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    posted a message on Troubles With Dialog Label Anchor

    @DivinoZarathos: Go

    I had a really frustrating time creating custom UI stuff for the briefings on my map... for me, the source of the problems was the different alignments of dialog items inside the dialog. I fixed it by aligning my dialog to the Centre (or where ever) and everything else to the top left and then messing around with the offsets. This way, all your dialog items are by default attached to the upper left of the dialog, and you set exactly where they are with x,y coordinates. I found it much, much easier than messing around with the presets.

    EDIT: Also, like s3rious said above, try messing around with the sizes of the dialog items, as that also changes their alignment. If your dialog is 240 width and the label is only 200, it will not be perfectly aligned to the right. Again what I found easiest was making all items the same size (or slightly smaller so they're not overlapping the borders of your image), with the same alignments, and then playing with the offsets.

    Posted in: Miscellaneous Development
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    posted a message on Making a Unit Glow

    Someone will probably move this thread, but anyway:

    There are a few ways to make a unit "glow":

    • In the Data Editor under Actors, on the right side find the Events - Events + field and edit it... Create a New Event, have the Msg Type be Unit Birth, and the Source Name be the unit you're editing. Under the Actions change the Msg Type to either Glow Start (which makes a unit pulse slowly) or Set Tint Color and play around with the settings. (Halo Start also adds a bit of a different "glow" effect)
    • For Doodads, you can simply double click and choose "Custom Color" and play around with the HDR multiplier
    • Finally, editing the model is the most comprehensive way to make a unit glow... which, for your Diablo character sounds like what you'd need to do. Changing the glow effects in the Data Editor changes the color of the whole model, not just the bits you'd like to change.
    Posted in: Miscellaneous Development
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    posted a message on [Feedback] Xel'naga Relics

    @fr0d0b0ls0n: Go

    Not sure which version I've played but it was sweet. It didn't get boring, the upgrades were really well done, the objectives were interesting and challenging, the Medivac trigger was well done (if pressed multiple times it adds the unit to the Medivac cargo instead of calling in several Medivacs). Fun game, can't wait for the full release.

    The mission where I had to kill the 3 scientists though, I think it may have been bugged, I thought I only killed 1/3 and it completed the quest for me. Only other critique is to finish the terrain... and if possible implement a bit more balance to adjust the difficulty of the enemies by the level of the attackers or something... I died 3 times at the very start. Once I got Tychus' armor upgrade I was all set though. :)

    EDIT: So I played the game the whole way through with Tychus and have a few other critiques... I leveled up to 12 with a fair amount of play remaining (granted, I was playing by myself, maybe its faster paced online) but once I'd reached level 12, the game got a little stale. Maybe add 3 more levels? That would probably stretch it to the end of the game.

    Also, I bought a few Medics but found that for 200 minerals, 2 Marines are just as good. The AI goes straight for the Medics, so they always get killed first. My setup was: 1 scientist hidden somewhere safe to find relics, and then 3 Marines and a Medic. Medic ended up being worthless. Maybe give them a slow health regen? That would make them worth the money.

    Finally, the progress bar for the final XNR is broken I think. It started, and then paused at about 10-15%, and then jumped around 40%-50% and again at 60% and then it activated and I won the game. But the bar wasn't full. I think what happened was my Hero walked away from it for a short while to kill some attackers (but maybe left a few Marines near it, keeping the timer going?) and when I went back it continued the progress bar? I dunno for sure.

    Overall though, great map. Very fun. Polish it up and I'm sure it will be popular. :)

    Posted in: Project Workplace
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    posted a message on Legend of Zelda!

    @aTTari: Go

    I gotcha. Well very cool. I'd love to do an oldschool top-down RPG at some point. Look forward to testing your map.

    Posted in: Project Workplace
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    posted a message on Legend of Zelda!

    So sick! I had this exact same idea but I've never experimented with sprites and whatnot. Is it difficult (or just time consuming?) importing all those sprites to change textures?

    Posted in: Project Workplace
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    posted a message on Zerg Hunter RPG (v1.3.3)

    @Zantai: Go

    Just played it, very very cool. Fun to play, and I found myself actually wanting to level up to get more damage and whatnot... well done. The skill-tree was great.

    A few things:

    • Several (4-6) objectives active at one time was a little confusing, (ie: the Terran base being attacked by the Hive while 2 of us were still going to take down the first boss) I had no idea it was supposed to be happening.
    • Cinematics were too long... I know they're skippable, but if skipped, is it possible to put a short summary of what just happened somewhere, so the player knows what just happened?
    • Do cinematics record every player who presses ESC? Or just if one person presses it, the cinematic is skipped? If it records all players, could you put something in the UI to say "Player 1 has chosen to skip." etc? That would be helpful.
    • Aesthetically, the UI menus are a little boring. Are there plans to change these a little bit? The buttons, the backgrounds, etc?
    • There was a bug after the first boss where the camera didn't revert to the default game cam and stayed cinematic. I have a screenshot of it, I'll attach it at the bottom. EDIT: Argh, it didn't save my screenshot, but there was a trigger error... I can't remember what it referenced. It was a fairly significant bug though. It only corrected itself after another cinematic was cued.

    Other than that, I must say, it was extremely fun. Terrain was well done, spells were sweet, portal system was well implemented... thumbs up sir. I'll look forward to updates.

