You can have the different spawn rooms in different triggers, and make them initially off, then when a specific door is opened, you create an event that turns the specific trigger on, which now runs along with all the other triggers.
And at the crash site, you would assume that more of the darker dirt from underneath the surface would have been tossed up and around, or some sort of noticeable track the cruiser made on impact, well that depends on the impact angle.
Ya looks nice. But you should try and look through the doodad selection, and check out some of the different variants, you would be amazed at how many there is :P I would look at some rocks, both big and small, and other ground doodads to variant the ground texture a little bit. As already stated, it gets a little bit dull, but some more doodads, and mix of textures should be an good and easy fix :)
When you say 'disappear' do you mean that the projectile doesn't even damage the unit, or that the projectile lag a death model, so it would - > hit -> dmg -> instead of the usual explosion, it would simply vanish with no impact model?
Skyrim is absolute something worth looking into :) I myself love the Fallout series and Elder Scrolls Oblivion, and from what it seems Skyrim is going to be one awesome game! Already pre-ordered it for PC :P
Hm, okay so I create a new Action Definition, which has the Return Type: Interger[7] ? After that I don't know how, do you care to elaborate a bit more ? :S
When game initialize I have a region where I want to spawn some mobs, but I want to make the mobs different from each time you play (with a maximum), so I figured I could create an array that contained these different sets of mobs, and I would make a trigger pick a random number from that array and spawn that certain set of mobs.
So in one gameplay there might be 2 marines, the next gameplay there might be 1 photocannon and one zealot. I got it working except I can't add more than one unit to each array position.
Is it possible to add more than one unit to the same array position? Like if I have an array[2], then on [0] I want 2 marines, [1] I want 1 hydralisk and [2] I want 1 zealot and 1 photocannon. Is that possible?
I recently started on BA.Computer Science in the University of Copenhagen, and there is a guy from there who did his Bachelor Project as a SC2 map, and it was all done with triggers and data editor, and he got some good grades, and that is helping him to get into the Game Designer business. And that is because it is very important too be able too adapt and learn how new systems and languages works, and all your considerations and thoughts creating a game, the hole process is just as important as the final product.
But isn't it all about the fun :), I would just do what is the most fun.
I assume you have used the Morph Ability to do this?
Because then you have already created an CreateActor Event on your later unit when the morphing stops/starts, you must create an equal DestroyActor Event on your former unit, so the model destroys its self when morphing stops/starts.
I am currently making a 128x136 dota typed map, and if I keep up with my density, I will be hitting about 3k doodas, and I would say I am not holding back (not much at least).
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@yopeasants: Go
Looking forward too see the map :P
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@yopeasants: Go
You can have the different spawn rooms in different triggers, and make them initially off, then when a specific door is opened, you create an event that turns the specific trigger on, which now runs along with all the other triggers.
0
And at the crash site, you would assume that more of the darker dirt from underneath the surface would have been tossed up and around, or some sort of noticeable track the cruiser made on impact, well that depends on the impact angle.
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Ya looks nice. But you should try and look through the doodad selection, and check out some of the different variants, you would be amazed at how many there is :P I would look at some rocks, both big and small, and other ground doodads to variant the ground texture a little bit. As already stated, it gets a little bit dull, but some more doodads, and mix of textures should be an good and easy fix :)
0
When you say 'disappear' do you mean that the projectile doesn't even damage the unit, or that the projectile lag a death model, so it would - > hit -> dmg -> instead of the usual explosion, it would simply vanish with no impact model?
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@zenx1: Go
Skyrim is absolute something worth looking into :) I myself love the Fallout series and Elder Scrolls Oblivion, and from what it seems Skyrim is going to be one awesome game! Already pre-ordered it for PC :P
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@BasharTeg: Go
This makes sense :D All though why doesn't it run when my game initialize?
I tried some things, but nothing worked.
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@Ahli634: Go
Hm, okay so I create a new Action Definition, which has the Return Type: Interger[7] ? After that I don't know how, do you care to elaborate a bit more ? :S
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I still haven't figured it out, so any help is still appreciated :/
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When game initialize I have a region where I want to spawn some mobs, but I want to make the mobs different from each time you play (with a maximum), so I figured I could create an array that contained these different sets of mobs, and I would make a trigger pick a random number from that array and spawn that certain set of mobs.
So in one gameplay there might be 2 marines, the next gameplay there might be 1 photocannon and one zealot. I got it working except I can't add more than one unit to each array position.
I am rather new to triggers :S
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Is it possible to add more than one unit to the same array position? Like if I have an array[2], then on [0] I want 2 marines, [1] I want 1 hydralisk and [2] I want 1 zealot and 1 photocannon. Is that possible?
0
I recently started on BA.Computer Science in the University of Copenhagen, and there is a guy from there who did his Bachelor Project as a SC2 map, and it was all done with triggers and data editor, and he got some good grades, and that is helping him to get into the Game Designer business. And that is because it is very important too be able too adapt and learn how new systems and languages works, and all your considerations and thoughts creating a game, the hole process is just as important as the final product.
But isn't it all about the fun :), I would just do what is the most fun.
0
I assume you have used the Morph Ability to do this?
Because then you have already created an CreateActor Event on your later unit when the morphing stops/starts, you must create an equal DestroyActor Event on your former unit, so the model destroys its self when morphing stops/starts.
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It is sweet!
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I am currently making a 128x136 dota typed map, and if I keep up with my density, I will be hitting about 3k doodas, and I would say I am not holding back (not much at least).