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    posted a message on Deep Trouble

    "Deep Trouble"


    About a week ago I had some pretty good motivation to really try to make a map that was totally outside the box. I thought back to WTE#12 and remembered how awesome peoples' terrain submissions were for that.

    But so far not much had come of it in terms of playable underwater maps... and I decided to do something about that.

    The first few renditions came out less like water and more like a foggy planet, but after extensively studying water levels in other games I think I managed to get a pretty good idea of what makes a water level "believable". I feel like I really nailed it here, but I'd love to hear what other people think.

    From the project page-

    Quote:

    [Deep Trouble is a] Full-fledged underwater mission in the third person perspective. Features detailed water effects including realistic camera distortion (think Vashj'ir in Wow).

    Play the part of Clod, a reckless mercenary who was shot down over the waterlogged planet of Permea. His ship has come to rest on the sea floor and it's up to you to help him find a way back into space.

    This is a single-player scenario and should take about 15 minutes to complete. You can download it from the project page below if you're interested, and don't hesitate to post or PM me if you have any questions or feedback :)

    Project Page/Download

    Camera Distortion Tutorial

    Video Preview of water effects:

    Embed Removed: https://www.youtube.com/v/RAGUBBMQzys?fs=1
    Posted in: Map Feedback
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    posted a message on Attack Animation

    @magellen95: Go

    I meant in order to solve your problem. The "white balls" are the placeholder actors that appear when something goes wrong.

    What I mean is, you have to designate a unit as the ammo for your weapon (assuming you want to shoot missiles), and then you need to pick an actor and create an event within that actor to say "hey, when this unit is created, you need to serve as its actor".

    If you're getting white balls, it's because no valid actor is specified for your ammo.

    Posted in: Data
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    posted a message on Attack Animation

    @magellen95: Go

    You need to edit the actor events for the actors you want to use. For the "white ball" thing it should be as simple as adding an event to the actor that says-

    UnitBirth.<whatever your missile unit is called>
        Create
    
    Posted in: Data
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    posted a message on Periodic Problem

    I believe the "Periodic" event basically just triggers whenever your specified period divides evenly into the current game time.

    If you want more precise control when starting and stopping spawns, you'll want to use an actual Timer object and then run the trigger based on the value of the Timer.

    Posted in: Triggers
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    posted a message on Impact and launch Offsets?

    @MaMasToast: Go

    You need to specify attachment points using Site Operations to get the missiles to launch from different parts of the unit.

    As for where the missile hits the target, you can control that by modifying its Mover. There's a good writeup on how to do that in the Tutorials forum by ProzaicMuse.

    Posted in: Data
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    posted a message on Weekly Data Exercise #3 - All About Auras

    @fosere: Go

    I like the look of the green aura especially. It's obvious from a player perspective, but not overly intrusive. What model did you use to create that effect?

    Posted in: Data
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    posted a message on Weekly Data Exercise #3 - All About Auras

    Ok, custom aura done.

    Overheat

    Embed Removed: https://www.youtube.com/v/lwZdn6qBNZM?fs=1

    Flashy effect that has a chance to burn up nearby biological units. I originally wanted to base the death on a Behavior stack count instead of it being random, but I couldn't get it to work properly. UnitCompareBehaviorCount validators apparently don't track Behavior stacks :(

    So for now, it's random, and IMO still quite fun to watch - feel free to advise if you know of a way to do it based on Behavior stack count :)

    Posted in: Data
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    posted a message on Weekly Data Exercise #3 - All About Auras

    @Kueken531: Go

    It would be a hell of a lot of work, but maybe you could have the end of the "Slow" behavior trigger a "bait and switch" effect set where you remove the previously fired missile and create a replacement with a different Mover?

    @nevjmac: Go

    Actually, it does exactly what you're looking for.

    Reason being that it's "vital points leeched per point damage dealt", so you just need to set the decimal value equivalent to the percentage you want returned.

    -0.1 leeched per 1 dmg = 10% damage return.
    -0.5 leeched per 1 dmg = 50% damage return.

    Etc...

    @Arkless: Go

    Still trying to wrap my head around exactly how you did this, but holy crap that's cool.

    Posted in: Data
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    posted a message on Weekly Data Exercise #3 - All About Auras

    @nevjmac: Go

    Exactly. I attached an example to demonstrate how it works.

    Take a look at the "combat" modification under the Behavior called "DamageReturn" for specifics.

    Posted in: Data
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    posted a message on Weekly Data Exercise #3 - All About Auras

    @Kueken531: Go

    You'd have to change their Mover to do that I think. Not sure if there's a way to do that through Behaviors/Effects, but I'll mess with it another time :)

    Posted in: Data
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    posted a message on Weekly Data Exercise #3 - All About Auras

    @nevjmac: Go

    What about having the buff modify their "leech vital" property, but making the value negative? Wouldn't that cause them to damage themselves when they deal damage?

    Posted in: Data
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    posted a message on Weekly Data Exercise #3 - All About Auras

    I plan on making my own unique submission, but one of the above creations inspired me to have a little fun first.

    @Kueken531: Go

    I hope you don't mind, but I decided to piggy-back off your very well-done aura and make something a tad flashier.

    Embed Removed: https://www.youtube.com/v/Tfe36R8eNQE?fs=1

    This modified version of Kueken531's Time Dilation affects enemy Missiles only and will dramatically slow their movement. If I were to make something like this for a live map I'd give the player a way to deal with the ever-increasing number of missiles chasing them, but I still think it makes for a cool/matrix-esque visual :)

    Posted in: Data
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    posted a message on Stretched ground texture

    @norbak: Go

    Do you have an ATI card? Might be worth trying to set the Catalyst Control Center settings to factory default or uninstall it entirely. I've heard of some weird issues with the CCC lately.

    Posted in: Terrain
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    posted a message on Does Action only if Player is Player 1 [SOLVED]

    @kenxftw: Go

    Structures are actually units, too.

    You'd use the Comparison type of condition as follows-

    Comparison

    • Value 1: Unit Type of Unit
      • Unit: Triggering Unit
    • Operator: !=
    • Value 2: Command Center
    Posted in: Triggers
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    posted a message on Previous WDE and Ideas

    Week 3 Exercise suggestion-

    "All About Auras"

    Sounds cool, is self-explanatory, and leaves a lot of room for creativity. Could add a specific requirement if you want it to be more focused :)

    Posted in: Data
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