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    posted a message on Graviton beam animation

    I added the graviton beam to the high templar, and incorporated all the necessary animation that the high templar does. My one problem is that i can't manage to make the graviton beam start at the high templar's hands and not below his feet. I tried adding the event in the actor Phoenix Anti-Grav that sets start height, but its not working at all. Help?

    Posted in: Data
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    posted a message on Some help needed! (Solved)

    @Hypernester: Go

    Choose [If Then Else] under General right click [if] and add element, choose [comparison] click the parantheses on the left, then choose [unit is alive] select your unit, then make it equal [true] by clicking Value and checking the True box

    Posted in: Triggers
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    posted a message on Psi Storm

    !@Kueken531: Go Found it, thanks. It was already grayed out all i needed to do was change it to animplay then animation: A. Thanks

    Posted in: Data
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    posted a message on Psi Storm

    k one last question: I gave the high templar a weapon, but how do i make him animate in the same way as when he launches a psi storm (he puts his hands forward and stuff) but on the auto attack? I'm guessing I have to create an attack actor but i have no idea how or exactly what to do

    Posted in: Data
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    posted a message on Psi Storm

    Thanks! works perfectly now

    Posted in: Data
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    posted a message on Psi Storm

    Hey i'm sure this is really simple but i'm unable to find it: how do i make psi storm only damage the enemy?

    Posted in: Data
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    posted a message on Cooldowns

    Also is there a way to scale the skill's image?

    Posted in: Triggers
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    posted a message on Cooldowns

    Hey I'm trying to make a custom skill bar... but I'm having trouble finding a way to make the skill gray out then do the cycle thingy to show the cooldown... help?

    SOLVED: I figured it out, using enable/disable dialog item. and i worked out the image thing too

    I just need to figure out how to do the circle thingy that visually displays the cooldown

    Posted in: Triggers
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    posted a message on Setting up teams

    I tried that out but when i test out the map it still makes the ai units attackable@fortunate1: Go

    Posted in: Miscellaneous Development
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    posted a message on Third person pvp style map

    What i've got done so far:

    • Player 1 is completely done (can choose unit, move unit with wasd, camera follows that unit, unit uses abilities)... (I'm saving the other players until the rest is finished because all i'll have to do is copy paste player 1 and modify a few triggers)
    • High Yield Center is done (terrain, a brutalisk boss that once killed, spawn a colossus for the killing player's team, who is then ordered to collect minerals from the nearest node)
    • Both bases are terrained rather coolly if i may say so. There are also 3 teleporters that teleport any player entering them to a specific point depending on which teleporter was used. You can't teleport back into the base from the point
    • The entire terrain is set up, i just need to add the resource nodes/choke point bases, and do some decorating
    • Dialog box appears upon map initialization and upon death which will display the classes. Once one is chosen it will warp in at the spawn point at the base

    What I need to do (need help for):

    • Set up the skill bars
    • Create the objectives, and launch attack once enough minerals are collected
    • Add invulnerabilty shields to the buildings at the base, and have the super laser remove them
    • Have the super laser drain minerals when it attacks
    Posted in: Project Workplace
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    posted a message on Third person pvp style map

    Hey i'm working on a map and i need just general feedbacks and suggestions. The project is a "large" map in which a player chooses a class in the beginning (only protoss themed, so one of the four: zealot, dark templar, high templar, and stalker). Upon death the player can choose another class and will restart at the main base. Each class has 4 abilities for now, (pressing 1,2,3 activates the corresponding ability, a special ability is activated by C and is typically better/stronger):

    zealot: charge (charges an enemy and increases dmg/speed for 3 seconds), a cleave ability [still working on perfecting it, right now its pretty much the colossus attack directly in front of the zealot] an energy shield that reduces damage taken by the zealot, and a mindshock (special) which stuns all nearby enemy for 3 (maybe 5) seconds

    dark templar: cloak and uncloak (u move slower when cloaked, lasts until removed or until DT attacks. increases damage of ur "opener" by a lot), poison (increases the damage taken by the enemy, and applies a slowing debuff), eviscerate (a low energy attack that does bonus damage, and as soon as i figure it out will add charges for Final Blow), and Final Blow (a large energy consuming attack that does a lotta dmg)

    high templar: a gravity beam (slowly drains a single unit's life, but is interrupted if the high templar attacks), psi storm (creates an aoe at target's location), chain lightning (creates a lightning that attacks target and 2 units near it) and a force field (spawns the sentry's forcefield 5 yards in front of the high templar)

    stalker: blink (teleports the stalker 5 yards in the direction the stalker is facing) snipe (snipes the target from a large range) seeker missile (a missile that follows the target and does aoe dmg) and cannon (pretty much the yamato cannon - charges up and does a lot of dmg plus a lil splash dmg)

    the objectives: there are several resource nodes scattered around the map (5 in all). The exact center has a resource node which is the only high yield one. The others are blue nodes. At the start of the game, the players must kill a rather easy boss in order to control the node. Defenders will spawn, as will a colossus who will start gathering- he picks up 200 (300 at high yield) and walks back to the base to drop it off at the nexus. The other team will need to kill the colossus (I'm probably going to change it to kill the defenders as soon as i figure out how ;) ), despawing the remaining defenders and spawning their own colossus plus defenders.

    Also scattered around the map are various "bases" which are similar to the resource nodes. However, they will only simply spawn a few npcs who will attack the other team - this is useful by taking over the bases that are on the enemy's colossus's path. Similarily, there are photon cannons set up in strategic positions which will change color to whatever unit in its region, and attack with the void ray attack (same effects: doubling damage over time, etc) The cannon will return to neutral if both teams are in its region.

    Finally, once a team (team A) has collected enough minerals, their super laser cannon is charged and remove the invulnerability shields on the other team's (team B) nexus and mothership. The laser will slowly drain the minerals, so team A has a set amount of time to launch an attack on the other team's base. groups of npcs will spawn and assist in the attack. Likewise, team B will have npcs spawn to defend. Team B will have several options: either help defend their base, or infilitrate Team A's base to deactivate their super laser cannon (by reducing it to a set amount of health). Team A can also choose to defend from the infiltration. If Team A succeeds in destroying the nexus, they win If not, the game returns to the resource collection to launch another attack (most of the npcs will despawn)

    So in short: capture bases, capture chokepoints, then destroy the enemy nexus = win

    Elements I want to keep: the game is balanced, and as time elapses units dont get insanely more powerful, and the other ones fall even further behind (like in other custom games such as Footmen) The objectives are diverse and entertaining (players will have choices), to keep people playing it

    What I'm worried about: Mainly, how much lag this game would have... And the bugs that my amateur triggering skills would bring

    So I need u guys' feedbacks and suggestions, and a lil help/advice if u can (how do i create a skill bar... one that would also show cooldowns), I also need to find a name for the map. And finally, i need to know if people would actually play it, and if its not too boring or too complicated Thanks in advance!

    Edit: forgot to add that there's WASD movement (atm its ZQSD since i'm using a french keyboard, but that will change once I'm out of the creation phase)

    Posted in: Project Workplace
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    posted a message on Setting up teams

    K, phrased more simply: How do i make teams?!?

    Posted in: Miscellaneous Development
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    posted a message on Setting up teams

    Hey i'm new to the galaxy editor. I'm making a 5v5 style map with the 5th player on each team being an ai controlled player. Each player has a specific unit and its pvp styled. What I'm encountering difficulty on is setting up the teams. help?

    Posted in: Miscellaneous Development
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