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    posted a message on [Request] Simple tool models and animation edits for colonists

    I have a special need for an upcoming project that I hope one of you will be able to help me with.

    I want to have colonist as gatherers much like civilians in games like age of empires or what have you. So I need two models specifically: A pick axe, and (possibly) a hammer *if*:

    Someone can make me an animation of the civilian male animation "stand work 01" from 1.5 seconds till the end. That portion actually looks like he's hammering... could use that for a build animation, but it isn't 100% necessary. If it can't be done, don't worry about the hammer.

    Also, if you're feeling really generous I'd love to have the hands tightened up on the "stand work" animation to more of a closed double fist that way when I attach the pick axe model it looks like he's holding it.

    I'm presuming I can attach a pick axe/ hammer to his hands in the data editor (along with the piece of crystal he'll carry while cycling his gather animation, much like the SCV/done/probes do)... I hope that's the case anyway. If not, I may be back for more favors unless I can dig up a student version of 3ds max, the money to buy it, and the free time to teach myself how to do all this....

    Ahh, yeah, anyway, any help will be greatly appreciated.

    Posted in: Requests
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    posted a message on Triggers help?

    @froznic: Go

    Well, here's the link to the map:

    Infection of Rew

    To spawn the units from the different bays just type in "bay 1" or "bay 2" which will activate the left and right bays respectively. Right now it only spawns SCV's, but soon I'll make it into utility bot type things. I suppose before that I have to learn about making UI's and what not... -_-

    Anyway, because of there being a problem with the supply depot animation not triggering properly when a unit was practically on top of it, the unit now dies if it's standing on it when you activate the bay.

    If you're interested in the concept read this post

    Posted in: Miscellaneous Development
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    posted a message on Triggers help?

    All right, I got it working perfectly, many thanks to the two who contributed.

    If anyone wants to know the final setup just let me know. =]

    Posted in: Miscellaneous Development
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    posted a message on Triggers help?

    @Zeban: Go

    Thanks much, seems easy enough to implement... hopefully lol.

    I'm just basically trying to make a repair bot that repairs base defenses, and the supply depot is acting as kinda it's "storage bay" if you will. The bay stays lowered unless a repair order is given in which it raises and releases the bot and re-lowers. It then raises again to take the bot in and goes back to it's original position.

    That's the idea anyway. =]

    To the trigger editor, away! -exits stage left-

    Posted in: Miscellaneous Development
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    posted a message on Triggers help?

    All right, so my problem has evolved. This should be so simple, but it's rather aggravating.

    I've got a supply depot that starts off in the down position with a region right in front of it.

    So if a unit enters the region, the supply depot comes up (issue order) and the unit disappears (remove unit) and it goes back down again... The problem that I'm having is this: I want to be able to spawn units from this location too, from the same region I used for the previous trigger but in reverse.

    I have no idea how to go about doing this... I make a unit to the region and it goes back through the other trigger... I see the problem, in that the unit is removed shortly after entering the region... but I'm not sure exactly how else to approach the situation.

    Any pointers oh noble wise ones? I'm at a loss.

    Posted in: Miscellaneous Development
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    posted a message on Triggers help?

    All right, that's a simpler solution than I thought it would be.

    You have my thanks. =]

    Posted in: Miscellaneous Development
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    posted a message on Triggers help?

    I'm not really experienced with pathing, but I was wondering if there was anyway (triggers or data) to have a unit "appear" to enter or exit a structure. Point in question the utility bot critter entering a supply depot.

    I don't want to disable the collision for the supply depot, because I don't want it to be able to be walked through by anything... same goes with the utility bot, I don't want it to be able to pass through everything.

    Suggestions?

    Thanks in advance.

    Posted in: Miscellaneous Development
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    posted a message on Slightly Ambitious Project

    Oh, and I also thought about having sandbags buildable... What's all your thoughts on that? Across one of the roads from the base is a construction site.... I could have a bot go there to collect "sand" and bring it back to construct a sandbag... just a thought. I was also wondering if say... a self-destruct button on a marauder would be cool.... you send it out, it starts getting over-run, you blow it up... -shrug-

    Posted in: Miscellaneous Development
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    posted a message on Slightly Ambitious Project

    Hey everyone, this is my first post so I figured I'd start it with a bang.

    I'm working on a relatively simple (or maybe not..) project, a basic zombie defense map with the objective to survive until the timer ends. Thing is, in my map the base defenses will be automatic, the only "structures" players will have access to are computer terminals, there will be new resources, and all units are dropped in...

    I've included the link to the map... which at this point is exactly that... just a map. Here's a picture of the base itself:

    Base

    The two terminals on the outsides will be made into units or bases to control the calldown of other units. The speed at which the units are delivered will depend upon A) the priority level (or how many enemy units are in your area of operations) and B) The available amount of base power available to that player. (I'll get back to this when I talk about resources.)

    The supply depots are the housing for utility bots. The depots will stay docked unless a repair/heal order is sent out, in which case they'll deploy a repair bot if there is enough energy available (Guess you can already tell energy will be the main resource...). Thing is, I'm gonna have to use a trigger to orientate the building how I want (unless someone wants to tell me a better way) so i'm not going to have the depots being available for rebuild. Instead, when an enemy gets to the very inside of the base (up the ramp) the depots will stay docked to avoid being attacked but with the consequence of not being able to send a repair/heal command out. Of course there'll be times when you really need a healer, or to rebuild/repair a turret... in this case you can use the terminal to call in a raven (at much energy cost) to rebuild/repair turrets and to deploy temporary heal drones (reconfigured point defense).

    As for resources... every player will have his or her own generator. If it's destroyed, that player is out of the game unless all the other players concede to sharing their energy... this will put a drain on the rest of the generators, but it will keep the player in play. I may be generous and have an option to rebuild generators, I haven't decided yet. Okay, here's the tricky part about the generators... each one generates energy per player for their command console, but they all attribute to "base energy" which repair orders and base defense commands use. It's complicated enough with one resource, right? Hah, well, that's not all...

    Munitions. All your units have a limited supply of ammunition. Heck, without that zombie killin' would be fun, am I right? Munitions are ordered in as drops just like your units. To offset this though, there will be veterancy for every unit, so after so many kills they're damage and armor will increase. Then again, that could give you an awfully power army... so the priority level (one of the factors in unit delivery speed) will go down with the more veteran units you have. (For priority levels think more enemies, faster unit production, more veteran units, slower unit production. These two variables should only offset each other slightly.) On a side note to the priority levels comment, I thought about making dynamic spawning for the enemies, so the stronger your defenses the more/tougher enemies you encounter... that's just a thought.

    Hmmm... so in review. Resources: Munitions, Power, (Priority?). Name of the game to live until time is up... Suppose there could be a point system for the amount of kills between the players. Base defenses are automated...(Oh, by the way, does anyone know how I could make the base defense commands work through chat?) Upgrades are through veterancy which is directly linked to that units kill count... Ummm, yeah, I suppose that's about it lol.

    Soooo, I'd love suggestions, feedbacks, and just comments in general. Ah, but the thing is, I'm really new to not only this game but in modding it as well. The only modding experience I have is with Fallout 3 and Oblivion, so this one is pretty new to me. That being said anyone willing to collaborate with me on this project would be graciously welcomed. Thanks for reading!!

    Infection of Rew (Link to the Map)

    Posted in: Miscellaneous Development
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