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    posted a message on One word Story

    and

    ^_^

    Posted in: Off-Topic
  • 0

    posted a message on Where did everyone go?

    Hah, tell me about it. I'm finding it nearly impossible to even get people to help test my map, let alone answer questions about it! Oye! Come back people!

    Posted in: Off-Topic
  • 1

    posted a message on [Release] Stranded On Krydon

    Fun map! I love destroying Ultras.

    Posted in: Project Workplace
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    posted a message on [Alpha] Ironhome (Cooperative Zombie Survival)

    @Rhadamant5186: Go

    Would anyone be so kind as to volunteer to help me test this map? If you would please PM me here or leave a post! Thanks in advance!

    Posted in: Project Workplace
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    posted a message on Alpha Testers for Ironhome

    I am looking for people to help me alpha test my map. It is quite playable with about half an hour of content and I would like to test it for scale to see if it works with 1 through 10 people. For more information please see the map or forum for the map at the links below.

    Map

    Forum

    Posted in: Team Recruitment
  • 0

    posted a message on [Alpha] Ironhome (Cooperative Zombie Survival)

    Ironhome

    Private Pre-Alpha Testing on NA

    Website

    Ironhome Website

    News

    I am looking for assistance with Ironhome. If you would like to help in any way please let me know.

    Map Info

    • Map Designer: Rhadamant (NA:Rhadamant/245)
    • Pre-Alpha Testers:
    • VJain (VJ) @ NA
    • Hawke (Tom) @ NA
    • Pushover (Simon) @ NA
    • xxxlord (Kevin) @ NA
    • Blades (Austin) @ NA
    • jaZ (Mike) @ NA
    • Phase: Pre-Alpha
    • General Map Info:
    • Map Size: 256 x 256
    • Playable: 236 x 228
    • Max Players 10

    Features

    • Save / Load System
    • Unlockable Content
    • Experience System
    • Rank System
    • 12 Unique Playable Heroes
    • Three Difficulty Levels
    • Hordes of new and unique enemies
    • Player Vote system for mission selection
    • Challenging Bosses and missions

    Backstory

    Ironhome takes place concurrently with SC2, tied into the storyline about 3 years after Starcraft: Brood War. At the height of The Confederacy of Man many soldiers and civilians alike sought refuge from the oppressive and brutal methods of the Confederacy. These refugees started to colonize and terraform a space station named Ironhome, orbiting a dead planet in isolation in the Koprulu Sector. Ironhome is an Eden for progressive research, political and societal freedoms and is untouched by the troubles of war and strife.

    You start off as one of multiple heroic units returning home from a several week reconnaissance mission. Immediately upon your return you realize that your home has been overrun by an infection that has brought about much destruction. The infection acts somewhat like the Zerg, infesting buildings, reanimating corpses into zombies and spreading virulently. You must fight off the swarms of infected through many missions and stages and figure out how to win.

    Heroes

    Renegade

    Renegade

    Combat Medic

    Combat Medic

    Vanguard

    Vanguard

    Chapters

    • Scavenger Hunt (100% Complete)
    • Chyort voz'mi! (30% Complete)
    Posted in: Project Workplace
  • 0

    posted a message on Litter me with corpses.

    @Keldrif: Go

    I tried this, great technique. I think it didn't work at first because the model I was using was of the 5% that had a unique death. And for some reason the same technique that works for everything else do not work for InfestedCivilianDeath ... hmm I have to troubleshoot that now. Thanks for the solution! And yes, I'll check out your map =]

    Posted in: Data
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    posted a message on Litter me with corpses.

    @Keldrif: Go

    Yeah, I saw that post before I posted. I want my units not to be frozen before death though, I want their corpses to not decay, but your method seems to freeze them at creation.

    Posted in: Data
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    posted a message on Litter me with corpses.

    @Eiviyn: Go

    I don't really use vehicles or supply, so ... wonderful! Thank you Eiviyn, I'll give this a try.

    Thanks for all the replies.

    Posted in: Data
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    posted a message on Litter me with corpses.

    @Kueken531: Go

    Yeah I thought of this, but I am a lot more concerned with the physical look of corpses, and not the existence of theoretical dead units. Thanks for the thought though.

    Posted in: Data
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    posted a message on Litter me with corpses.

    Hello helpful reader!

    I'd like to setup my map so that corpses of specific units take awhile to decay. This is probably done easily with events and timers, and I've been experimenting with them with little to no luck. I was wondering if someone could post a viable solution. Thank you.

    <3

    Posted in: Data
  • 0

    posted a message on [Partially Solved] Hero Abilities with multiple range actors

    @Rhadamant5186: Go

    As a hopefully temporary solution I've added a dummy ability to the unit every time the ability levels and then created a BehaviorCount validator for the levels of the ability and it works. I'd prefer not to have to use such a roundabout bassackwards way of making this work.

    Posted in: Data
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    posted a message on [Partially Solved] Hero Abilities with multiple range actors

    Still looking for a solution over 3 weeks later... help! =[

    My guess is that is is a problem with the Validator, if that helps.

    Posted in: Data
  • 0

    posted a message on Is Wait MUI?

    @OneTwoSC: Go

    Thanks for all of the replies!!

    Posted in: Triggers
  • 0

    posted a message on Morph into Multiple Units
    Quote from BorgDragon: Go

    @Rhadamant5186: Go

    No... CREATE UNIT EFFECT is selected. You do not create units through actors. Actors are just the visuals/sounds used by your units/objects

    I am going to rework my ability so it is not a morph ability, but rather a effect instant ability and when the ability finishes the source unit will die. I think I can take it from here and thanks for the uploads!!

    Edit. I am pretty sure the Morph ability can only morph a single unit into another single unit, so your effect instant create unit method will probably be the solution.

    Posted in: Data
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