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    posted a message on [Resolved] Adding players without a starting command center?

    Removing the player unit startup action resulted in the computer player units being completely immobile even if the AI action was there.

    So I reinserted the starting unit action back into the list, but only ceated starting points the computer players were specifically set to and to have no starting point for human players (but they have units). This appears to work.

    Posted in: Miscellaneous Development
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    posted a message on Loading Screens

    I dont know if its possible or easy, but having a custom doodad like an in game road sign or an advertizing blimp with a custom logo or title (ex:mapster) would be something else that could be neet.

    Posted in: Artist Tavern
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    posted a message on [HELP] Vehicle Entry Triggers not working like they should!

    I am way out of my league at this stage (im testing neutral bunker tonight, many thanks for the tips I got), but could it be possible to give the vehicle an ability to load/unload a unit like a Hercules? (the Hercules even allows the unit to survive if destroyed which simulates a neet ejection system). It might be simpler to give the vehicle with such a load/unload ability the attribute that the unit it carries determines who controls the vehicle?

    When I get a handle on the bunker, entering a vehicle to take it might come very soon on my list of things to test, I hope it can be done in a way thats more similar to the way I described above rather than having to deal with switching units and variables(too complex for me right now).

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Adding players without a starting command center?

    great I will give this a shot thanks!

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Adding players without a starting command center?

    thanks for the replies,

    "You cannot use the melee initialization trigger"

    I only remember seeing initialization triggers for all players(dont have the map right now), If I remove the melee initialization trigger and place a command center with scvs how will the comuter opponents be set up? I could place a hatchery and a few drones but would they behave like a melee map and more or less expand their base build units and attack? The current setup the AI is lame but at least it automatically builds some units on its own and sends them to attack without requiring triggers etc to do so, which is something I would like to keep if possible.

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Adding players without a starting command center?

    I would like player 1 to have a typical melee startup (command center+scv), and for other players that join to be allies that only start with a marine and though able to control the units player 1 creates do not have a typical melee startup (command center+scv) of their own.

    I created a melee map, set several startup points (001 for player 1), set players 1-4 control to user, gave players 2-4 a marine, added triggers to make them allies, I set player 1 's startup point to 001, but for players 2-4 the startup choices in the menu are either "random" of a specific startup point, there is no "none" to indicate the player should not start with a command center.

    What different or additional steps are needed to set this up?

    thanks

    Posted in: Miscellaneous Development
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    posted a message on Any one working on a THE THING map?
    Quote from greythepirate: Go

    I'm about 60% done with a "Changeling" map~ same premise as The THING, with some cool twists. 8 Player map, 3rd person camera, 1 is a changeling in disguise (with cool custom abilities). Day night cycle- at night, progressively stronger, randomly generated zerg forces invade from 4 choke points.

    Items, Equipped weapons/ammo, money is made by selling rare ore (spawned randomly in the mine, and droppped by invading zerg forces). 'Supply' system (inspired by The Thing's temperature system): you can hold up to 50 'supply' (vespene gas), which is consumed slowly over time.

    Supply can be used for special abilities, and is dropped via dropship every other day. Extra supply can be bought from the Vendomaticâ„¢.

    That sounds interesting, how is the map progressing? Is it available for download or in Battlenet?

    Posted in: Miscellaneous Development
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    posted a message on Cant see liberty units in map but see them in test?

    I created a map and added various units from the liberty campaign such as the infested civilians, but now when I get back to the map I can no longer see these units even if I click on the dependancies menu item, but the odd thing is when I test the map the unseen units are there nonetheless. How can I see these units when I work on the map?

    Posted in: Miscellaneous Development
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    posted a message on Neutral Bunkers (usable by allies)

    "Tested and confirmed mm2jswizzy's suggestion." Great! Would it be possible to have access to a test map (Vases, mm2jswizzy, kozm0naut) with the neutral bunker so I can can examine the filters and triggers (the details) on my own? (I think I found that load/unload ally filter but I guess im missing the other stuff because the marines dont even enter the neutral bunker)

    Edit: I added a check next to (allow) neutral and the marines can now enter the neutral building and they even fire at enemies, except I cant make the marine exit the bunker at this stage without further details.

    Posted in: Miscellaneous Development
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    posted a message on Neutral Bunkers (usable by allies)

    If someone needs a player to test such a map with multiple players sharing a bunker or another map you may be working on I should be available tonight (in North America) at 10pm ET/ 9pm CT/ 8pm MT/ 7pm PT. I've mostly played SP so far, and tried NOTD which I liked, I noticed theres a map 'search' feature when creating a game but I havent found a search to Join games, so if theres an easier way than scrolling and clicking MORE at the botton until you find a specific game let me know because I may not be able to find the game to be tested (in a NOTD game we got crushed but by exiting the game it was not evident how to join up with the same guys, I scrolled until I found another game with different players but it would have been neet to start over with the same players), I'll be checking back here on this thread tonight to see if someone needs a tester :D

    Posted in: Miscellaneous Development
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    posted a message on Neutral Bunkers (usable by allies)

    Thanks everyone, I appreciate all ideas. Ideally it would be great to have a solution that could also apply to transports and it would be great to have the possibility for a Pilot(civilian colonist) character or Ghost to enter an abandoned empty vehicle (goliath, landed viking, seige tank) and use it and then eject if the vehicle is destroyed, this would be very useful for mech type games (the old Metal Warrior for for an old nintendo console was a blast) and opens other possiblity like the snipe ability sniping the pilot of a vehicle so you can steal and use it (as in BattleZone 2) ;)

    Posted in: Miscellaneous Development
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    posted a message on Neutral Bunkers (usable by allies)

    does anyone have tips on how to create a Neutral Bunker that any player can enter for protection as long as there is room and no enemy inside? You could have 2 marines from 2 different but allied players, each could order out up to the number of his units inside (not able to affect other occupants)

    Thanks

    Posted in: Miscellaneous Development
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    posted a message on [Data] Creating New Units - Easy!!

    Thanks for the tutorial It would be interesting if someone could make an addendum for creating/modifying a Zerg Unit that Burrows. Ive tried and had criss-crossing between the original and new unit when burrowing or unborrowing. Ive read someone else had problems with a hydra, with various back and forth comments to find a solution, but a straight step-by-step tutorial on how to do it would be great.

    Posted in: Tutorials
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