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    posted a message on Prevent caster from retargeting the same target but...

    Hi,

    How do you prevent caster from retargeting the same target but allow other caster to target that target while having the same conditions. For example, (this is a mutiple beam ability)

    - Unit A targets Unit B and the beam is locked in.

    - Unit A cant target Unit B again but is targeting other units instead.

    - Unit C comes in and locks in Unit B.

    - Unit B is being attacked by two beams from separate casters.

    how would i get that to work? what i have so far are validators that stop unit A from retargeting, but cant figure out how to throw in unit B.

    Thanks.

    Posted in: Data
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    posted a message on [Markers] Information about Markers, correct usage in effect chains

    Searched the forums and found the same basic stuff too. I would also like to know more.

    Posted in: Data
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    posted a message on More than two beams

    @Builder_Bob: Go

    wow, actually pasted that post a few times, not sure why i didnt click it....thanks a lot! what you have posted there is what i need. Trying to get beams that transfer energy. Got two beams going already. :)

    Posted in: Data
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    posted a message on More than two beams

    Hi,

    Maybe im not looking or reading hard enough but is there a way to fire more than two beams, lets say for example 4 beams at 4 different targets?

    Posted in: Data
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    posted a message on Xylophone!

    Well, heres a piano, theres a small delay on every key, not sure how to fix it. it has 5 octaves include sharps and flats. people kept asking for a piano, so here it is, haha, couldnt really come up with anything creative to do with it. still trying to find someway to make the synthesizer into a game...

    Posted in: Project Workplace
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    posted a message on Xylophone!

    @FuzzYD: Go

    So far, the only thing i found to changing the sound completely is changing its pitch, but thats in the data editor. With a base sound, , its a lot quicker then importing and creating all those sound links cause all you would have to do is duplicate and change one number. But yeah, couldnt find a trigger to do it, only if the we could catalog it.....

    Posted in: Project Workplace
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    posted a message on Xylophone!

    @xcorbo: Go

    ha, i really wanted to do that but thats a lot of notes to record

    Posted in: Project Workplace
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    posted a message on Xylophone!

    Hey everyone, here's a xylophone synthesizer i made in the editor, or at least what I think is a xylophone. I recorded the tones from my keyboard and forgot what it was, so I'll call it a xylophone. Anyways, haven't seen many music inspired games in SC2 so I made this in the editor as a concept. If you ever played with ToneMatrix, you'll know how this work. I'm sure were not gonna see see a lot of Rockband type games cause of the copyright sound and stuff, but I hope in the future there will be a few maps with interactive instruments. I actually made a drum pad before this but it was hard to demo. Well heres a video, turn on your speakers:

    Embed Removed: https://www.youtube.com/v/ayAJ_aiS7gw?fs=1
    • Sorry if theres any audio delay, had a hard time recording it.

    Well, there you go, I didn't spend a lot of time cleaning it up so it's not as complex as it could be, but just trying to get the idea across. I don't have time to start a new map like this, but can someone make a 'guess the song' or even 'guess the animal' game. I'll be glad to help anyone who starts on that project :D

    Heres the map, its all triggers except the sound links. SPACE to clear pylons.

    Posted in: Project Workplace
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    posted a message on Example of map with timing trigger?

    What kind of timing? like a periodic or time expire. can you post the trigger?

    Posted in: Triggers
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    posted a message on [Solved]Custom UI need help on triggers

    Dont think you can find them in the editor anywhere. Its in the games MPQ files. Theres a library by Helral that has all the templates fromt he games UI. http://www.sc2mapster.com/assets/dialog-item-templates/ and i guess if you dont want the whole library i think its

    "InfoPanel/InfoPanelTemplate"

    Posted in: Triggers
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    posted a message on Super Smash Craft (take two)

    @zenx1: Go @Zarakk: Go

    I havent set any physics in the game yet, so i agree, the jumping is definitely off. the purpose was to show the platforms and cliff at work. The lag issue wont be much of a problem because I seen games like doodad hunter that works fine with WASD controls and also I'm switching most of the triggers to data editor.

    Posted in: Project Workplace
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    posted a message on Super Smash Craft (take two)

    I read about the project that Vlaeder was working on called Super Smash Craft, but he abandoned it so I thought I give it a try since there aren't lot of platformer fighting games. The editor is still new to me and it's taking me awhile to get use to the data editor, but I was able to make some basic essentials:

    • Character selection
    • movement
    • platforms
    • cliffs you can jump off of.

    In a few weeks (once I figure it out):

    • More character/Heros with individual move
    • At least 7 different stages
    • Stylize UI
    • Animation
    • Jump physics
    • and other stuff that i can't remember

    Heres a demo of what I got so far:

    Embed Removed: https://www.youtube.com/v/Dychkq54GmU?fs=1
    Posted in: Project Workplace
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    posted a message on Super Mario Demo (with sprites)

    @lobster22221: Go

    All it is setting visibility/creating the images when they need to show and hiding/destroying them when they aren't needed. So it is sort of like replacing them but for me, they are permanently attached. Like a light switch turning on and off.

    @tigerija: Go

    Probably not understanding the question, but the plane of the images? they face the camera all the time no matter the direction.

    Posted in: Project Workplace
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    posted a message on Super Mario Demo (with sprites)

    @Paladia: Go

    No special skill, the sprite are just text actors and everything else are triggers. Each actor activates depending on facing angle, key pressed, height, etc. Well, this is the way I did it, not sure if there is another way.

    Posted in: Project Workplace
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    posted a message on Super Mario Demo (with sprites)

    @Zarakk: Go haha, i know what you mean. thanks for the head up.

    Posted in: Project Workplace
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