• 0

    posted a message on [Campaign] Voice Actors needed.

    @CybrosX: Go

    Can you give me some sample lines and perhaps some context?

    Posted in: Audio Development
  • 0

    posted a message on Actors messed?

    @DrSuperEvil: Go

    Thank you for the information! Though I got a bit mixed up and i'm sure i'll have to read it several times. In the mean time, would you know how I would go about making a vulture mine not need to click to place? For example: Flying unit uses vulture mine, instead of clicking to place, it immediately falls from the unit, hits the ground, then attacks the nearest enemy.

    Posted in: Data
  • 0

    posted a message on Actors messed?

    @DrSuperEvil: Go

    Now is this the actor for the weapon or for the unit or I think in the instance of the marauder weapon, the actor for the unit that is the missile that gets fired?

    • EDIT*

    I see now after re reading you said in the weapon, but I'm still getting to where I can identify the actors. So then the actor that i'm looking for that may have a problem will have (Attack) ?

    • EDIT*

    Also, I actually only duplicated the main actor. I thought i could reuse all of the other actors. It seems like maybe my attack actor isn't pointing to my new unit, but I'm not sure how to do that.

    Posted in: Data
  • 0

    posted a message on Actors messed?

    Hi, I've duplicated a marauder and a firebat mercs. I duplicated pretty much everything they do, but the bats flames are only visible when it is attacking zerglings. Anything else and it shows the heat lighting under where the flames should be, but no actual flames. My marauder unit shoots the grenades, but there is no impact effect on any type of unit. I'm sure i'm missing something in the actors, but I don't now where to look and I don't know why only those parts wouldn't work. Any ideas?

    Posted in: Data
  • 0

    posted a message on Working as a Team

    Is there some way I'm not aware of to have more than one person even work on a map? There are teams working on maps...but how does that work...? Do they just all sit around waiting for one person to do their part, then send it over? Like...If I have a large part of my map, but I am having someone else develop the terrain. Would I just have to work on it after I got it back from him? Is there a way to import just a certain aspect of a map?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Transfer Behavior

    Is there any way to have a veterency behavior transfer from one unit to another WITH the experience. As of now, the trigger I have copies the veterency to the correct unit. Problems are it is Still on the original unit and the experience didn't go with it. I thought maybe I could store a variable, but i can't find out how to set experience at all in order to re apply it later.

    • Edit*

    Found it in unit properties. I've been looking around for like an hour, finally gave up. Then I post and find it. *sigh*

    Posted in: Triggers
  • 0

    posted a message on Gunship RPG

    I've made lots of progress from when I first made a suggestion on the Gunship map. It's coming together rather well actually though. I've worked on it almost constantly since I originally made that post in the other thread. I've compiled a list of what is left that needs to be done, some of what is mentioned is vague, but I made it mainly so I won't forget what needs to be done. I decided to post here though if anyone has any suggestions or advice in creating some of the more complicated things listed below. I have figured out SO much, but I think i've only scratched the surface. It is a huge delay when I focus on just one tiny thing that I take SO long to do just so I can figure out HOW to do it.

    Fix Buy Suit triggers

    The Epion is complete but needs special abilities.

    Create Scout Gunship

    Create Banshee Gunship

    Create Wraith Gunship

    Create Amor Upgrades for gunships

    Tie Weapons upgrades to remaining 3 gunships

    Fix Text for CMC-660 (firebat hero) Display on purchase text (Button)

    Create Hangar for ships (terrain)

    Create Behavior for Gunships without pilots

    Create Behavior/trigger for Veterency relationship between pilot and Gunship

    Create Bank for stored units

    Create triggers to define control of gunship cargo bays

    Create Triggers to allow shared control of Merc summons and upgrade stations

    Attach Special abilities to new heroes (shouldn't be hard) with research required:

    Maruader Slow

    Marine Stim pack

    Reaper Mines

    Fix Stealth Suit snipe ability (Bad actor on attack)

    Create Cinematic mode for entrance of players

    Create Story details for cinematic start

    Create trigger to better display NPC minerals (using vespene default atm)

    Create equipment to go inside gunships and corresponding behavior to extend to gunship:

    Sensor Tower

    Shield Generator

    Repair Hull

    Psi-Distrupter

    Missile's/bombs

    Engine Boosters

    Create triggers for storing units in hull

    Create triggers for SCV control by crew

    Create Custom SCV

    Create Inventory for heroes

    Items:

    Flare (gives vision to all gunships with pilots in range at flare)

    NPC Marker (Signals NPC "ALL CLEAR" to build expansion in target location)

    Tactical Nuke (like in Belly of the Beast in campaign)

    Create Trigger for Terran NPC to conduct repairs of gunship hull when gunship is docked

    Create Trigger to give EXP to crewman conducting repairs or loading launch bays

    Create some sort of air attacking armored zerg, potentially just using brutalisks.

