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    posted a message on Old BW Classic remade/revamped!

    @Endorphyne1: Go

    I remember this map! It was pretty much like Marine Wars or Zergling Blood, but with an ally to provide the units? It was an interesting twist on the genre, probably the best one, it was just too bad when your ally left cause you had no way to keep playing.

    Posted in: Map Feedback
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    posted a message on Paid Project - Wilderness Survival

    Honestly, I grind my teeth with the whole team recruitment section, when it comes to money I find it a bit ridiculous, I guess we just don't see map editing the same way, but that's fine.

    I find that maps are fun to make by yourself or with friends, it's the whole beauty of it. You have an idea, you set up the rules, you can set up every else by yourself without much effort or talent compared to making a game from scratch, everything can be learned relativement easily. It's just not fun making some random guy's map, even for money, unless the guy has a very interesting project.

    Posted in: Team Recruitment
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    posted a message on The Settlers of Char Needs Bigger Team

    @KOAMorne: Go

    Hey I just wanna say this is a really cool project, Settlers of Catan is an amazing game that deserves to be known more.

    I like how some people are willing to make ports of well-known games and it's great how it's actually possible now with the editor, just like the Mafia map that some other guy made. You probably have tried it already, there's an official Javascript version of the game available, I think they really nailed the whole trading interface with a very convenient approach, this is probably the most complicated aspect of the project.

    Posted in: Team Recruitment
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    posted a message on (Solved) Making an actor visible while the unit is invisible.

    Well thanks, it was actually really simple!

    Posted in: Data
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    posted a message on Legends Open RPG [HELP!]

    Hey I just tried your game, and although I absolutely hated it (4 ppl going afk for 30 mins, just patrolling their unit near a spawn camp to farm gold...), well I gotta say good job on the environnements and custom units, those were pretty cool and it's probably the reason I kept playing for nearly an hour :D

    Posted in: Team Recruitment
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    posted a message on (Solved) Making an actor visible while the unit is invisible.

    Hey there,

    So I have this problem I have spent a few hours already trying to solve and really, I'm not even sure there's an easy solution to it. What I'm trying to do seems simple (and who knows, maybe it is) :

    Friendly unit A infects enemy unit B and disappears by doing so (it enters him, let's say). The enemy player cannot know his own unit is infected unless he has a detector nearby, and if he does, some cool effect will magically appear on the unit to warn the player it's been infected.

    What makes it more complicated is that you can't modify the ''detected'' state of your own units. So I figured the only way to make this work would be to give unit A a channeling ability, make the unit totally invisible when it channels (no draw), and make the effect actor inherit the cloaked state.

    So I tried it like 10 different ways and basically, I haven't managed to find one good solution. Either the unit A ends up being revealed with the effect (it's supposed to appear to be gone), either the effect ends up totally vanishing too. Anyway, well I hope I managed to explain it somewhat clearly!

    Thanks,

    Posted in: Data
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    posted a message on (Solved) Change building orientation on death

    @DrSuperEvil: Go

    Thanks! This is exactly what I was looking for, although it would have taken me months to find this one out by myself. Now it works 10/10.

    Posted in: Data
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    posted a message on (Solved) Change building orientation on death

    @KingRadical: Go

    That's the problem, one model is always facing 45 degrees more than the other. So if I set the birth facing at 180 degrees, the death animation will face 225 degrees and so on.

    Posted in: Data
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    posted a message on (Solved) Change building orientation on death

    Hey there,

    I'm sure this is an extremely newb question for all you mapmaking pros out there, but I've been spending an inhuman amount of time trying to fix this dumb problem.

    Basically, the model I'm using for a building has a 0 degree orientation, and the model I'm using for it's death has a different orientation, let's say 45 degrees.

    Now, of course I'd like the building to face the same direction at all time. I figured this is something very easy to fix with actors, when the building dies, I just rotate it by 45 degrees so both models always face the same direction and it's done.

    UnitDeath.LargeBuilding Set Facing 45.00000

    When I try this, nothing happens, so either this solution makes no sence, either I have no idea how to use the SetFacing command.

    Thanks,

    Posted in: Data
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