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    posted a message on Bank Signatures - Secure or Not?

    4 days without anyone disagreeing seem to suggest that the signatures are secure indeed.

    Posted in: Triggers
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    posted a message on Laggy Editor!

    Lol, I'm just glad I could help! :-)

    Posted in: Off-Topic
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    posted a message on Laggy Editor!

    Disable the object explorer: It shows every link to every other unit/actor/model etc that the current data object uses.

    Posted in: Off-Topic
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    posted a message on Help needed with projectile error

    Whenever one of these white balls shows up it always means the same thing: The actor of the unit you are using is not existent and/or not properly linked. You should look for the missile that your copied hydra uses and add an actor for it. You can just copy the actor from the normal hydra missile and link it.

    Edit: Yay. 300 Posts! :-)

    Posted in: Data
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    posted a message on Catalyst

    I like the use of vehicles in a dota style game.

    I do NOT like your concept of items. It's a bad design decision IMO (all of the following are just personal thoughts):

    1) If weapons are passive you will mostly run close to the enemy, then backoff again while your weapons cooldown. Thats just boring. Also there will be less skill required and you can use less strategies.

    2) At first it might seem more simple than say 3 different stats, all having impact on different aspects of the "hero". BUT after all you will still have to check for every single weapon what it does. With a stat-based system people can play one game to learn. Then they can adapt to new heroes as they wish, since the understood the basic stat system.

    Again just my 2 cents. I understand that you probably have a mod with a lot of passive weapons that you can use easily, but I'm not sure if it's a good idea to have the complete gameplay circle around them. In any case. Whatever you do will probably turn out to be a great map, so I'm looking forward to it.

    Posted in: Project Workplace
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    posted a message on Cinematic mode hides adjusted UI panel permanently

    This should work and it works for me. Yes I'm using layout files and I hide parts of the UI with triggers. The thing is that you CANNOT mess with the UI while the UI is hidden/cinematic mode is on. You have to do everything in the right order in order to restore your UI after the cinematic mode.

    Posted in: Triggers
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    posted a message on Beta tester looking for work.

    I could always use some testing. What server are you on? EU here.

    Posted in: Team Recruitment
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    posted a message on A "micro-free" RTS similar to Lego Rock Raiders

    It's called Dungeon Keeper. :-)

    Well, at least to a certain degree. And don't get me wrong that's a great, great thing. I really enjoy games like that and you should totally go for it!

    Posted in: Project Workplace
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    posted a message on Tofu (Project TMA) Official Thread

    I somewhat agree with iSaintx. Obviously a lot of time has been invested into this project and it seems to be on a good way. And apart from the nice UI you really can't say more right now. So what's with all the hate...

    Really, any project like this, that might draw attention to starcraft 2's mapping scene is a GIFT. Starcraft 2 has been out for about a year now and personally not a single map made me want to play it more than 2-3 times. That's just sad. Maps like this may (or may not, time will tell) impress people and leave them with the desire to make their own stuff, or recreate certain things. That's the only thing that matters. Good, healthy diversity.

    'Nuff offtopic. :-)

    Posted in: Project Workplace
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    posted a message on [Warlords ORPG] - Official Thread

    Well, over the last weeks the map has become a lot more stable. The first 2-3 hours of playtime are pretty much done, bugfree and "somewhat" newb-friendly.

    Recently I added more mainquests for both fractions, a completely new data-only AI for all computer-controlled monsters, and a very secure and convenient level control. I also removed a few features in order to make the gameplay less complex.

    Dwarfius is working on a revamp of the terrain in the monster city - Chazun - and the war area, which will enable me to design the mainquests from rank 7 to 10. Once these mainquests are done the map will most likely be released.

    I can't really give you a concrete date, though. I'm currently busy with university and I feel like you only get one shot with the current pop system. Either people like it or they don't, so I will keep polishing the map before I release it.

    :-)

    Posted in: Project Workplace
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    posted a message on Zealot Dancing on an Ultralisk

    Win.

    Posted in: General Chat
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    @Alevice: Go

    This would indeed be awsome, but it seems to be impossible. For now.

    @HatsuneMikuMegurine: Go

    Quote from HatsuneMikuMegurine: Go

    <Frame type="InventoryContainer" name="InventoryButtons"> <Anchor side="Bottom" relative="$parent" pos="Max" offset="-120"/> <Anchor side="Left" relative="$parent" pos="Max" offset="-3280"/>

    Thanks

    Didn't really look into it, but an offset of -3280 is bound to fail. Typo? If you want to anchor to the left side use Min and a small offset.

    Posted in: Tutorials
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    posted a message on My map factory (Star Drivers)

    Some of those attachments are pretty cool!

    Also, regarding the items: Maybe you could get some ideas from games like mario kart and stuff? Items wouldnt really kill you but rather slow, spin, annoy you. Depends on if you wanna go the funracer direction or rather keep it serious.

    Posted in: Project Workplace
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    posted a message on Making ScanberSweep snap to grid

    Well, there's always a way, but it's up to you to figure out if thats worth it.

    Alright you "could" place dummy units of a certain type all over the map. These units will represent your grid. Now whenever someone uses the scan ability you can do a search for the unit type and cast scan from the closest unit.

    About the CursorSplat. Hmm. I guess you could attach an invisible dummy unit to the mouse (with triggers, just once) so that you always know in data where the mouse is. Now, when then player ativates the scan ability you add a behaviour to the dummy unit that periodically searches for close units of the grid type. You can then tint these tiles or do something else that graphically shows the player that he will reveal these tiles.

    Just a few ideas, maybe it helps. :-)

    Posted in: Data
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