    Create events to increase attack wave variables

    Create other zerg bases

    Create NPCs and dialog for cinematic mode

    For more details on the goal, refer to Gunship RPG in both team recruitment and map suggestions. Much of this is just for my reference, but if you see something you already know how to do or have an idea on, I welcome the comment.

    Posted in: Map Feedback
  • 0

    posted a message on Gunship RPG

    I was considering the idea of having an SCV as one of the suits. I don't want the pilots to be taking vehicles though, only because I like the dropship feel I had when I played the original. The reaver was also added in later upgrades by random people, as well as a few cheats they built in as well. There was also a version with a secret arbiter as one of the ships, but you had to know where to stand.

    If this takes off, I could make additional maps though with a similar premise but with tanks or a wider range of ships and other vehicles. I sort of want this one to keep the player at a smaller scale of powerful units though. The army is the NPC, the players are the strike team. The army is just BADLY over matched.

    It might be a good idea to not make it permanent which class they are as far as pilot or crewman though. Like they are given a civilian either way, but can either buy a ship or buy mercs. I'd rather them not do both though at the same time. I suppose I could make it where they can sell everything and start as another class mid game if they like, though probably with some limitations. I used to always buy the stealth suit for my pilot so I could escape if I accidentally let my ship die. I'd then tag along with a crewman that had medics to build my money back enough to buy a new ship.

    I would like to try something better than beacons, but i'm limited by my knowledge of the editor. Beacons were just what were used in the original to "call" commands for the player. I do think it looks decent on my map right now though. I got 5 suits with a beacon each in front of them. It then changes out their civilian based on the beacon of the suit they stand in front of. This is also how they can select their ships. I'd like to add the effect to the ships when they are called like when you summon air mercs in the campaign graphic.

    Posted in: Team Recruitment
  • 0

    posted a message on Gunship RPG

    @zaysite: Go

    Both ideas are intriguing. I want this to be a baddass map that everyone wants to play. So i'll now list everything I want it to be:

    Gunship RPG:

    8 Players

    2 Computer AI (as of now)

    4 players are crewmen

    4 players are pilots

    The Pilots job will be a glorified drop ship for the crewmen with lots of extras that can be added inside the hull for added functionality.

    The crewman's job will be to fix up the Pilot's ship, be a strike team, and launch bombs/missiles.

    Each player will be given a civilian and a certain amount of resources (currently 2000).

    Civilians will be briefed by an npc that could eventually have even voice acting (though very late in game I'm sure).

    Pilot players will be able to purchase one ship of their choice they will pilot. They can then get on their ship via a defined area to "board" the ship.

    Crewman players will move to the barracks where they can purchase units up to a relatively low supply limit as i want it to be strike team like rather than just overwhelming forces.

    All players can exchange their civilian for a certain "suit" that costs money which as of now is a marauder, marine, firebat, stealth suit, and reaper (though the reaper will not be able to jump walls so as to encourage teamwork with the pilot).

    The minerals spent on units/suits/ships will go to the Terran NPC

    All players can access upgrade buildings that they must be nearby so that they can upgrade their units

    Bounty system. I plan on having a custom resource that is generated on killing enemy units and buildings with varying rewards. The players will each have to return to either some kind of cool bounty board or an NPC for payment with minerals rather than just minerals generating on kills. The minerals will come out of the Terran NPCs resources so that they are actually paying the player. This will cause players to need and want to help the NPC gain expansions

    I plan to have inventory items that act as flares so they can tell the NPC they can place a CC and build defenses at a designated location with minerals.

    At least 4 ship options with varying strengths and weaknesses such as ground attack, air attack, building attack, one with cloaking but not very armored, etc.

    Multiple items that can be purchased by the pilot and used by the crewman inside the ship.

    Pilots can use their main player (which will be the civilian or the suit they purchase only) to step onto a beacon inside their ship that will "pick up" any ally player units.

    All units can then exit the ship by stepping on the larger beacon inside the ship.

