• 0

    posted a message on Hover

    very small, but possibly powerful. You now have the ability to make units float over water. This is the map file, I have changed only 2 things, I made a mover called Hover and I changed the MULE to have Hover as it's mover. The map is just to show how it works.

    Posted in: Data Assets
  • 0

    posted a message on Capture point pings

    Hi there I'm looking to do a capture point control system, I don't think this has been done in this way yet, but in similar ways at least. Basically as seen in the attached pic, I want 3 bases, and from those 3 bases I want them to link to another 2 points and so on. Basically what I want is to effectively force players to take certain points before taking others.

    For example: Player 1 starts at point 1, he can take point 2 and point 4, but can't take point 3, unless he has either point 2 or 4. Pretty simple so far, and I'm sure it's easy enough, but what I want to allow happen is for another player say player 2, to take for example points 2, 3 and 4, so that player 1 is left with point 1 and point 5.

    To assist the players with what capture points are available, I want to set up a ping which'll last as long as they can capture the point. Example: Player 1 captures point 2, he gets a ping at point 3, point 8 and point 5. When he captures point 5, the ping stops at point 5 and starts at point 7. And if he loses point 5, but retains point 7, the ping would return to point 5.

    Image: Capture map

    Posted in: Triggers
  • 0

    posted a message on Orbital strike?

    Looking for a bit of help here, I'm wanting to have an orbital strike attack (very similar to Ion Cannon in C&C) But I'm not sure how I would got a beam to come straight down to where I'm targetting. The blast is simple enough (At least in theory) but I'm stumped as to how to get the initial beam to come down, instead of from a unit or building. Anyone any ideas, or links?

    Thanks muchly

    Posted in: Data
  • 0

    posted a message on [Release] Special Forces: Elite

    Is it up in EU?

    Posted in: Project Workplace
  • 0

    posted a message on Dungeon Keeper (Proof of Concept)

    You realise of course that you've just enabled folk to make Dungeon Keeper / Evil genius type games with this now. Seriously, you have made my day, I look forward to seeing what you do with it, and what the rest of the community can do with it too. Great job.

    Posted in: Project Workplace
  • 0

    posted a message on [Release] Special Forces: Elite

    When you select your race/unit in the lobby, is that just a name change or did you actually enable a choice of races? Just wondering as I've got custom races, which I can't select in the lobby atm.

    Posted in: Project Workplace
  • 0

    posted a message on Making units go over water (Solved)

    I'm actually using invisible units with the ground collision that Hover units are on being null, which allows them to pass, but not other units. It's a bit cumbersome, and hopefully I'll find a better way to do it at some point. But it does work. Wanting to save triggers and regions for important game stuff, such as holding certain areas, capturing certain areas etc...

    Posted in: Data
  • 0

    posted a message on How to enable Custom races in game?

    Yea, I got some of them in chinese or something of the like, it's a bit annoying, but I don't mind as I have reason to lock player colours anyway.

    Posted in: Data
  • 0

    posted a message on How to enable Custom races in game?

    You can assign the race through the player options in the map editor, and as long as you don't change race in the lobby you'll start as that race, though it still doesn't really enable the choice of race, and just goes on what player number you are. ie: Player 1 will always be race 1, player 2 will always be race 2 etc... regardless of team or anything else.

    Posted in: Data
  • 0

    posted a message on Units from Mod not shoqing in Map

    I've made a mod, and I've made a couple of test maps, just to make sure everything is working right. These all work, but I've decided to work on a new map, but the units won't show up properly. They won't go where they should, and the icons model won't show. It still works in the older maps, but not in any new ones, does anyone know any particular reason for this?

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Assign AI to custom unit?

    I'm looking to add a basic AI to my custom units, largely for testing, but I can't figure out where it is, I'm sure I've seen a flag section somewhere, but for the life of me I can't find it now. Anyone any idea as to where it is? Also is there any reference to what the flags in that section actually do, or is it the usual trial and error style?

    Posted in: Data
  • 0

    posted a message on Unit Based Movement Blocker

    You can use regions and triggers, or you can use doodads/units. regions/triggers have more control over the area than doodads/units. If you using units, you'll likely want an invisible unit, and use the ground/air collision flags to determine which unit can get past it. be sure to change the unit interaction radius, or it won't work. That's basically what I'm using for hover units to allow them to pass over water, but not other units. Like I said, not nearly as much control as regions/triggers but has a similar effect.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Why the f*ck do we let them do this?
    Quote from Bounty_98: Go

    they are f*cking us because they know they can fix it

    Fixed your post.

    Mayhaps you should ask yourself why reseting the popularity bothers you so much? Is it cause your map isn't popular? Or is it because you can't get enough people to play it to make it popular? The popularity reset enables new maps to reach the top, instead of the same maps getting played more and more, and more. How is that a bad thing? Want your map noticed? Post it on the forums here and ask folk to play it. If it's good, they'll play it again, and let they're mates know, who'll play it etc...

    How long do you think it takes to code something? mins? hours? days? Do you really think all they need to do is change one line of code and everything will magically work? How about all the other things that reference it? How about the controls, how about the publishing side of it? It all takes time, and it has to be tested for bugs, and then, if they can't find anymore issues, then they'll release it. But, and I hate to be the one to tell you this, they've got more important things to deal with, such as the game itself. You wanna whine, go hit your head off a wall, and stop trying to force your opinions on everyone else.

    Yes, there are fuckups on Blizz's part, but they're working on getting them fixed, no company releases a game 100% perfect. Deal with it.

    Posted in: General Chat
  • 0

    posted a message on Can't drag select certain custom units

    Nope, they're set to robotic, and the 4th is set to biological, I have other units which are based off the same template I made for this one, and they all work fine, it's just these ones. Very strange.

    Posted in: Data
  • 0

    posted a message on Can't drag select certain custom units

    I'm having a bit of a problem with 4 custom units I've made. I can select them as normal, and I can even drag select them if they're on thier own, but if I try to drag select with other units, it refuses to select them, does anyone have any idea why this could be happening?

    Posted in: Data
  • To post a comment, please or register a new account.