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    posted a message on Kill Units and minimap help

    If you want my opinion on this, in regards to the minimap. Nuke the whole default UI and bring up a small dialog button for placing your X or O. That will clear up a lot of the screen and you can just have the camera set to focus on the center of the board so the whole thing is like a giant minimap.

    Posted in: Triggers
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    posted a message on [Released!] General Warfield

    Fantastic, I think I found my demolition hero model for my Commandos style map project. For some reason I remember his skin tone being a little greyer, maybe I just imagined it since he was an older gentleman.

    Posted in: Art Assets
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    posted a message on TextRPG

    Games like Zork helped me learn to read when I was little. Even though it was a great textRPG I did enjoy the graphic version that game out. It was along the lines of Myst if you haven't played it.

    Posted in: Project Workplace
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    posted a message on [Library] Keypad System

    @duskdesertdude: Go

    Yea, I love these Libraries that are just small (but still complex) systems made easy. When I get to making my next map, I might request an extra, optional addition to the keypad. The option for the proper character to hack it.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Terrain] feedback needed.

    @DisAs7ro: Go

    Sure, I'll have to do a little more research, but I wouldn't mind the extra knowledge. Do you need it ASAP to assist with a current project?

    Posted in: Terrain
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    posted a message on Remember the stolen map?

    @Galois1: Go

    To be honest, I was turned off by the name you called them in your last line; however, I do think it's in very poor taste that they ripped your map off and I think Blizzard should do something about it.

    Posted in: Project Workplace
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    posted a message on Can you beat the person above you?

    @s3rius: Go

    I could beat him in my sleep. Only because I'd be dreaming and it wouldn't actually be reality.

    Posted in: Off-Topic
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    posted a message on [Solved] Trigger Checking (Actor Attachment and Destruction)

    @Mienk: Go

    Okay, posting this just in case someone else has this issue, because I know I won't be the only one to goober this. Then again it could just be something on my end that didn't like what was happening.

    My game was crashing upon issuing a message to the actor to 'Destroy' itself because there already was an actor event for ActorDestruction -> destroy. As soon as I removed that actor event the message stopped crashing my game and the actor now destroys properly.

    However, it doesn't want to play the death animation through the actor event ActorDestruction -> PlayAnim. I have to send a message to the actor to play that animation and do a wait timer for it's duration before nuking the thing.

    Posted in: Triggers
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    posted a message on Acquire range greater than attack range?

    @Wolf1322: Go

    Yea, it can always be pretty temperamental. I'm having an issue with something in the GXE too, it's quiet annoying because everything seems right.

    Posted in: Data
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    posted a message on Cone of Sight

    I hope you figure this out, because I need a system just like this for my next map.

    Posted in: Miscellaneous Development
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    posted a message on odd Transmission issue PLEASE HELP

    @zeldarules28: Go

    You should be able to force whatever portrait you want into the box. That's actually the static portrait which I use in my transmission library while it's starting up.

    Posted in: Triggers
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    posted a message on [Solved] Trigger Checking (Actor Attachment and Destruction)
    Quote from progammer: Go

    That kill actions only work with generic model. For actors, you need to send message to them, something like suicide or such. ( I dont know about these things). Actor in sc2 is like, actor who act on the game.

    Awesome little tip, was able to send it a message to play it's death animation; however, if I sent it a message to 'Destroy' it crashes my game. I'm just curious if anyone else has that problem with getting an actor to die, if it's something with my actor/model (not the other way around), or if something of mine is just damaged, like my install, and needs a repair.

    Here is a recreation of what's going down in my map.

    Posted in: Triggers
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    posted a message on How to insert variables between text?

    There should be a text multiple option, then you change one of those texts to a conversion. Let me see if I can get a screenie.

    Posted in: Triggers
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    posted a message on Acquire range greater than attack range?

    I haven't played mush with missiles, but I'm betting your problem is related to that. There are attacks and then there are projectile/missile attacks.

    Posted in: Data
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    posted a message on Map Ideas Thread

    Okay, so my first goal is to finish version 1.0 of my current map and submit it to Blizzard's custom map contest, but I already have ideas rolling around for a multiplayer co-op.

