a serious and dark atmosphere that will give greater effect to the minigame-type challenges. I will try to upload a video soon of multiplayer action. Dark Citadel has not been publicly published yet. If you wish to test it or join the small team that is working on it, PM me.

    Posted in: Project Workplace
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    posted a message on LF Data/Trigger Editors

    bumped with link to video of stage 1. It is still a WIP and any advice and feed back is accepted. Take note that more work is still being done to it and I still need to add Zergling abilities and fix up a few things.

    Posted in: Team Recruitment
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    posted a message on Still having trouble with Artillery-Type Ability

    Ah.. Yes, I'll have to save it for tomorrow. But thank you for pointing this out.

    Posted in: Miscellaneous Development
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    posted a message on Still having trouble with Artillery-Type Ability

    What grenade abilities? And I think thors cannon is channeled?

    Posted in: Miscellaneous Development
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    posted a message on Still having trouble with Artillery-Type Ability

    Sorry for creating another thread about this topic, I only do so after suffering three days of straight failure in getting this ability to work. I've been having much success this week and its frustrating to get stuck on one simple (I assumed) ability that's causing a standstill in my project's progression.

    The problem is I want to create an ability that targets a unit/point (shouldnt matter) and have the caster launch a missile at the point. Any units caught within a 2 radius of the target point when the missile reaches it should suffer the effect/take damage. I followed RileyStarcraft's missile tutorial, yet it is made for standard attacks that target units only and home-in on the target. I tried to edit it to suit my needs but it does not work. It has failed to deal damage, only succeeded in causing the missile to be incredibly offtarget and zoom back onto the target, causing the missile to hit the target point but still not deal damage when there are units directly at the point of impact, causing the missile to not leave the caster at all, etc etc..

    I have not been very good with edits done completely from scratch before, Mostly I've edited already existing skills or copy and pasted some of them. I've done work with actors before and I feel i understand most of that but it is the ability -> effect part that I do not understand. Here is an outline of what I have.

    Ability

    • Name - Stone Missile
    • Type: Effect - Target
    • (Under Effects)Effect: Stone Missile (Launch)
    • Ammo Unit: Stone Missile (Projectile Unit)

    Unit

    • Name – Stone Missile (Projectile Unit)
    • Type: Projectile, Invulnerable Missile
    • Movers: Missile Default

    Effect

    • Name - Stone Missile (Launch)
    • Type: Launch Missile
    • (Under Target)Impact Location – Effect: Stone Missile (Damage)
    • Impact Location – Value: Target Point

    Effect

    • Name – Stone Missile (Damage)
    • Type: Damage
    • (Under Combat)Amount: 10
    • (Under Search) Area Arc: 360
    • (Under Search) Area Maximum Count: -1
    • (Under Search) Area Radius: 5
    • (Under Search) Area Arc: 360
    • (Under Target) Impact Location – Effect: None
    • (Under Target) Impact Location – Value: Target Point

    As of Now he is shooting missiles off target and the projectile model does not disappear. I fear that I’ve only been making matters worse but I would appreciate if anyone can explain what causes this?

    Posted in: Miscellaneous Development
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    posted a message on weapons do damage at actual missile impact site instead of at unit

    I'm srry, I have many Impact Location, Impact Location - Value, Impact Effect fields, but I don't see any Impact Location+ fields although i do remember seeing them in the past. Where would i find it again?

    Posted in: Miscellaneous Development
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    posted a message on weapons do damage at actual missile impact site instead of at unit

    bumping, i have the same exact question.

    Posted in: Miscellaneous Development
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    posted a message on Making an Artillery Attack?

    Could not get that to work. I resorted to creating a missile following RileyStarcraft's missile tutorial and the missile works. The problem is converting that missile weapon to an artillery type. Need help getting started on that.

    Posted in: Miscellaneous Development
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    posted a message on Making an Artillery Attack?

    I was only copying the mover because it had the kind of arc i was looking for. I suppose I could try that.

    Posted in: Miscellaneous Development
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    posted a message on Making an Artillery Attack?

    Hey. I gave my unit a second weapon, with a minimum range of 4 and max range of 10. I want the attack to be a slow missile that arcs really high and lands at the target unit point, without homing on the target unit (so a moving unit could dodge it). What kind of effects do I need, can i use the 'infestor - infested terran' movers? How do i make it so that the effect occurs when it lands?

    Posted in: Miscellaneous Development
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    posted a message on Utilizing Cameras

    Yea, hah, that was the problem. I think the other thing is that cameras immediately face the target area while the position of it moves at a rate described through the duration.

    Posted in: Miscellaneous Development
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    posted a message on Data Editor - Backstab?

    Srry to revive this old thread. My question is if it is possible to recreate a passive backstab effect (occurs on every attack) in the data editor, maybe as part of a set that includes the damage and the backstab using validators to check the unit facing angles and such.

    Posted in: Miscellaneous Development
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    posted a message on How do u make it so teams in lobby match in game

    Most common solution is to allow teams to be picked in-game. Could cause a little chaos right at the start, but if you make it so the host (player 1) sets teams, could be a temporary/tolerable solution.

    Posted in: Miscellaneous Development
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    posted a message on Utilizing Cameras

    Trying to create a short scene to top-off the completiion of the first level. I do not know the standard way people create scenes in the editor (i know how to pan camera, zoom atleast) so I tried to make it simple. I created 4 cameras, each at different angles and positions facing a unit, and i basically did

    "Player Group - Pick each player in (Active Players) and do (Actions):"

    "Camera - Apply 'Camera 1A' for player (picked player) over 2.0 seconds with (Exisitng veloc)% initial velocity, 10% decel, Don't Include Target." (not sure what including target does.)

    "General - Wait 2.0 Game Time seconds".

    "Camera - Apply 'Camera 1B' for player (picked player) over 2.0 seconds with (Exisitng veloc)% initial velocity, 10% decel, Don't Include Target." (not sure what including target does.)

    "General - Wait 2.0 Game Time seconds".

    Did this up to 'Camera 1D' but I noticed that when it plays, 'Camera 1A' is fine, 'Camera 1B' also looks good, but 'Camera 1C' doesn't move in all the way, and 'Camera 1D' looks like its offset from the correct position by a lot even though it has the right angle. Not sure why this happens, I tried compensating for it but its not working right. Is their something about Cameras I need to know, and am I using them correctly or is there a better way?

    Posted in: Miscellaneous Development
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