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    posted a message on Doodad and Pathing Ignore

    I've been looking over old threads about Show/Hide doodads keeping the pathing.

    Basically, what I am interested in doing is having an ability that allows my hero to "pass through walls" kind of thing. When using this ability, it'll be able to pass through trees and other pathing obstacles. Eventually, you'll get to a point where you "return to the real world" and the trees become physical again.

    I saw a solution for it.. but it looks like it will require countless points, so I was wondering if someone had a way to possibly remove the pathing(even hiding the doodad entirely while removing the pathing is fine). The solution that I noticed was creating a dummy unit on top of the doodad, removing that dummy unit when the ability is used, then re-creating it later.

    Any less mind-numbing solutions? :P

    Thanks all!

    Posted in: Triggers
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    posted a message on [FIXED]How to change ingame music

    I've been wanting to add custom music to my maps, but wow, .ogg and .wav formats can turn a 3 minute song into 20+ megabytes! It seems that when I import a file of this size into my map, it won't even play.

    Do people just use a much lower quality of audio to get their tracks in-game? Or is 3 minutes something that I couldn't hope to insert into the game? Honestly, it doesn't matter to me if it runs over 10 megabytes, because I doubt my map would ever be played on b.net anyway. It's mostly single-player RPG stuff.

    If you guys know of a good(or free) .ogg converter and quality manager, hook me up with a link~

    Thanks all.

    Posted in: Miscellaneous Development
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    posted a message on The Map Testers List

    @bravetarget: Go

    Sorry, I was looking at my achievement. :x

    491 is my code and my name is GiraffeMe. Try adding me again when you get the chance, I'll be glad to test out your map.

    Tried adding you, but it wouldn't work. Maybe we're doing the same thing lol.

    Posted in: Miscellaneous Development
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    posted a message on Map Ideas Thread

    @zeldarules28: Go

    Well, the way I put it into my game as of now, you have 2 regions that follow you around. One is large and the other is smaller. When a monster gets in the large region, a small amount of sanity is lost. As it gets closer, you lose more sanity. Certain monsters(the more grotesque looking ones) drain more sanity than the others. Eventually, at the end, you're nearly crazy. So if you do win the game, the cinematics at the end show you going back to your wife and kids, but you're completely insane by then.

    I like RPGs that either have a cool anti-hero, or even after killing the last boss, things don't turn out with rainbows and daisies. So I wanted to create something to that effect.

    Posted in: Map Suggestions/Requests
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    posted a message on Map Ideas Thread

    I thought up this map idea a few days ago, and was going to implement it myself. Instead, I've been busy with other stuff, so I figured I'd let it out.

    Basically, I was going to take a lot of the interesting aspects of Eternal Darkness: Sanity's Requiem and apply it to an RPG. I was going to make it so that at the beginning, you were some army soldier fighting in "insert country here". You and your allies get ambushed and you are sent into this cavern of some ancient creature. As you encounter more and more enemies(each monster reduces your sanity level a certain amount if they enter within a certain range of your hero), your mental fortitude(or sanity) starts dropping.

    Let's say that sanity is based on a percentage. As you get between 60-80% sanity, your camera angle starts to tilt some, and a thin red fog covers the screen. 40-60%, it tilts even more, and there is more fog, etc. On top of this, every 30-180 seconds plus your current sanity percent(in seconds), you have a random chance to experience an insanity effect. When your sanity is above 60%, you usually only hear weird noises, whispers, and sounds. But when your sanity is below 60%, stranger things can happen...

    Some of the cool sanity effects I was thinking: You get a "Defeat!" dialog, only to find that it was a hoax. Your character suddenly dies, only to find him standing there seconds later. The camera shakes violently for a short period of time. Your character gradually shrinks in size, but returns to normal a bit later. The screen fades to black, but fighting is still going on.

    EDIT: I forgot to mention the rune system from the game. Basically, you could collect runes to create a 3, 5, or 7-rune spell array. You'd use them like you see RPG maps with their equipment/inventory. And you'd have a "cast spell" ability which checks to see which runes you have in your array. If the runes don't make a spell, then the spell simply fizzles.

    I have implemented all of these sanity effects into my game, but my map designing skills are poor. I simply can't make a good looking map. If you would like my code or my help for applying this to your better looking map, then I'd be more than happy to assist.

    Posted in: Map Suggestions/Requests
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    posted a message on The Map Testers List

    GiraffeMe 491 USA

    Will test single playable RPGs on my own time. Shoot me a PM here, or on bnet.

    Posted in: Miscellaneous Development
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    posted a message on Transfer Terrain from one map to another

    @IvyIffert: Go

    I went into the Data Editor. You have 8 slots that you can have whatever terrain you want from any map. You can find it at the bottom of the tab: "Terrain Texture Sets". Click on one of the map locations and go to the bottom.

    Posted in: Miscellaneous Development
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    posted a message on To All Wannabe Map Makers..

    @PvtChevron: Go

    I don't know if I can agree with this. In SC1, I basically enjoyed only two things. 2v2v2v2 BGH and the occasional break with an RPG map. Look at frustrating maps like Labyrinthos. You won't attract hundreds->thousands of people with your game, but the few you do attract may enjoy it. I think the OP's idea is GREAT if you consider game success as only "appealing to the masses".

    However, if you think game success is making the few people who do decide to play out your map have a nice little break from the norm, then by all means, post your maps. Note: If the SC2 community is anything like SC1, there will be masses of people with ADD who refuse to stay in a game when they don't see instant gratification/results. In that community, there will be a subset of players who are willing to try new things.

    Posted in: General Chat
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    posted a message on Hide UI but buttons still pressable ?

    @Molsterr: Go

    Thanks, works great :D

    Posted in: Miscellaneous Development
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    posted a message on Hide UI but buttons still pressable ?

    @pixartist: Go

    Did anyone have an answer to this? I would love to hide the UI, yet still give the player the ability to "attack move". It's too annoying to just have units move to a location while they're getting smashed by enemies.

    Even if someone has a way to make the 'A' button act like it does when the UI is available, I'd much appreciate it. Thanks. :)

    Posted in: Miscellaneous Development
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