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    posted a message on Marauder attack launch is angled wrong...

    @Rahn9111: Go

    Have you tried fiddling with the marauders actor events? Play around with the "animation play" fade in and fade out times. (make sure its off of automatic and set to duration)

    Posted in: Data
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    posted a message on [Video] Need UI Specialist

    Deadlock: Tactics

    Basically the map is a tactics game that is centered around the strategic placement and use of cover. Each player controls a squad of 5 units that they select the class, ability, stats and gear, at the start of the game using our custom UI. The objective is to take and hold strategic objective points, or eliminate your opponents squad. The turns are open ended, meaning that during a units turn he can do whatever he wants with his alloted time (20 seconds per turn). If he chooses to spend his entire turn moving, then he can, or if he wants to spend it moving to a strategic location and unloading on an enemy unit, he can.

    As I mentioned above, cover and terrain actually plays a roll, if you position a unit behind a wall of sandbags he will in fact get a bonus (extra armor/higher dodge) for being behind cover. This will add another layer of strategy to the game, with the ability to flank and/or hold choke points.

    Deadlock also features some neat use of UI with our custom made ammo system. Units will never be able to auto attack in Deadlock. Instead every regular shot must be done manually, this will allow for skill to play more of a roll. Additionally each gun has a real clip that is shown visually through a custom UI. When your clip is empty, you'll have to spend time reloading it. Take a look at the video below, it shows a bit of what we have done (48 seconds into it).

    Deadlock: Tactics Teaser:

    (other trailers soon to follow)

    What We Are Looking For:

    As you can see from the trailer we have the majority of the heavy lifting done with this game. The turn system, ammo system, classes and abilities are already done with the terrain and cover system soon to follow. However due to the magnitude of this project we would like to bring on a few more hands to help out and finish this project all the more quickly.

    Dependability, trust and communication are the most important things we are looking for from anyone wanting to join the team.

    Open Positions:

    These are positions I would love to fill, and would significantly reduce the work load on the current team members.

    UI Grand Master:

    The name pretty much says it all. I am looking for someone who is an expert with UI, mainly in dialogs but experience with moving around blizzards UI would also be nice. The groundwork for the class creation is done and I am looking for someone willing to come in and finish it up (my current trigger editor has started it and is willing to finish, but for the sake of time I am seeking someone to replace him so his efforts can be focused on the game engine itself). This is by no means an easy task. This person must be willing to come in and pick up where someone else has left off. They must posses excellent programming skills since a half dozen classes with dozens of ability, stats, and gear must be saved, generated and banked through dialogs. Additionally knowledge of bank encryption would also be a plus. In an extreme situation I am willing to allow this person to start from scratch but that is to be discussed later.

    2D Artist:

    This position will be as involved or uninvolved as they choose. I am mainly looking for someone who is willing to do the art for the load screen and website. However if someone is willing (and map publishing size permits it) I would be happy to see them create custom ability/button icons.

    Contact:

    Anyone who is interested in the positions listed above or in some other way that I have not thought of, feel free to leave a post or contact me via PM or email at [email protected]

    Posted in: Team Recruitment
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    posted a message on Search area Validator

    You don't even need validators half the time for search area. Modify the search area flag field. You only have to "Require" it to be an enemy flag. You might need the validator to do the "no enemies near by" thing though. The poster above me has the right idea.

    As far as the original poster goes. Id recommend just copying a current validator and changing the unit type. I'm not at my computer right now. But is there a unit compare validator? That might be what you need.

    Posted in: Data
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    posted a message on Applying Combine validators to weapon source

    @RCIX: Go

    Change it from source unit to casting unit. Should fix your problem.

    Posted in: Data
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    posted a message on Issue with Death Response

    @RCIX: Go

    I upload the map I worked at it on. Look at the ghosts weapon and the effects/behaviors I attached to it. I apologize for everything being poorly named, I wasn't planning on saving this and it was only for my use.

    To explain:

    1. Create a behavior that you want applied to the killing unit when it gets a killing blow. (should only to do this once since you can reuse this with every damaging ability/weapon)

    2. Create an apply behavior effect that applies the behavior above (same as step 1, only need to do this once)

    3. Duplicate an existing validator or create your own (type Unit Compare Vital) and set it "less than or equal to" and the value to zero. In my map its called "Target Life 0" feel free to copy paste it over. Add this validator to the APPLY BEHAVIOR validator field in step 2. (You guessed it will only have to do this once)

    4.Create a Set effect for every damaging effect (weapons, abilities, ect). Now this is will have to be done for EVERY damaging effect.

    5. Link the abilities/weapons original damaging effect and the apply behavior effect to the Set effect you created in step 4.

    6. Link the Set effect to wherever the original damage effect was.

    7. Test and be amazed!

    Summary: Steps 1 through 3 will only have to be done once and then linked to every damaging ability/weapon after that. Step 4 and on will have to be done for everything...

    Posted in: Data
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    posted a message on Issue with Death Response

    @RCIX: Go

    Ok i've been playing around with this one for a bit now... I'm pretty sure I'm having a brain fart, but this is what i've got so far.

