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    posted a message on Freelancers: Eternal Exile needs ships!

    @Tekaichi: Go

    Their work won't be wasted. Just take a look at the project as it is now or my other project, Malum Ruina. I don't waste time on projects that won't happen. Eternal Exile is already published - I'm just looking for things to add in future versions.

    That being said, I will work on adding videos and other goodies soon to give people a better idea of what EE is all about.

    Posted in: Team Recruitment
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    posted a message on Pathing lighting opinions.

    Create an action definition to handle the creation of the second actor. Make a point parameter for the position. In actions, add a wait 2 seconds (or however long you want the delay to be for creating the second actor.) Then use the same Create Actor Model action you used to create the first actor, setting the model to whatever you want. Now go back to your light pathing trigger and use the action definition immediately after creating the first actor, setting the parameter to Position of (Temp Unit).

    Having a delay in there is the only reason I can think of for you to not want to create another actor immediately after the first, and this is how you'd do it without creating a delay in your light pathing trigger. You can also add other conditions in your action definition using if/then/else statements if you need to tweak it more.

    Oh, and in your action definition you can have another wait time after the actor is created, then destroy the actor. If you get your wait times correct you can loop it to get the "Christmas lights" you're looking for.

    Posted in: Triggers
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    posted a message on Pathing lighting opinions.

    Could you link me to OneTwoSC's tutorial where he does this? I'd be able to help you better if I knew the exact method he uses.

    From what I can tell you should be able to just create another actor on the same drone. If it doesn't work in the data editor you can probably make it work via triggers.

    Posted in: Triggers
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    posted a message on Trigger Exercise #4 - Bank me!

    The most efficient way of doing this that I've found is to store everything into it's own variable, then combine those variables into a string to save space. Then hash, encrypt, and bank the string.

    The banking itself is rather simple. I use STARCODE for my maps. There's a handy sample map with instructions on how to bank within the link.

    The hardest part will be figuring out how and when to store your variables and when to save the bank.

    Posted in: Triggers
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    posted a message on Introducing: Malum Ruina

    Version 1.80:

    - Fixed an exploit allowing players to climb walls

    - Fixed a bug with the chatbox where a random player's name would be displayed in front of a message instead of the person speaking

    - Increased the max HP gained and HP recovery time for units under the Survival Instincts buff

    - Survival Instincts now properly applies to the Psion's tier 1 form

    - New command "-aliens" to check and see who is infected. Only works for aliens and observers.

    - The intro now talks about the Psion

    - The intro is now prettier with higher settings

    - Fixed "-track x"... it sounds better now.

    - Minor bug fixes

    Posted in: Project Workplace
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    posted a message on Introducing: Malum Ruina

    Psion Survival Guide

    RULES OF ENGAGEMENT

    1. Remain incognito

    While the Psion is a human, his abilities have the tendency to inspire fear and distrust rather than respect and awe. Most humans will likely consider the Psion to be a threat. And while the Psion's will can be corrupted to serve the alien, he is likewise an unknown threat to this malicious entity and may be hunted as a result. It is therefore in the Psion's best interest to remain anonymous for an extended period of time. In terms of gameplay, this means avoiding the use of abilities and even abstaining from evolution until you are certain you will be strong enough to combat any threat or until you know you can secure allies.

    2. Make strategic decisions

    How the Psion shapes his abilities will ultimately determine where his loyalties will lie. As he becomes more proficient in the psionic arts, his human will begins to bend in either malicious, pragmatic, or virtuous directions. It is therefore advisable that the Psion remain prudent in how he chooses to train his abilities. Training abilities based on his ultimate goals is the best strategic plan a Psion can make.

    3. Keep your friends close...

    The Psion is a being with a few extraordinary gifts. KLSC Research has shown increased growth of psionic aptitude while the subject was being attended by many associates as opposed to only a few. It was therefore concluded that the Psion actually copies and amplifies the minute psionic energies of nearby humans. Stay near other humans, and you will evolve more quickly. It was also discovered that, just before death, all sentient life forms emit a strong energy pulse that the Psion feeds upon, greatly influencing his rate of growth. Studies have shown that the nature of the dying being has to be the opposite of the Psion in order to ensure maximum growth. If both are alike in nature, the results are actually detrimental to the Psion's growth. It is therefore undesirable for a malicious Psion to kill another malicious being, and likewise for a virtuous Psion to kill a virtuous being.

    In summary...

    - Keep your identity secret until the need arises to reveal yourself

    - Carefully choose which abilities you will learn since they determine who you will be allied with

    - You gain evo more quickly when near other humans, or by killing humans or aliens depending on your alignment

    - ???

    - Profit!

    Posted in: Project Workplace
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    posted a message on Name of Reseach Upgrade

    Depending on the number of upgrades you are using it may be easier to simply throw in an if/then/else check. Determine what the name is through that, then set the string accordingly.

    If you have a lot of upgrades you could try something clever. For the ID of each upgrade, place an underscore where a space would be. Then in your trigger, run a loop checking every character and when you find an underscore, replace it with a space.

    The other thing you might be able to do is create a variable for each upgrade and attach a string to it, then reference the string when your upgrade variable is used.

    Posted in: Triggers
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    posted a message on Last-Attacker trigger bugged?

    You might have to use a "unit is attacked" event or "unit begins attacking."

    Posted in: Triggers
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    posted a message on Advanced chat

    My map Malum Ruina has a good example of a custom chat interface. Link's in the sig for more info. I basically create a listbox dialog and convert chat messages to listbox items.

    Posted in: Triggers
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    posted a message on Issuing attack orders to spawned units

    Thanks. I actually did it a bit differently but your way seems plausible enough. I wish I could do it without triggers but I guess I'll have to live with it.

    What I did was have the weapon create a spawn unit behavior. Then I could use the event Unit Is Created and tie actions to both the attacking unit and that unit's target.

    Posted in: Data
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    posted a message on Introducing: Eternal Exile - Perimeter

    Mod version 1.8:

    - Added a new class of ships: Corvettes

    - Light Corvette, Heavy Corvette, Missile Corvette

    - Added 3 new technologies for Corvette ships

    Posted in: Project Workplace
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    posted a message on Freelancers: Eternal Exile needs ships!

    Bump. Anyone interested?

    Posted in: Team Recruitment
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    posted a message on Issuing attack orders to spawned units

    Alright, here's what I want to do:

    Every time a unit attacks, it spawns a missile. The missile should then attack the target of the unit that spawned the missile.

    Here's where my problem lies:

    The "issue order" effect doesn't work. Nothing happens. I think the problem is that the effect can't link to the spawning unit's attack target. Using triggers to accomplish this is problematic because there are going to be many spawning units on the map at any given time and many different kinds of targets.

    Can anyone help me with this? o.o

    Posted in: Data
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    posted a message on Hex Based Movement

    This is an interesting concept. I look forward to seeing maps do this successfully. Execution will be everything once you figure out the grid system.

    Posted in: Triggers
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    posted a message on King of the Hill

    Step 1: Create a local boolean variable in your trigger. Name it TRUE. Set the default of this variable to "true".

    Step 2:

    While
    > Conditions
    >>TRUE == true
    > Actions
    >> (Insert your trigger actions here)
    >> Wait 0.1 game time seconds
    

    If your trigger doesn't have any events, proceed to step 3. Otherwise, you're done.

    Step 3: Use the action "Run Trigger" from some other trigger (typically your initialization trigger) to run the trigger containing your While loop.

    Posted in: Triggers
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