No replies? Does this need a bump?
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Oct 28, 2011Posted in: Project Workplace
My previewer doesn't work though - either it lags or the things are just frozen, or I don't know what to look for.
Also, I noticed how you made gokufirebat do somersaults and fall backwards, not to mention jumping in general. I'd at least consider those tweaked animations.
Oct 28, 2011Posted in: Project Workplace
It looks like the OP has created some custom animations for his series... something that many of us are no doubt clueless about.
AND YET I HAVE TO BE A DOUCHE and declare that It'd be head asplodingly neat if you could make a crouching animation for the firebat or the marine. No doubt plenty of people would like to use that, including myself (ultimate goal of mine is the obligatory third person shooter, but with the twist that there's cover based combat... yeah).
Sorry, series looks awesome - I don't want to feel like I'm demanding anything (even though I obviously am demanding things; force of jerk habit). But putting up downloadable animations is a step further in getting others to appreciate the long work you do. :)
Oct 26, 2011Posted in: Triggers
Okay now I'm getting
[10/26/2011 1:32:30 PM] Warning: Unable to load image from 'C:\DOCUME1\JEFFWA1\LOCALS1\Temp\StarCraftIITemp\Import/camerasys1.SC2Map\Pictures\Imported Images\ELCAN-M145-3_4x-Optical-Sight-M240-M249-Machine-Gun-Reticle-ELCM145C-Pic2.dds' (Core: invalid or unexpected object format)
Oct 25, 2011Posted in: Triggers
I use dialog - display image, but it only wants to sift through data files like the assets and editor data.
Ultimate Goal: I want to get an image I've imported to the editor to be inserted into the display image trigger, or at least find a way to get display image to sift through files that aren't exclusively assets and editor data, ie. 'my pictures' on my computer or stuff I've actually imported.
Sep 28, 2011Posted in: Map Suggestions/Requests
My ultimate goal right now is to create a unique RTS with a cold war theme; however the only actual units that can be created by either opposing side are SCVs, ghosts and bombers.
Bombers have faster delivery, move anywhere (fly) and can carry and launch smaller missiles or fewer large missiles (can't carry the largest missiles) and can research cloaking (more expensive than ghost cloaking).
Ghosts are much slower, moving only on the ground, but can research cloaking and deliver any sort of missile with their patented laser guidance to any range; the delivery is only one at a time and slower, however.
Other than that, opposing bases must use SCVs to construct turrets and detection. They must also harvest minerals and gas for building of units, construction of turrets and detection, mining facilities (collect minerals and gas and builds SCVs), launchers (needed to launch missiles; required by ghosts), silos (store missiles), training cell (construct ghosts), landing strip (higher tier, constructs bombers), and the different missiles (constructed at a missile factory).
Missiles destroy things differently. Some missiles affect only one target (ie. lots of penetration to affect an expensive mobile missile launching platform, or a fortified mining facility), give nuclear or firestorm fall out (in other words: create DoT zones for everyone and sometimes destroy minerals and vespene geysers for resource denial or accidentally), destroy other missiles (anti-missile missiles have an operating range, but require no ghost or bomber), etc. Missiles are constructed at missile factories - a missile factory can only que and store so many constructed/constructing missiles and excess finished missiles must be stored in silos (this could work out in sort of the same way as supply depots; the unit limitation, on the other hand, is a constant and cannot be expanded). Constructing certain missiles eventually unlocks new missiles (prerequisite lower tier amount needs to be constructed first). Some missiles are unlocked after a period of game duration or through setting research priorities (more or less, a talent system).
Units can only attack (sans missiles) one another, and are quite expensive to construct too - assume that the ghosts are cold war-era super soldier infiltrators, and the bombers are all B-2 Spirit Bomber look alikes. Buildings are immune to their attacks. Bombers can attack missiles but missiles typically move faster - unless a bomber devotes energy to their 'afterburner' ability, which severely reduces turning and costs lots of energy (which itself, is slow to recover), but makes them a little less than twice as fast as mid-sized missiles (light missiles are always faster). Therefor missile interception beyond anti-missile missiles (which themselves are high tier), demands lots of micro. Several ghosts are needed to match a bomber, but are more cost effective and can sneak anywhere the enemy isn't careful to guard.
Detector buildings are either early warning (only flash approaching enemies in fog of war on mini-map; operates identical to sensor tower; useful for detecting approaching missiles). AA detectors are identical to missile turrets, but only detect flying units. Ground detectors detect in a given pattern, and are signified with lasers and dodgeable by ghosts; the verisimillitude explanation for this is that a ground detector sets of an alarm to all friendlies (the equivalent of units being able to attack a cloaked target within a detection area) and that friendly units need to see this in order to avoid mishaps. Finally, ground detectors unveal any cloaked untis to every player, including cloaked friendlies (provided that area isn't within fog of war for a given player).
Mobile missile launcher platforms (represented by thors) are the only alternative to ghost and bomber - except, their launching range is very short, and they cannot cloak. They can only fire one missile at a time, too (a bit like the nuclear mortars/artillery that existed as a desperation measure, look it up). If an enemy isn't careful however, these slow moving platforms can crawl up to a border, creating a line of destruction (or defense, in the case of AMMs). They can store any sort of missile, including the largest kind, and in the highest quantities. SCVs can deliver more missiles (one at a time) to these platforms (which is, of course, macro intensive).
Ghosts don't carry missiles, thus require no loading. Bombers need to return to a silo or launcher (stationary or mobile) and then be given the 'load' command with a que of missiles (just like loading/unloading a dropship except that each unit is a missile, more or less). SCVs can be commanded to unload a missile, which they can then unload in another launcher (mobile or stationary). Stationary launchers can be loaded with missiles from a factory automatically, if they're in a given range. This can be qued too - though, I'm considering allowing missile construction to be activated from a launcher, and then limiting the que based on however many factories are in range. A launcher may have a que related maximum, or there may be a strict que limitation based on the ratio of factories:launchers in a given area (salvaging launchers or factories will, of course, alter this one way or the other).
Players: 2 - 4
Victory conditions: Each player has bunkers, littered throughout their territory and populated by innocent civilians. If they lose X-amount of bunkers, then their high command orders a surrender to enemy forces and they are defeated. This might mean that enemy now owns all their buildings, or that a losing side simply hands over remaining vespene/minerals to a victor, and all buildings are destroyed.
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