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    posted a message on How to make AOE ability cursor splat & model bigger?

    In the ability, you have the field called "Effect - Cursor Effect". This is not the effect run when you cast your ability, this effect is just used to determine the size of the Cursor Splat(If I recall correctly)

    This means that if you add your AOE search effect as the cursor effect to your AOE ability, the cursor splat will automatically scale with it if your upgrade changes the radius of the search effect(If you do not know how to make the upgrade change the radius of the search effect, tell me and I can tell you how to do that as well)

    Posted in: Data
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    posted a message on Dialogs for 8 people

    You can use the same dialog(without using arrays) to control a dialog for several people. Basically, when you do changes to the dialog, you choose who to change it for. So if you want to disable a button just for player 1, you can do that easily.

    Now, there's some things that you cant do for just some people. A thing that comes in mind is resizing a dialog. Last time I checked, you cant just resize it for a single player only.

    Posted in: Triggers
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    posted a message on Cruiser Command

    We're probably going to take a lot of upgrades from the original game but we will probably also add our own. There will be some new consoles like the damage control.

    The main thread is at http://www.thehelper.net/forums/showthread.php/166933-Project-Cruiser-Command?p=1369317 where I also did a write up on the current progress. You can find a description about the damage control console there as well.

    I think the second floor will work out fine. It will add a bit more space to make boarding more interesting. I can't really tell you for sure that it wont slow down the game but I think it'll work out fine. We'll see when we get a playable version up.

    The ship bay(or hangar as we call it) is on the second floor. The second floor is the bottom floor so the original floor is on the top.

    The mining vessel will not have the medivac model, it is just temporary. The mining beam shown in the picture is also already replaced with something a bit more fancy.

    Posted in: Project Workplace
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    posted a message on 1.4.0 patch notes

    "Increased maximum number of unit command card buttons per card from 32 to 64."

    About half a year too late. I manage my 3 different submenus with unit training by morphing them into bunkers with different command cards. Very ridiculous work-around. I don't think I'll bother remaking it though...

    Good thing they increased the limit.

    Overall a great path. I like it very much.

    Posted in: General Chat
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    posted a message on Cruiser Command
    Quote from Forge_User_36010895: Go

    This looks awesome! I loved the Warcraft 3 version despite its lack of popularity. It's a great concept and I hope you guys do it justice.

    One of the biggest problems I noticed in the WC3 version was the general lack of action. Most of it consisted of getting your BC ready for 20 minutes before one team either maxed their BC out or got bored enough to initiate combat. If there was some kind of incentive to fight all the time it might fix that issue. Maybe even some AI enemies flying around for you to shoot down.

    Good luck with the project though. I look forward to seeing this map in the future.

    We will try to find an incentive to fight earlier. I think the risk for enemies boarding will make the early game interesting. You may even board the enemy's battlecruiser and steal as much of their minerals as you can carry.

    We will consider AI enemies.

    Quote from Forge_User_36010895: Go

    I havn't played the Warcraft version, but I have to say that it looks intriguing.

    That shield core looks sweet, one thing though: The transition between the black walkway texture and the floor texture doesn't really do the rest of the terrain justice, if you cover the sides up with decals (like the white lines), I think it could look better.

    Looking forward to seeing how this turns out (:

    Thanks for noting the ugly transition. It's fixed now :)

    Posted in: Project Workplace
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    posted a message on Beam ability - Remove old beam.

    Works great! Thanks. I already tried "Channeling" but that just messed things up.

    Posted in: Data
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    posted a message on Cruiser Command

    This map is based on the Warcraft 3 custom map Cruiser Command.

    Forums: http://www.cruisercommand.com/

    Blog: starcrafteditorial.wordpress.com

    Chat channel: Cruiser Command

    Published on: NA and EU

    What is Cruiser Command?

    Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.

    The map plays out in space but one of the main aspects of the game is the inside of the battlecruiser. Not only can you fly around in space, you can also run around inside the battlecruiser.

    This is vital part of the game because managing a battlecruiser is not an easy task. There's a multitude of things for all the crew members to do. When you are in battle with the enemy on your heels, your shield offline, fires everywhere and 3 crew members unconscious you will wish you had three times the crew members.

    Project details

    We've been working on this since autumn 2011. Current team: Siretu(Data/Triggers), exuvo(Triggers), Syndrome(Terrain).

    We're not in a dire need of more people. But if you're great at data/triggers, we might be interested since exuvo barely have any time for the project anymore. Also, if you're a good terrainer who'd like to design spaceship interiors, we might be interested in having you help Syndrome in case we decide to expand with more ship types. A good modeler would be great, since we have several models we need.

    If you don't fit any of these descriptions, we still want your help. Suggestions, bug reports and balance discussion helps us improve the game. Make your voice heard on the forums here: http://www.cruisercommand.com/

    I will personally read all your feedback and probably comment on it with what I think about it and potential issues.