    [Please don't copy/I'm would like some help on it though]

    Okay, even though I put that disclaimer, my idea for this map is based around a series of games I used to play with my family called Commandos.

    The way I want this to work is that you're going to have somewhere around 5 players and they're going to start the game by picking an exclusive hero. I'd like to have enough where there is 1 or 2 heroes not being picked. Each hero will have specific start locations, some will spawn together others will spawn in other areas.

    I would love to figure out how to use the bank system to act kind of like a quick save, so if the players fail they restart the map and load the save, either returning them back to their previously saved location or removing certain enemies and obstacles that have already been cleared. While in most cases it would be easiest to respawn the hero back at their starting location after a certain amount of time, once you reach a certain point in the map that won't be possible. Kind of a point of no return. Of course you could make a new spawning location based on that.

    Strategy

    The purpose of the map is that the heroes have to overcome obstacles using teamwork and their heroes unique abilities. Most obstacles will have 2 ways around them just in case somebody doesn't pick a specific hero or there will be a secondary obstacle, for a different hero, to bypass that one. Other obstacles will require multiple heroes to do something at the same time (e.g. 2 heroes are at different computer terminals to open a gate).

    This will mostly be a stealth based game and mobs should only agro if they have LoS. I want to do LoS in a cone style similar to what they did in Commandos but I'm not sure how to do that yet, nor am I sure how to let the players know what is in a specific unit's LoS. Maybe if a player has a certain enemy unit selected it creates a flashlight effect in front of them. Which could bring another strategic element because each player can only see 1 LoS at a time so sometimes you would need multiple players to select each select an enemy in the same general area.

    Plot

    While this could be turned into a Library and used to create a series of maps will different plots, the main plot is that you're an elite force of soldiers working for Raynor's Raiders. While the locations and missions will change they'll all have a 'special ops' feel to them. For example, you have to infiltrate a training camp on Mar Saras and recover secret documents about a prototype weapon they're being ready to implement. After you steal the plans you need to destroy the prototypes (which ends up causing a decent ruckus, and escape. If you've taken the proper precautions the units that are alerted and come storming after you are thinned down by stuff like reprogrammed turrets, well placed reinforcements, etc. To end the mission all heroes must be alive and must return to the designated location.

    Heroes

    The goal is for all of the heroes to be Terran, since that's the back story behind this elite squad of soldiers. Most of them don't have names yet.

    Nova, the Sniper: After her initial mission with Raynor Nova did a little soul searching and has switched sides. While she has decent stealth abilities her specialization is in the use of her sniper rifle. She can cloak for limited durations to try and reach vantage points to silently pick off enemies.

    Mike, The Mechanic: This prodigy of the mechanical world has joined this elite team against the wishes of Swann, who would rather have him aboard the Hyperion. However, nobody can disable/reprogram mechanical units and hotwire cars faster than Mike.

    The Spy: Not much is know about him, because he prefers to be the keeper of secrets rather than letting his float around. The spy has one of those faces where he looks like someone you know, which he uses to his advantage by taking on the appearance of his enemies and infiltrating their ranks.

    The Commander: This unit packs around a massive chain gun. He's part of this crew to provide firepower if the situation gets sticky. He also has the ability to call units to the field at his target location, which get dropped in by a stealth ship. This is great for positioning cannon fodder on high ground or behind enemy lines.

    The Medic: Even though this group is about stealth, the fact that the Commander is part of this group is reason enough to have a medic. Aside from just being able to heal her allies she also carries a very lethal poison which she can inject someone with, if she manages to sneak up on them.

    The Demolitionist: While most firebats are happy with turning an army of Zerg to ash, that is not enough for this soldier. The Demolitionist has added explosives to his fiery arsenal (which is just a recipe for disaster). But it does come in handly when a grenade needs throwing or a door needs to be blasted down.

    The Ninja: While it would be true to say that you don't see many Ninjas these days, that's kind of the point behind being a Ninja. This soldier uses swords to quickly and quietly take out his foes and has the ability to cloak for a much longer period than nova. While some walls prove to be impossible for the Ninja to climb, not all are.

    Posted in: Map Suggestions/Requests
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