    Crewmen will be given control of the scv inside the ship their main hero is in with only the ability to repair things and pick up items

    SCV can repair something inside the ship that will directly affect the health of the ship it is inside (currently a supply depot). This will have to be balanced I think this can be balanced several ways, but I think I want to have the pilot purchase "parts" as a custom resource.

    I also think different ships will have different sized cargo holds, but that would depend on a lot of things down the road (like if anything other than marine sized units is aloud)

    Pilots will also be able to purchase many types of passive upgrades as well as structures that are placed inside the ship such as: The psionic discharge thingy that slows all enemy units in a certain radius around the ship (wherever its located) A shield generator that will catch fire and cease functioning until an scv repairs it if the shields go equal to 0 A tower that adds a sensor or detect burrowed function in a radius around the ship. Perhaps extra turrets that will cause the ship to passively shoot in a certain radius around the ship (no idea how to do that atm) Pilots will be able to purchase missles that the crewmans SCV has to load into a missle bay which will act as a zerg scourge would Pilots will be able to purchase bombs that the crewmans SCV has to load into the launch bay which will cause massive damage directly below the ship (i'm sure i'll add more ideas here)

    Crewmen will be able to purchase upgrades and probably special abilities for their hero for when they are ground forces There will probably be shared resource gain when the crewman uses the bombs or missiles. Zerg attack waves will amplify more and more towards the crewmen the longer crewmen are on creep so as to make it impossible to stay without fleeing or having a pilot pick you up I need lots of uneven terrain so that fleeing isn't as easy without a pilot to help you. There will be plenty of resource nodes, but the swarm will probably only be harvesting from an unlimited one at their main base in the top right corner. I want lots of special events that can take place. Possible events: Ship crashes at X time and main npc gives a larger bounty reward to rescue the crew Protoss base is discovered and they've asked for assistance, they are offering technology to the NPC if they assist Attack wave events from the swarm

    Need lots of work balancing as the game progresses.

    As the Terran NPC is able to purchase upgrades, the player will be able to buy more things from them, almost creating an economy. Perhaps the other suits won't be available until the NPC is able to buy the upgrade to support making those "suits".

    The crewman players will be the only ones with more than just a ship and a main unit. They will be able to purchase any combination of units that are provided under a certain supply limit.

    This is all I can think of for now, but i've had plenty of other ideas that I just can't think of atm and i have to get to work :D. I'll probably be watching the forum still though.

    • Edit (more ideas I remembered)*

    Crewman can purchase tactical nukes like the "belly of the beast" map that they can place which could be used with high expense or only on special buildings that are invulnerable to all regular attacks.

    The invulnerable buildings that I have in mind are special structures that allow the zerg to produce certain units. There will probably be one or more heavily fortified zerg base(s) with one invulnerable greater spire that can only be destroyed with a tactical nuke. Destroying this will cause the swarm to be unable to produce flyers. I will have several bases with varying difficulty that will limit the types of units used by the swarm.

    When the ships are destroyed, the units inside will be ejected but they will take lots of damage in the crash with the exception of the reaper unit which will drop at full health. The reaper will be called:

    "CMC-230 XE

    The CMC-230 XE "Thunderstrike" armor was a prototype jetpack equipped hardskin developed by Procyon Industries technician Hiram Feek and used by members of the "Heaven's Devils." It quickly fell out of use due to reliability issues."

    I also am pretty good at writing a story, but having somewhere to start would be nice. I can't decide if I want this to have anything to do with the Wings of Liberty or the Dominion or something. I also thought to add Kerrigan, but I can't decide when to place it in the timeline if I do place it in the story.

    • Edit*

    Will need a loading screen... Need various graphical implementations to make the whole map's feel flow well such as the air summons effect that happens when you summon air mercs in the campaign.

    Posted in: Team Recruitment
  • 0

    posted a message on Gunship RPG

    This is a list of things that need doing, but either I can't do yet, have a ways until I get up to that, or think it can be done better than me and I want to step aside to see a more professional job.

    Custom Units: Need to create custom units as the hero's so that I can upgrade them further in the future.

    I haven't decided if I should make the hero's gain experience and level up yet, but they probably will and I don't know how to do that.

    I need to have buildings with custom upgrades that the player controls when they are nearby (I think I can figure that out, but I haven't got that far yet).

    I eventually want some kind of inventory system, but that's not vital as I can implement later.