    Content

    Early game mining Wraith harassing an undefended miner Using teamwork to bring down the enemy wraith Using the Battlecruiser's broadiside lasers to deter an enemy wraith The dual lasers can be aimed anywhere on the screen. One shot is fired from each wing and they cross paths in the point you right-clicked Lots of firepower Enemy shields are finally going down. Almost there! When the shields are down, the ship really starts to take damage. The inside is now a dangerous place to be. Here's the PoV of the losing team's power engineer using the power interface to divert more power to everything. Unfortunately, the main capacitor is quickly running dry and they wont be able to keep it up for long. For the record, they survived the fight with 400hp. The game continued for another 50 minutes before we finally defeated them. Elevator and door to the left hangar The shield core on the second floor Corridor between the shield core and the hangar

    We have several concepts that weren't in the warcraft 3 version. To list a few:

    • Boarding/Sabotage (NYI)
    • Two floors
    • Advanced AI players to make up for the lack of human players(so you don't need to find 10 friends to play it) (Still buggy)
    • Broadsides(Since battles used to consist of just ramming the enemy battlecruiser while firing all your lasers and missiles while hugging the enemy battlecruiser, we decided to add broadside lasers to try and encourage a more strategic attack plan.
    Posted in: Project Workplace
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    posted a message on Beam ability - Remove old beam.

    It seems like the persistent is still running on the old target. I want my persistent to run until the caster moves or casts it at another target so the persistent has a very high amount of periods. It already stops when it moves. I fixed that with a movement speed validator but I don't know how to make it only run the persistent on one target at a time.

    Posted in: Data
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    posted a message on Beam ability - Remove old beam.

    I currently have an effect - target ability(that targets a unit) with a persistent effect that handles the beam. The beam shows up fine and I've created the actors so that the beam is removed it the unit moves. However if the unit(while standing at the same point) uses the ability at a new unit, the old beam is still there. I can't figure out how to remove it.

    Any ideas?

    Posted in: Data
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    posted a message on Dialog examples needed

    You can use behaviors of the type "buff" to modify stats. Make them stackable and then add them when your dialog buttons are pressed. You can also remove stacks if you want to lower the stat.

    You can use the action called "Add behavior" or something like that to add a behavior to a unit.

    Posted in: Triggers
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    posted a message on Dialog examples needed

    You could check out the tutorial I wrote for another site called TheHelper. You can find it here: http://www.thehelper.net/forums/showthread.php/166817-Triggers-A-Beginner-s-Guide-to-Dialogs

    Posted in: Triggers
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    posted a message on music that represents your home?

    We swedes are a bit weird from time to time...

    Posted in: Off-Topic
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    posted a message on Forcefield - Broken?

    The error seems to be just "Error". Very descriptive :D

    Posted in: Data
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    posted a message on Item charges/charge link. Explanation please?

    Basically, I've been trying to make items stack for a couple of days now. I've never worked with items before so I had to start from scratch. I learned several things.

    1. Items need an unit which will also act as the unit in game before you pick it up.

    2. Items need an item(duh!)

    3. The item face is the button(took me a while to figure out)

    4. The item's unit needs an actor.

    I still have problems with the stacking though. I've searched through sc2mapster and found several libraries/code snippets to do it, however they never explain how to set it up properly but just assume the charge and charge link is set up correctly without explaining what it actually is.

    Basically, I don't want my item to do anything. I just want it to stack. Sure it has fields like "effect" and "effect cost" but I don't want any effect.

    In effect cost, I find stuff like "Count(max)" I assume this might be the field you want to change to change the max amount of items in one stack. This is also where the Link is located. It already has some values like "Item/ItemGravityBombs" and I seem to be able to add my own values to it as strings. I also see a location field.

    So, how does it work? How do I make the items stack? Do I have to make a dummy effect that does nothing just for it to link properly? Have I misunderstood everything?

    Posted in: Data
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    posted a message on Tower Defense Still #1 To Suck
    Quote from irok2002: Go

    @RodrigoAlves: Go However, you are with out a doubt saying TDs suck and are obselete and along with Tacomanstan you are saying they are not fun. Your are both stateing this as if its fact. Yes its an old genere but people will decide what they find fun for themselves. Td's clearly are fun to the majority of gamers on battle.net.

    Let's assume Rodrigo agrees with his own post. What does his post actually say? Well, we could assume you read it but judging by all the wrong facts coming from all the people attacking Rodrigo, I will just repeat them.

    His post says that fun is when something exercises your brain by teaching.

    Rodrigo also agrees that TDs teach but that the stuff it teaches is obsolete. Therefore the thing he's stating is not that it's not fun but rather the opposite. On the other hand, he sees it as the wrong kind of fun, the kind of fun that is not intellectually challenging and to differentiate the two kinds of fun, he calls one of them "fonne".

    So what do I personally think? I think some TDs are fun. I've spent a ton of time playing TDs, but I think it's not the challenging kind of fun I prefer. Yet, I play it because it gives me a false sense of accomplishment(I am a fool("fonne") in that regard).

    Posted in: General Chat
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