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    posted a message on Force Field actor model disappears

    So I basically have two actors, an Obelisk and a Force Field. The Obelisk is the unit actor and the Force Field is the model actor. I duplicated the Force Field actor, made it a model, and changed all the events from the Force Field unit to my Obelisk unit. Whenever I spawn the unit, the Obelisk is there and the Force Field materializes on it. Problem is, seconds after the Force Field comes in it just vanishes without a trace. I didn't really add anything special to the Force Field actor.

    I tried swapping the Force Field and the Obelisk models so the Obelisk attaches to the Force Field instead. Both showed up and stayed visible, but as expected I couldn't select the unit, so I swapped them back.

    Any help would be appreciated.

    Posted in: Data
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    posted a message on Single direction firing

    Tried validators, couldn't figure it out. But I accomplished what I needed using a search area effect. Thank you for the efforts.

    Posted in: Data
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    posted a message on Single direction firing

    @ParanoidPenguin: Go

    Unfortunately not. Both are at 0.

    Here's the approximate area that the cannon can fire: But I want it to fire in a straight line.

    I removed the 'Turret' from the 'Combat - Weapons' field, so that shouldn't be the issue.

    Posted in: Data
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    posted a message on Single direction firing

    I have units that i only want to be able to shoot to the right and only fire when it can see something in that direction. (the weapon will continue to travel in that direction until it hits something, but I'm sure I can do that quite easily) How would I accomplish this?

    EDIT: Got it so it can't turn and can only fire within an arc. Problem is, even though the arc is at 0, it's still able to fire at an angle that increases with range.

    Posted in: Data
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    posted a message on Tint Floating Text color based on player?

    So I basically have one of those Mineral pickup things where if a player touches it with a ground unit they get minerals. Would I be able to have the Floating Text actor base its color on the player of the unit that grabs it?

    Posted in: Data
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    posted a message on How to tint a particular part of an actor?

    @ST4RKiLL3R: Go

    Pretty sure it's not possible using the data editor, likely gonna require some art asset editing.

    Posted in: Data
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    posted a message on Death Note - Kira Simulator

    Death note, eh? This could be done so many ways. Here's my idea on it:

    A free-roam city with hundreds of randomly generated civilians. There's a group of civilians that all know who each other are (The Investigators). They go around the city, investigating civilians and suspicious activity (IE, someone writing in a book (probably just standing still for a bit), and a civilian dieing soon afterwards). The Death Note keeper doesn't know the investigators and vice versa.

    The Investigators would investigate civilians, questioning them (and revealing their identity, to prove they're an investigator).

    The Death Note keeper would look for other suspicious people (investigators who are standing still with another person, investigating them). If the investigator reveals their identity and the Death Note keeper is within close proximity (short hearing distance), the Death Note keeper would discover the investigators name.

    There would be a difference between sight range and hearing range, so the Death Note keeper would have to get close enough (and potentially follow) the investigator to find out what his name is, thus potentially creating suspicion for an observant investigator.

    This is just an idea of something I think I'd enjoy. ^.^

    Posted in: Map Feedback
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    posted a message on The Reward is Cheese

    Added a tutorial (bottom of the post) on creating and sending me levels. It'd be a great help if you could make me some. (I'll credit you)

    Posted in: Map Feedback
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    posted a message on Hide UI with hotkeys enabled?

    How would I do this? And am I able to undo it?

    Posted in: UI Development
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    posted a message on Run random trigger

    @Kueken531: Go

    Amazing how few triggers this took, and it helped me notice optimizations for my previous triggers. Huge thanks, I though this was gonna take a lot more triggers, but it only took 1 trigger with 5 actions to do everything I wanted.

    Posted in: Triggers
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    posted a message on Un-researching

    It probably isn't a bug, the units were likely just not set up to handle it un-researching. I'm sure it's possible to set it up so they can, though. It'd probably be in the Marine's actor Events. I'm sure it's also possible to just set them back using triggers.

    Posted in: Triggers
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    posted a message on Run random trigger

    What I want to happen is after a certain event happens, a random trigger from a selection of multiple triggers is run. When this trigger's run, I want it to be removed from the random triggers queue, so it's not picked again from that event. After all these triggers are removed from the queue, I want another set trigger to run. Is this possible? And how can I accomplish this?

    Posted in: Triggers
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    posted a message on The Reward is Cheese

    The Reward is Cheese

    Objectives:

    • Gather cheese from mazes filled with obstacles faster than the rest of the mice.
    • Destroy the enemies with an army fueled with the collected cheese.

    Progress:

    • Combat area is basically complete, room for additions
    • 15 levels complete, 180 total available level slots
    • 4 game modes
    • 5 upgrades

    Game Modes:

    • Classic - Levels are played in chronological order
    • Classic Elimination - Classic without reviving per level
    • Random - Levels are played in a random order
    • Random Elimination - Random without reviving per level

    I have a tutorial up that I'll be linking with a way to create and send me new levels, to help progress. I'll release it when I feel ready.

    The first 15 levels are based on the 15 levels from the original The Reward is Cheese.

    Upgrades:

    • Speed [3|4|5|6|7] - Increases the speed of the mouse by 0.2 each level
      Level 1: 3.2 speed
      Level 2: 3.4 speed
      Level 3: 3.6 speed
      Level 4: 3.8 speed
      Level 5: 4.0 speed
    • Blink [10|6|8] - Gives the mouse a blink ability to jump a short distance
      Level 1: 15 second cooldown
      Level 2: 12.5 second cooldown
      Level 3: 10 second cooldown
    • Create Wall [8|10] - Creates a wall block at the target location
      Level 1: 1 charge
      Level 2: 2 charges
    • Destroy Wall [8|10] - Destroys a targeted wall
      Level 1: 1 charge
      Level 2: 2 charges
    • Phase Shift [4|6|8] - Makes the mouse invulnerable, yet unable to collect cheese or use abilities for 3 seconds.
      Level 1: 1 charge
      Level 2: 2 charges
      Level 3: 3 charges

    Screenshots:

    http://img689.imageshack.us/img689/2990/level1u.png
    http://img543.imageshack.us/img543/3967/level2.png

    Version History:

    • v1.0
      Initial Release
    • v1.1
      Added Random and Random Elimination
      Minor data edits
      Trigger optimization

    Credits:

    • sdery23 - Original StarCraft 1 map
    • Corbo - Cheese model

    Wanna help? Watch my tutorial and make me some levels.

    Posted in: Map Feedback
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    posted a message on Hide UI with hotkeys enabled?

    @Tekaichi: Go

    How to I disable the UI through triggers, yet still allow the player to use hotkeys for abilities?

    Posted in: UI Development
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    posted a message on Hide UI with hotkeys enabled?

    I've searched a bit on the forums, but everything said no. Though, these all seem to be from last year. I heard something involving the UI was updated, any chance you can now use hotkeys while UI is disabled somehow? Or am I gonna be forced to use triggers?

    Posted in: UI Development
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