• 0

    posted a message on Reversing Beam: Launch from Target to Caster

    It didn't work, but it's no big deal; the effect is less visible in action than I had thought.

    Posted in: Data
  • 0

    posted a message on Reversing Beam: Launch from Target to Caster

    Hello all,

    I would like to use the Sentry beam as an ability, but to simulate vampirism with the beam, I need it to be reversed, so that it launches from the target to the caster. I understand this means modifying Target - Impact Site and Launch Site, but I don't know what to set them to.

    Posted in: Data
  • 0

    posted a message on Weekly Data Exercise #17 - When life gives you lemons...

    This has inspired me to create a cheat for my turn based game in which any unit that shoots missiles now shoots a fruit. I'll havE a video later tonight or tomorrow. Meanwhile I'll make my own custom lemon ability and upload it.

    Posted in: Data
  • 0

    posted a message on Gathering your Editor feedback & suggestions

    As far as I know, the spectator system has been broke by 1.3. I would VERY much like to see this fixed. Also, I would like to see spectators in ladder games, as well as an optional and skippable "Waiting for Spectators" time period in the lobby. This would be an additional X seconds in which people could join as spectators in the event player slits fill up first. This would apply to all games with spectator slots. Of course, if all spectator slots are filled, the waiting period would be skipped.

    I'd also like the addition of multi-map multiplayer games. These would be games, such as campaigns, that could take multiple players from one map to another. Last and least likely to happen: the ability to join a game already in progress. This isn't necessarily for melee games as it is for games like StarJeweled where one player leaving means that team has already lost.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on New Unit, Custom Ability, Turret Doesn't Rotate to Target!

    I don't understand what you're talking about, DrSuperEvil, but as I understand, a turret can only be hooked up to a weapon such that it rotates upon weapon start, meaning It will never automatically rotate to a custom ability's target. Any workarounds, like actor events on the turrets?

    Posted in: Data
  • 0

    posted a message on Warping in Zerg Building

    If I am correct, you can go into your copied Infestation Pit Actor, scroll to the top of the events, and find something like "UnitConstruction.Infestation Pit.Start"

    This is where I would assume to use the create action to create the pit right when the construction starts.

    Posted in: Data
  • 0

    posted a message on New Unit, Custom Ability, Turret Doesn't Rotate to Target!

    I made a custom tank based off the Siege Breaker called the Lucifer Tank (Anti-Infantry Fire Tank). This tank uses a universal ability that fires a switch effect based on the unit type casting it. This effect, when casted by the Lucifer, will call a set effect, making two damage dummy effects. (The whole ability and effect chain is for aesthetics only and NOT damage.) This works fine. The Hellion Beams fire to the target like I set them to, but the Lucifer's turret won't rotate to the target like a normal attack would. Why?

    Posted in: Data
  • 0

    posted a message on Icon Request: Income and Upkeep

    Oh, doi! Thanks guys.

    Posted in: Requests
  • 0

    posted a message on Icon Request: Income and Upkeep

    @Pshyched: Go

    Thanks! They're fine as they are. Just one thing: how did you create that upload in the post?

    Posted in: Requests
  • 0

    posted a message on Icon Request: Income and Upkeep
    Quote from JackRCDF: Go

    @Drakken255: Go

    Out of interest, why do you not possess the resources to edit the icon?

    I have GIMP, but am far less proficient with it than Photoshop CS2-4. I have a copy of CS2, but I can't get it registered correctly, so that's why I lack the resources, because I want these icons to look good.

    Posted in: Requests
  • 0

    posted a message on Icon Request: Income and Upkeep

    Can I please have someone take the "icon-mineral.dds" image in the editor, and make one with a green plus sign, and one with a red minus sign? I would do it myself, but I don't have the resources to do it. And I'd prefer the sign in each to be in the bottom left or right corner (matching). Also, please provide them in the .dds format.

    Posted in: Requests
  • 0

    posted a message on Trigger Exercise #5 - A Simple AI.

    Ah ok I looked it up and was about to post "not much on the data side I need" lolz. So, do you think there are trigger elements for visiblility? Meaning something like "Pick each Unit in Region (Units in Sight of Player (Triggering Player))"

    Posted in: Triggers
  • 0

    posted a message on Trigger Exercise #5 - A Simple AI.

    I require an AI for a turn based game, which will most likely be trigger-based. It should only run on it's turn. That's the easy part. This AI needs to know how to navigate a hexagonal grid based on different amounts of maximum movement distance. It needs to be aware of the combat values of each unit (which are trigger based) in relation to any unit it wishes to attack. It must be able to adapt which units it trains to counter any other player. Whichever player it wishes to attack could be done through threat analysis. I'm assuming this means different point values for each unit (as some are level 2 or 3). And it must only know of units in it's visit area on the map, along with how to efficiently explore. Yes I know this is a tall order when all I have to offer is your name in the credits, but I hope there are some out there who will help just for the challenge, just to say they helped make the world's first turn based StarCraft.

    And what do you mean by WDE?

    Posted in: Triggers
  • 0

    posted a message on Cloaked Units Disappearance Delay

    I currently have units that are Permanently Cloaked. The reason for these units' cloak is so that when a player hits a dialog button, the become allies w/ shared vision with the player owning the units (Player 0), thus the units are shown. Then, as the button is clicked again, the triggering player becomes nothing more than allies w/ Player 0, thus causing the cloaked units to disappear. The problem is the disappearance of the units is delayed by about 2-3 seconds. The rest of the actions in the trigger are instantly performed, so I know this is a data issue. Is there a value I can change to lessen or even remove this delay?

    Posted in: Data
  • 0

    posted a message on Trigger Exercise #5 - A Simple AI.

    I would be interested in someone helping me design an AI for a turn based game. Credit will be given where due. Any takers?

    Posted in: Triggers
  • To post a comment, please or register a new account.