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    posted a message on Community Project #2- Artwork Thread

    The SCU makes me think of the turrets from portal...

    I can do some concept art if you would like. Ideas are popping in my head just thinking about this.

    EDIT: I've actually gone ahead and began some concept art I'll try to get up later.

    My first was the SCU. What I have is something like an egg with treads on the sides of the base. The upper portion of the main body is able to rotate and has 'arms' sticking out of it which hold the laser rifles. When merging, I have this idea it breaks open and places itself over the other unit.

    My next one was the scout, taking a lot of inspiration from the geth of Mass Effect. It isa tall, skinny, and flexible body shaded a dark color and held up by a single, nimble wheel. A single laser cannon sticks off its side on a ball-hing, allowing it free movement. It also has a sort of 'head' with a light on it for illuminating areas.

    The next one was the drill-truck from the test map. It is like a giant six-wheeled tractor trailer. The cab has no windows or anything, instead splitting into two mechanical arms. One ends in a masive drill which attacks, and the other is a claw-hand which rips off pieces and throws them back into a grinder behind the cab.

    Finally, I decided to do a walker for a concept of a T3 unit. It is hard for me to explain, so I'll just scan that one when I get the chance.

    Posted in: Artist Tavern
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    posted a message on A Fourth Race

    I uinderstand we have the basic idea, but an idea for a hybrid race struck me out of the blue earlier and I felt the need to share it:

    It would play as a combination of Protoss and Zerg. The Nexus would both build worker units, as well as both hybrid variants, and spawn a modified larva.

    Rather than producing power, Pylons would gerate creep similiar to creep tumors. They can only be placed off creep, and all other buildings need to be placed on the creep.

    Other buildings would both unlock zerg units from larva, or be able to produce protoss units. For example, building a gateway both unlocks zerglins and it can build zealots. To encourage a mixed army, each unit would only be about half as powerful as the protoss or zerg equivlents. Zerg units would take little population, while protoss units would take up much more.

    The zerg side would be missing Overlords, overseers, queens, drones and mutalisks. The Protoss would be missing High and Dark templars, carriers, and the mothership. Structures would be mostly protoss based.

    A certain structure would eventually allow the creation of the Hybrid reaver, with powerful attacks and high armor. But he has no shields and slow regeneration. After five of these structures are build, the psionic hybrid is unlocked; this one attacking at range and having less armor, but also possessing shields and high regeneration. These hybrids would take up a lot of population, and cost a lot to make.

    To keep the style mixing well, all units and buildings would use a look similiar to the hybrid-worshipping protoss from Zeratul's mission, a grey and dark green.

    Posted in: Map Suggestions/Requests
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    posted a message on Asking for a simple shooting system for a TPS.

    In that event, thank you.

    The fact that I can now have arial battles with no player interferance is a bonus even.

    Now I can finally get workig, as long as I keep that in mind for level design.

    I'm assuming setting a normal range for the ability will set the range of the 'traceline'?

    Posted in: Triggers
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    posted a message on Asking for a simple shooting system for a TPS.

    That is exactly what I am looking for, is what I saw in battlefield.

    If I had the flying unit right against the ground and turned on ground collision could I shoot it?

    Posted in: Triggers
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    posted a message on Asking for a simple shooting system for a TPS.
    Quote from zeldarules28: Go

    Haven't read these posts, but...

    Camera Yaw will give you the correct direction to fire in. You can make a 2-d traceline (IE no way to detect if you flying units or anything) very easy by just creating an ability with a projectile and ordering a cast in that direction.

    How would this work with ramps and varied terran?

    Because this is EXACTLY what I was asking for.

    Posted in: Triggers
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    posted a message on Asking for a simple shooting system for a TPS.

    @gamfvr:

    That is actually the first one I was talking about. Even after extended discussion with the creator, no map I tried that traceline in would work no matter what combination of units I attempted. I even uninstalled and reinstalled my entire editor in the possibility it might be a glitched editor and still could not get the traceline to work at all.

    Thank you for the help everyone.

    Posted in: Triggers
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    posted a message on Asking for a simple shooting system for a TPS.

    Okay, so I am trying to create Starcraft: Ghost.

    I currently have a movement system I very much like. But, the problem is it came with a traceline system I could not get to work no matter how many maps I tried it in or what units I was using.

    I then looked up another traceline tutorial that used a custom script filled with syntax errors.

    I looked up some youtube videos that said you can just oder your unit to start attacking in the direction they are facing, but I can't figure out how.

    All I am asking for is a step by step guide on how to make my unit launch an attack in the direction I am looking. And yes, I have spent multiple hours looking for one and couldn't find one.

    Posted in: Triggers
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    posted a message on WoW Model-Pack Requests

    Go to the actor's combat tab and change the death model to your crypt lord.

    Posted in: Art Assets
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    posted a message on Loading screen compression issue

    Is it strange I literally don't see a difference between the two?

    Posted in: Artist Tavern
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    posted a message on Third Person Shooter (TPS) engine - Download if you need one

    I'm confused.

    I copied the triggers exactly. The only differance is that my map has my player as Nova instead of the ghost. The units are exactly the same.

    But the shots won't hit them. All I can shoot is the terrain.

    Also, I changed the sound to Nova's attack sounds. But, when the terrain is shot it still sounds like the ghost.

    Please help?

    Posted in: Triggers
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    posted a message on [Request] Sniper scope mask

    This would be very useful...

    If you get anything, let me know. I would definately make use of this in Starcraft: Ghost.

    Posted in: Art Assets
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    posted a message on Looking for a custom Nova model for a 3ps

    Okay, so I was hoping someone who has some modeling experiance could create a new model for Nova.

    The problem with the one currently in-game is that her movements don't look believable. There is no real transition from one pose to another.

    I was looking for things like strafing, moving while shooting, ect.

    For a look at what I am getting at; Movements like shown there. She will always have her weapon drawn though, and won't need to crouch more than likely.

    Posted in: Requests
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    posted a message on Has anyone ever thought about making Ghost?

    Okay, so I'm using a traceline trigger for aiming right now. It's working fine and all, but I was wondering if anyone could figure out how the shooting syste in the blizzcon map worked;

    It is the map they show after the uberlisk. It has the player running around as Nova and shooting a projectile similiar to the photon cannon shot. I was wondering how this works and if it would be better than the traceline system.

    Posted in: Map Suggestions/Requests
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    posted a message on This Is Anime Character List

    Neon Genesis Evangelion. It needs to be here.

    Posted in: Map Suggestions/Requests
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    posted a message on Has anyone ever thought about making Ghost?

    Okay, so I have a basic script worked out, as well as most of the gameplay mechanics (The actual controls need to be refined.)

    I'm currently hoping someone can help me with writting and level design...

    Posted in: Map Suggestions/Requests
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