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    posted a message on Unfinished project (You may use it or parts of it)

    more photos

    Posted in: Project Workplace
  • 0.964068546158099

    posted a message on Unfinished project (You may use it or parts of it)

    A while ago I started to make a sort of puzzle/adventure type of map. Unfortunately I took on more than I could handle, the editor is too convoluted for me and there aren't enough easily consumable resources for me to improve at a reasonable pace. Anyways, if anyone would like to use the terrain for this project feel free. I feel like the data and triggers aren't done in the most effective way. 

    The basic premise is you play as a probe on Karax's new ship. Karax leaves for a mission and leaves a good friend, Eisel to watch over it while he is gone. Unbeknownst to you, a dark templar assassin has invaded the ship and killed Eisel. 

     

    Gameplay: The way I envisioned you would progress in this game would be unlocking certain areas with 1 or more pylons (khaydarin crystals are what I call them in the map), that would open gates or portals. There would be certain areas with avoidance and puzzles to unlock more pylons to reach new areas. Over time you would discover things that would advance the story; like a nerazim ship on the 'dock', blood in the control room, etc. Leading up to a boss fight with the assassin. 

    Link to the project (it hasnt been approved yet)

     Copy and paste this link to download, curses redirect breaks it https://mega.nz/#!FsdikbwZ!ztVEPcftb8l0oexDg06ctgX0DA2__sn2KZTMGqsQ2rU

    Posted in: Project Workplace
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    posted a message on Collision based on flag or layer

    @DrSuperEvil: Go

    How would I go about implementing the latter option and can it be changed in-game via triggers or effects/behaviors?

    Posted in: Data
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    posted a message on Adventure / competitive arcade maps?

    @houndofbaskerville: Go

    I think any game you are going to play with a random person on the arcade should be at most 40 minutes long probably closer to 20-30 minutes. Keeping multiple people's attention for hours is extremely difficult.

    Posted in: General Chat
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    posted a message on Collision based on flag or layer

    Is it possible to create a unit that only collides with mechanical units, or perhaps through a multiple layers 0, 1, 2 etc?

    Posted in: Data
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    posted a message on Why are most projects campaigns?

    I would say accessibility would be the main reason for both the creators and players. As others have said it doesn't require extensive knowledge of the editor and for the most part the core gameplay is extremely similar to the original starcraft 2 campaigns. Players won't be overwhelmed with information with new mechanics, controls, and abilities. And you only need 1 player to play so there isn't any waiting in the arcade lobby for people to join the game who may or may not like custom you are hosting.

    Posted in: General Chat
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    posted a message on Force Effect direction

    @FunkyUserName: Go

    Currently the effect always pushes the unit south or towards 270 degrees. A negative value just pushes it north or towards 90 degrees. I want the ability to push the caster in the direction he is facing.

    Posted in: Data
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    posted a message on Force Effect direction

    I can't for the life of me figure out how to do this, but it seems really simple. How do I apply a force effect in the direction that the caster is facing, to itself (the caster)?

    Posted in: Data
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    posted a message on Issue building order to unit with manual placement

    @Winryamo: Go

    So you want the hovering model of the building? I believe there is an event that detects whenever your mouse is moved. You'll probably have to use a separate trigger that fires every time your mouse moves to see if you have to move an actor for the placement model.

    Posted in: Triggers
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    posted a message on Creating quad for projectile path

    I want to create a visual indicator showing a path or "danger zone" for a projectile, just a straight line outlining where the missile will travel. I tried creating a quad actor via triggers but it doesn't show up.

    Posted in: Triggers
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    posted a message on How to make a unit oscillate up and down?

    @DrSuperEvil: Go

    How do I attach it to my actor? It doesn't show up through the Hosted Site Operations field search. I tried adding Actor Creation->MyUnit->Create under the Rocker events and that didnt seem to work either.

    Posted in: Data
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    posted a message on How to make a unit oscillate up and down?

    Is there a way to loop changing an actor's/unit's height through events? I want the unit to oscillate up and down like a resting probe. I could do this with effects and behaviors but I was wondering if there was a way to do it through actor events instead.

    Posted in: Data
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    posted a message on How do I make an actor rotate in place indefinitely?

    @DrSuperEvil: Go

    Could you elaborate a little more? The existing rotators I've found in the editor don't show and link to any other actors and when I go to the Host Site Operator fields in the actor of my pylon it brings a bugged menu that I cannot add a value to.

    Posted in: Data
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    posted a message on How do I make an actor rotate in place indefinitely?

    I am trying to make a pylon-esque unit with the model from the Aiur Power Crystal doodad. It doesn't look as lively as I'd like because it's so static. What is the best way to make it rotate like a classic pylon?

    Posted in: Data
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    posted a message on How do I create a variable period or amount for a automated vespene refinery?

    @Usernameisntworkingright: Go

    I tried making a trigger that updates on unit heatlh but I used the action for changing duration rather than the period. I can't seem to find the action to alter the period of a behavior, just duration. Otherwise i guess i could detect whenever the behavior is applied then change the remaining duration to a value related to the % health and have the behavior apply it self when it ends.

    Posted in: Data
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