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    posted a message on Revolution: Zombies!!

    @zeldarules28

    Hey I appreciate it man, talk to you tomorrow. =)

    Posted in: Team Recruitment
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    posted a message on Revolution: Zombies!!

    Thanks N1T3 =)

    @zeldarules28 Pay would vary depending on the work that's done.

    Hey if you're just bored I'd be happy to have your help. It's nothing too complicated, just I don't understand Dialog triggers very well, even after some poorly-sketched tutorials and hours of poking around at it. All I really need is a screen on the map's initialization that asks what side they'd like to be on, and give them a default vouch for Survivor if they don't choose in 30 seconds.

    Posted in: Team Recruitment
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    posted a message on Revolution: Zombies!!

    Hey Mapster, R:Z!! Is in an early(ish?) stage at the moment. I've spent a great deal of time smoothing everything out and I'm finally to the point where I can release a beta(ish?) version of it. I'm currently working to balance the game's mechanics further (unit strengths, income rates, etc...) but I can only experience so much of my own map through the Tester, particularly considering it's a 12-player game.

    The basics of the map are simple. There are 10 survivor players and 2 zombie forces. Zombies are fighting to wipe the map of the humans, while the humans are attempting to push the zombie forces back into their cavern and kill their primary lair, similar to World War: Zombies. When a survivor's unit is killed, the unit will rise up instantly as a zombie, giving the Zombie players a mechanic that allows them to overwhelm Survivors and giving the Survivors an incentive to use their barricade structures effectively.

    The map runs with a 24-hour clock system. During the minutes of Night, zombie units move exponentially faster while survivors lose a good deal of sight range. An in-game clock is provided as well as environment changes (Night and day lighting, night/day ambiance changes) to make the time changes feel more natural to the players.

    What I'm Paying For:

    1. I need a Galaxy Editor that's experienced with dialog creation. (I'm not happy with the current setup where the Survivor and Zombie teams are chosen in the lobby, I need a dialog setup where players can vouch for what side they'd like to be on.)

    2. I also need an Editor who has experience with custom heroes (I understand veterancy but insofar as creating abilities... I don't have enough Advil in my house.)

    3. Lastly, I need an Artist who can make something awesome for my Loading Screen.

    All services are being paid for in USD.

    As stated above: This map still has a number of small tweaks that need to be made. I need feedback from the players. If there is -anything- that you feel should be changed about the map, balance changes, thoughts, opinions, suggestions, ideas for future implements, you're a Galaxy Editor or Artist as mentioned before, constructive criticism, regular criticism, sexual emails or death threats, please email me at ([email protected]), contact me in-game (Username Shade, Player Number or whatever it's called is 933) or post here on this thread. I'm happy to add the name of contributors of any helpful tips to the Credits in-game.

    The game is Published and Live. Please test it out and tell me what you think =)

    Posted in: Team Recruitment
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    posted a message on [Data] Time of Day Dependent Buffs

    For those of you caught up on the Convert Time To String function, (as it seems that's the only real hang-up with his post, it stumped me too I had to spend a few hours on it figuring out what he did) I'll post a step-by-step.

    To start, right-click on the tree on the left that lists all your triggers, go to New > New Function. It's important that you Rename the function to "TimeOfDayToString" to be compatible with the rest of Prancer's triggers.

    Inside the TimeOfDayToString function you just created, click on Return Type: Boolean. At the bottom of the screen there'll be options to configure the return type, in the drop-down menu select String.

    Below the Retun Type is the Parameters. Right-click on Parameters and choose New > Parameter. Click on the Untitled Parameter 001 and - similar to the Return Type - there'll be a drop-down menu at the bottom. In this Drop-down you're going to choose Time Of Day. Now, right-click your Untitled Parameter 001 and rename it to Time Of Day. The parameter should now look like "Time Of Day = 00:00:00 <Time Of Day>" (without quotes)

    Your Grammar Text at this point should look like - Grammar Text: TimeOfDayToString(Time Of Day)

    Hint text is unimportant to the syntax of the function, name that anything you'd like to help you remember what this function's purpose is (if the title isn't enough =P)

    Go on down to Actions. Give this function a new Action. On the left, under General, there'll be the Action called simply Return. Select that.

    This is the part that might've screwed you up. Under the Return action that you just created, click Value. By default its type is set to Boolean. You're going to click on the button that says Custom Script (It'll be to the right of the default tab that you're currently on which is Value). The Custom Script page should just have a line that allows you to enter text. In this text you're going to either type or just copy what I've typed here -exactly-

    lp_timeOfDay

    Once that's entered, press okay. Your action should now look like "General - Return lp_timeOfDay" (without quotes again)

    Any questions just hit me up, I can upload a map with the basic clock from Prancer's code for you if you still can't get it down.

    Posted in: Tutorials
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    posted a message on Choosing one Variation of an actor?

    Thanks a bunch Shard, solved my problem =) Appreciate the help man.

    Posted in: Art Assets
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    posted a message on Choosing one Variation of an actor?

    Hey, I've replaced a Refinery's model with the actor Tarsonis Building. However there are about 9 different models of Tarsonis Building, is there a way to set my Refinery to only use one particular model from the set? Any suggestions and help is very appreciated.

    Posted in: Art Assets
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    posted a message on [Help!] Issues with 2 different abilities.

    Hello forum. I've made plenty of custom abilities (all have been fairly simple so-far, though) to this point, but now I'm trying to delve into some things that are slightly more complicated, one more than the other. Any and all suggestions are much appreciated!

    I've got a Queen unit that I'd like to have an aura that buffs the armor, attack speed and life regeneration rate of all friendly units within a range of 8 around it.

    Secondly I've got an Ultralisk unit that I'd like a single ability to burrow him, teleport him to the chosen location, then unburrow him (calling the ability something like Tunneling, if that helps clarify things a bit.)

    I've been poking around in the Data editor for hours now trying to achieve these things yet to no avail. And again - any and all suggestions are very appreciated!

    Posted in: Data
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