    Posted in: Project Workplace
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    posted a message on SC1 Remake - T02 - Backwater Station

    @Rentless666: Go

    • I'll fix the rock/geyser bug asap, thanks.
    • The infested Terran cocoons are intentionally Neutral to get user input; if they were hostile, your units would engage them on their own... it's supposed to be a bit of a "seeker" mission. :)
    • I'll revisit the Rescue mission, but I tried a doodad and couldn't find a way to create a doodad when triggered. I'll tinker with it though.
    • If portraits are heavily requested during the in-game cut scenes I'll create some dialog to fancy them up and add them; as it is, I think the subtlety works, personally. :)
    • I feel it's too easy too, but you're right, it's supposed to be a breeze. lol
    • Overlaying the background from the original mission briefings is a possibility, it just looks horrendous combined with the new graphics.

    General Duke was a bitch, there aren't too many old guy portraits in the game, and very few at all that I could imagine his voice coming from.

    @Victiln: Thanks. :) I'm sure I'll create more campaign missions in the future, and I think I'm getting better with each one, so keep checkin back.

    Posted in: Project Workplace
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    posted a message on SC1 Remake - T02 - Backwater Station

    So this little hobby project I've been working on to familiarize myself with the editor is 1/6th of the way done. lol I chose to remake the second mission in the Terran campaign this time (mainly because the tutorial missions are boring.) Please download and try the map, it should seem fairly familiar to those who've played the original SC1 Terran campaign... I did add two bonus objectives, and changed a few things.

    I need feedback if anything needs to be changed, if anything is broken or whatever. Btw, if someone could look at my triggers and tell me why my Replay button in the Briefing folder doesn't work, that'd be excellent!! Look under: Briefing > Briefing Dialog and everything should be nicely commented for navigational purposes. :) Heads up though, my triggers are probably overly complex and not nearly as efficient as they could be, but they work. :)

    Posted in: Project Workplace
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    posted a message on [Video] Revenge of the Tal'Darim Cinematic

    Epic! Great job.

    Posted in: General Chat
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    posted a message on Unburrowing Hostile CPU Units

    Has anyone found an EASY way to do this?

    When the User gets close, I want the hostile CPU to unburrow and attack. Right now, this is what my trigger looks like:

    Burrowed 09
        Events
            Unit - Any Unit Enters Unburrow 09
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 1
        Actions
            Trigger - Turn (Current trigger) Off
            Unit - Order all units in (Any units in Unburrow 09 owned by player 2 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) to (Zergling - Unburrow) (Replace Existing Orders)
            Unit - Order all units in (Any units in Unburrow 09 owned by player 2 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) to (Hydralisk - Unburrow) (Replace Existing Orders)
    

    This works. But I now have 11 different regions to create triggers for. lol I've tried Initializing AI for Player 2, allowing Burrow upgrade, etc etc... nothing seems to work. Why the hell doesn't this work like it did with SC1?

    Posted in: Miscellaneous Development
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    posted a message on Campaign Mission Ideas?

    I loved the idea of the Supernova map, the impending doom thing was really cool... try to implement something like that. :)

    Or what about this, since the Protoss harness the power of Pylons to power their structures (and shields, and by extension their Psi abilities), make a mission where they need to evacuate a planet because there's some atmospheric or geological interference rendering them useless in certain areas. Like an eclipse, or shifting terrain. Meanwhile the Zerg are overwhelming the planet... and while the Protoss still have their shields and Pylons they can hold them at bay - but after x amount of time, the shields go down in a certain area and the Zerg break through.

    Orrrr, a stealth mission where a squad of Dark Templars infiltrate a heavily infested world and eventually sacrifice themselves to destroy the planet... resistance is too heavy for the Mothership to be effective so they send in smaller units to put "bombs" at x,y,z on the surface that'll blow the planet apart and kill them all. :)

    Posted in: Miscellaneous Development
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    posted a message on How to Hide Creep Tumors? [Solved]

    @zeldarules28: Go

    Checking cloaked works, I was just editing the wrong Creep Tumor unit :) Thanks for the help.

    Posted in: Miscellaneous Development
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    posted a message on How to Hide Creep Tumors? [Solved]

    @PurpleFantum: No, setting "Initially Hidden" DOES hide them, but it starts removing the creep as soon as the map starts.

    @zeldarules28: Tried both, neither makes them invisible. :/ Good suggestions though. I'll keep tinkering...

    EDIT: My bad, I edited the Creep Tumor (.SC2Mod) and not the Creep Tumor (Burrowed) (.SC2Campaign) version... checking "Buried" in the flags doesn't work, however checking "Cloaked" does.

    Solved. Thanks.

    Posted in: Miscellaneous Development
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    posted a message on How to Hide Creep Tumors? [Solved]

    Is there an easy way to hide Creep Tumors but keep the creep? Using team 0 as the owner of Creep Tumors (at least when placing them in Galaxy Editor) hides them in-game, but the creep immediately starts disappearing. Maybe changing the owner through a trigger would fix this?

    I find the Creep Tumors an eyesore... I'm trying to remake the original StarCraft Terran campaign, I'm on the "Backwater Station" episode where they first encounter Creep Colonies. I miss them. :(

    SOLVED: In the Data Editor, under Units, find "Creep Tumor (Burrowed).SC2Campaign" and under Unit - Flags check "Cloaked" and "Undetectable" if you want to keep it 100% hidden. You'll need to destroy it with triggers to remove the creep it generates though. Thanks!

    Posted in: Miscellaneous Development
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    posted a message on Start position issues

    I believe you go into the Player Properties and set each player's starting location there.

    Edit: Map > Player Properties

    Posted in: Miscellaneous Development
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