    As far as I know there is no validator for "unit just killed a unit" or something similar (However i might be missing something). Its simple enough to apply a behavior when a unit does. You're correct in using Death Response -> search area -> apply behavior. However it applies a behavior to all units in the area. I fiddled with this for a bit and got it to the point where it could apply the behavior to any unit that was casting an ability or attacking the dying unit. The end result was bugged if you had more than 1 unit attacking the dying unit, they both would end up with the behavior.

    So in a work around attempt I was able to add a validator to the apply behavior effect to the attacking units weapon (you'll also have to do this for each of his abilities) which would apply the behavior to the attacking unit if its targets health was zero, aka dead. This actually worked perfectly. If you wanted this killing blow behavior to be applied only when specific units are killed or when a unit with specific behavior is killed then you could then combine this with a 2nd validator of "dying unit has behavior".

    The only draw back to this way is that you have to create a set effect that combines the damage and the apply behavior - Killing Blow effect for EVERY damaging ability/weapon of the killing unit. There might be other ways to do this, but as of right now I'm thinking this is the least buggy.

    This 5 hour energy sure is messing with my focus, lol.

    Posted in: Data
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    posted a message on Applying buffs repeatedly with limit?

    @RCIX: Go

    Multiple levels are essentially an ability with multiple effects. The data editor is smart enough to know that when you use a learn ability the next level is the next effect.

    But if you are now using a trigger system then you can easily obtain the "cost goes up" by simply using a counter and then hiding/disabling buttons that are stacked on top of each other. Each button would have the same ability/effect/behavior but the cost would change. So the cheapest would be on top, you buy/learn a mutation and then a trigger would then hide/disable the top button of EACH ability. Of course you will have to use some sort of counter system (whether its data editor based and referenced by the trigger or a variable in the trigger) so that it would know which button to hide. I'd recommend making the counter editor based (will be easier for the trigger to reference when you have 100 towers). However i'm not the best with triggers.

    Rinse and repeat.

    Posted in: Data
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    posted a message on Applying buffs repeatedly with limit?

    @DrSuperEvil: Go

    If I am understanding you correctly, you want a tower that can have 3 mutations (addons/abilities learned) and only 3 (unless you research for more)? There are several ways to do this, but off the top of my head I would start by giving the tower a hidden behaviors with 3 stacks (that act as a counter). For the sake of communication lets call this behavior - Behavior X. When you add a mutation (effect/ability) it then removes a stack of Behavior X and then applys a mutation specific behavior that either gives the tower its mutation or allows you to use the mutation. Something as simple as extra damage to an attack would just need to have the buff applied, but if you want something like the towers attack to slow then you'd have to either give it a new weapon or build the slow effect into the weapon and have the effect require a behavior via validator to work.

    I'd assume that each mutation is going to be "learned". Give each mutation a validator that requires equal to or greater than 1 stack of behavior X to be on the tower that is being mutated. Lastly when you "research" to allow more mutations to be added to a tower, just apply 1 more stack of behavior X on the tower.

    The only thing you would have left to do would be to make the mutations increase in cost dependent on how many mutations are on the tower. This is the tough part (for me at least). And i'm just brain storming and talking out loud with this last part. The way I'd probably do it is have multiple levels for each mutation that do the exact same thing but cost a different amount of minerals to be learned. I don't know if its possible but you could attempt to set the level of each "learn" mutation ability with validators again, So if behavior X stack = 2 then all learn mutation abilities would be set to level 2. (level 2 would cost more). Anyways I'd probably do this last part via triggers.

    Posted in: Data
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    posted a message on Cloak without Energy?

    @SpaceKookie: Go

    When they said "buff" they mean the behavior. When you create a behavior you can set its type to "buff". However to answer your question

    "Unit - Modification - Vital Regeneration Bonus" is the field you need to change. currently the energy is set to -1.4765. Just turn that to 0 and your cloak will not cost energy every second to use.

    Posted in: Data
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    posted a message on Looking for data editor for hero, and ability creation

    @morgif4: Go

    More info? I can do almost anything in the data editor, but abilities are my strengths and passion. I have been looking for something to do while my current project is on hold. Shoot me a PM with more info, or hit me up on bnet US server if you'd like. Deepstrike.716 obviously.

    Posted in: Team Recruitment
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    posted a message on Element TD Seeking Video Producer

    @Karawasa: Go

    If you can build stuff in the galaxy editor then creating a video should be a piece of cake. To each their own though.

    Anyways nice movers on some of those towers attacks. I do hope you not all of your towers look like photon cannons though ;)

    Posted in: Team Recruitment
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    posted a message on Duplicated data linking to original models

    @Syncourt: Go

    If i understand you correctly you are duplicating the actors only, or are you duplicating the entire ability? It sounds like actors, in which case actors link themselves to effects via events on the actor itself. I'm assuming when you are copying the actor you are just creating a new event to link it to your new ability/unit. All you have to do is go to the actor events and delete the original events that link it to the original ability "toss grenade"

    Posted in: Data
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