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    posted a message on SS_Units help

    Here we have an answer here already, but anyways, I'll repeat... 1. You should tick campaign dependencies. That's it. You can find the Lost Viking (arcade) units by search term "SS". Again correct, those units weren't created for melee use. Should you want to have such one, I may propose (a simple) solution. Any unit that DOES exist in both melee and Lost Viking mode, you may combine them for handy results. For an example, I duplicated melee Banshee and swapped model (through actor) to that of a SS_banshee (correct if I'm wrong). I was rather comfortable with the solution, having a highly texturized Banshee model and a working data. Same should apply with rest of the flock - mix and match!. (Sorry for the wall of text, but simply, using space does nothing in this forum) EDIT: Maybe I should've explained this elsewhere? This is kind of a simple tutorial now <.<

    Posted in: Map Suggestions/Requests
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    posted a message on Aiming line?

    Correct if I'm wrong but that is modified version of Raynor's snipe ability from the hero mission at the near-end of the WoL campaign. Whenever ability is chosen, white line appears (that indicates the direction where you're aiming at and how long does the (spell) round travel to). The ability's name is "Penetrator Round". The creep spread spell is an other story. See if someone else can explain it better :)

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #110: New Years Edition

    I suppose I could print my memories in a SC2 map? Sounds intriguing, I'll see what comes in mind!

    Posted in: Terrain
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    posted a message on Scientists discover Char in real life.

    I heard Terra has an insectoid problem... warp 'n' purify! Like in the classic movies, Mars aliens comes to terminate Earth population, lols

    Roaches.

    Stop poking me invisible flyer!

    Posted in: General Chat
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    posted a message on The Spawning Cluster - Icons, Abilities and more for your Zerg swarm

    Propably wants to take a bath after the long tourney to fringe worlds... (just saw that small figure O,o)

    Super good job with shadow detail! You seem to have good knowledge about different *things* and draw striking pictures about them.

    EDIT: It creeps me to see her hanging with (baneling, for kicks) cocoons around there... What you're drawing currently? I'd love to see building such as Hatchery just pulling itself out from *cocoon* ;o

    Posted in: Art Assets
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    posted a message on Snipers need help (projectiles)

    Lost Viking minigame has good examples of coillision (data -> behaviour), whenever you touch enemy unit, you lose health, simple.

    There's more nefarious purposes for coillision... Check cliff level + bounce if hit = combine ball... imminent!

    Posted in: Map Suggestions/Requests
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    posted a message on Desert Srike Update
    • 1. Auto-kill units that are running "Dance" animation (!) or something similar
    • 2. *forgot*
    • 3. Hellion AI (run back and forth)
    Posted in: Map Suggestions/Requests
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    posted a message on NEW MAP IDEA, Good or Bad?
    Quote from ZealNaga: Go
    • -snip- important aspect below

    However, if you REALLY REALLY want to make something random, as far as I know nobody has ever done a "Welcome to Las Vegas" kind of map, where you'd have to use your cash in machines (black jack, jackpot, poker, you name it...). It should be quite easy to make a game where players would have to bet in a series of card/money games to earn tokens, then use these tokens as resources to train units and/or build structures! You will still have to figure what to do when players are completely broke (if they just lose, they'll hate the game), and to make sure they have at least one source of permanent income to stand long enough against rushing idiots.

    Sir, you just imagined classic but brilliant concept; gamble to win. For rushers, should opposing team rush back or macro, they either *could* counter it, or macro for defensive structure (heroic cannon preventing 6pool, lol)

    Posted in: Map Suggestions/Requests
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    posted a message on Trigger Exercise #5 - A Simple AI.

    In case of "simple" AI, try create a AI-controlled Hellion wich follows straight line(s) and attacks/retreats zerglings perfectly?

    OR more crazier idea, do "super-insane" AI wich is pitted against 7 players in DOTA fashion :o (micros every unit on field, upgrades units as fit, macros like no day left, etc etc.)

    Posted in: Triggers
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    posted a message on asdfasdf

    Tal'darim purifer ship with invulnerability shields. It's triggered in mission to deactivate shields when all three nexuses are down... not in this case :) + vortex

    PvT, immortal/colossi/stalker || siege tank/marauder/battlecruiser ? No blink, yamato, siege etc.

    Posted in: General Chat
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    posted a message on Ability limit?

    Well now, when we do see multi-phase abilities (executed way or another with command card) I think 30 ish phases could be high-end refined game mechanic for something...

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #79: Prehotstory

    Awesome textures (by Blizz ofc), I suppose there isn't integrated material editor (unlike, Crysis Sandbox =)) Char/monlyth rocks could make awesome ice obelisks with small recoloring and opacity, though. Can't wait!

    Posted in: Terrain
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    posted a message on Interior Spaceship

    Awesome design! *now put blood and broken objects everywhere and there's another epic survival (similar to Dead Space O,o) Deserves k-ookie

    Posted in: Artist Tavern
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    posted a message on [Trailer] RuneCraft- Official Announcement

    What a intuitive idea, I look forward to test it and see how I mess up. I'm pretty sure to give some feedback after "few" games :p

    Nuh-uh, gonna watch movie now, 'till tomorrow, I guess.

    Posted in: Project Workplace
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    posted a message on Attack Ground? (Artillery)

    Unit should fire on location with fog of war, right? Earlier on I messed thor's barrage cannons and nuke effects, quite a lightshow. For purposes, use high-splash single fire or massive (8-12 shells) slow splash shells.

    Duplicate, rename (optional), take a look on actors, models and effects.

    Posted in: Data
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