    Terrain: I have a full 256x256 map and as of now it just has the bottom corner (terran base), top left corner (inside the ships), and top right corner (zerg base). The rest is just wasteland dirt. I wish the editor could just generate random terrain/rivers/canyons that I could just modify and add on to. I'm know how, but I don't know how to so it won't look crappy or made by a novice. My goal with this game is to retain the feeling of "in this backworld planet overrun by zerg." I'm going to have creep overtaking almost the whole map up to the terran base with certain points making the creep reascend back.

    I want it to look like a place that was once alive before the zerg came in. It's just hard for me when starting from scratch. Ideas or help are definitely welcome.

    Also, my texture is Mar Sara at the moment. Other suggestions would be welcome. I used that because it has panels as well as a backworld feel, but I'm not sure i want it to be quite so dead. Is there a jungle texture that has metal panels also? I didn't see one, but i might have tested the same twice on accident.

    AI: I'm figuring AI out, but I probably need help so that it acts as I want it to.

    Doodads: I'm sure I'll get around to adding them, but they aren't priority, unless someone just likes making areas that give a good ambiance. Like dead marines in specific event areas or something. That will probably have to be done after the terrain though.

    Everything listed is something I'll eventually do myself if no one can help, just anything anyone can offer would be appreciated even if only to tell me how.

    also, once I publish it, is it easy to send updates? I just noticed that every time I play "Hero Attack" there is a new update. I'd like to just get the minimum finished and publish it. Then just add functionality as I go.

    Posted in: Team Recruitment
  • 0

    posted a message on Gunship RPG

    @Nardival: Go

    I'm going to do it all unless someone has something they want to contribute that I don't particularly want to do or know how to do yet. I'm trying to learn it all if I can though.

    Posted in: Team Recruitment
  • 0

    posted a message on Gunship RPG

    Hi, I'm a novice map maker, but I have begun on creating my map based on one created by the user STRY from old Starcraft. I probably will build heavily upon the idea with only the object and feel in mind. It was suggested to me to try looking for some help here.

    The details of my map and progress are in the maps/suggestions area as originally I was just hoping an expert would take up the idea. I can't know for sure, but the end result should get a lot of popularity as the original was all over the place when it came out back in the original SC. I have a lot of ideas, but I'll probably need some help if only just to answer some questions I have.

    If anyone is available for anything they think they are particularly good at or I could use, let me know and I'll see if I can use you. I'm wanting suggestions as well, but I do have a fairly solid idea of what i want it to be and what I don't want it to become.

    Posted in: Team Recruitment
  • 0

    posted a message on Gunship RPG

    I'm actually getting fairly decent now that I've spent all of my spare time since making this thread playing with the editor. I'm not doing bad on creating the AI for the zerg and Terran teams. I'm fairly sure I know how I want them to act and react. I've had lots of new ideas for this game that the original didn't have also. Much of it will probably not be implemented in the beginning. Right now I am just focusing on getting a working map together with the bare minimum. I only just figured out zones as a way of starting a trigger. I looked in the Blizzard campaign maps and noticed they have some global variables defined in the beginning, but It confuses me a bit. It sets a global variable by P1_User= 1 as an integer. It then refers to the player one as P1_User in other scripts. I can't figure out what piece originally defined player one as "P1_User" though. In player properties, it says Raynor's Raiders. I need to know how to define a player as whatever I name it in the scripts. Or how to identify it. As of now, my event is defined by "any unit that enters region X" and i'll have the comparison when their minerals is equal or greater than a certain amount, and if the unit belongs to player X (this is the part I don't know how to do), and the unit is of (specific type). I'm not sure how to define that last part yet though either. I could probably figure it out, but I am lost on how to get it to check which player owns the unit. Can anyone help?

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Gunship RPG

    Well anyway, I'm a complete novice, but I started cause I couldn't quit thinking about it. I have a barren looking starting area with some units (suits) next to beacons. I then realized I need to create special units for this function so they are upgradable in the right manner. I fiddled with creating one of the ships and the Lt. Gina Serrick character who introduces you. I can't figure out how to make alliances and teams though. When I do run the test, Serrick executes all the civilians and the game ends, lol. Like I said, complete novice...but I guess I am doing this.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Gunship RPG

    @Charysmatic: Go

    I will try to make what I can for starters until I can get some hits, IF I do get offers that is. If I do manage to just complete the thing, I'd take you up on that offer for just the triggers. I might be able to make most of it myself. The only thing I know i'd be good at is writing the story and encounters/characters (lol yes which I know is probably the easy part).

    Posted in: Map Suggestions/Requests
  • To post a comment, please or register a new account.