If we got any Earthbound fans I got the project for you but I need an artist. PM me if interested in working with me. http://www.facebook.com/starboundgame
You would have two different players for the neutral. Maybe color the police one blue for easy reference.
The civilian unit would be referenced with variables since you probably have a lot of them. The game link one.
You would set yourself and the police as enemies through trigger. Remember to set both you are his enemy and he is yours.
The visible part I haven't tried before but I am sure there would be a condition for radius. If not you could always attach regions and have a condition that the police are within that killed civilian's region.
How do I remove a marine rifle so that I have a marine with no weapon. I tried texture select by id and failed miserably. If that is the answer please be more specific.
I've noticed that if I have a dialog button that brings up a dialog, if someone double clicks on bnet it builds a duplicate dialog and so I can't destroy it. This isn't a problem during offline testing it is due to lag before the trigger hits to disable the dialog button after clicking it. How do you get around this?
I made a unit that looks like a rubble wall. I got it to where it looks like it is taking damage through triggers. I need a death animation. Right now it's just a puff of smoke. I think the best one for a crumbling rock wall would be a scaled down destructible rock animation. When I try to use this animation, the death just doesn't happen. The unit just disappears. How do I get the destructible rock animation onto my unit?
I love stackin some doodads. I can usually keep it minimal but in my current map it has units set to models of doodads so they are destructible basically. When I stack them through triggers they twitch. Any thoughts on how to prevent?
They might have changed this. I had a test/demo version of my map on bnet and even when I was testing it by myself it would raise in popularity for however long I spent in the map.
Hmmm for my map to have any replay i have to add levels and I came up with a great idea for replay. It's a level based game and basically every once in a while I will change the tileset, rearrange some units, reaarange some triggers and bam new content. Now I could just add more modes down the road from what you say. If single player doesn't have the same replay value just add multi player in a future update.
What are your thoughts? If game play of the map is based on a single player concept should you try to force a multi player mode? Or do you think people would be happy with single player in the multi player environment of bnet.
Hello, I am having troubles uploading my map to test. I already have a demo version out and have put updates in several times. The only change I made was I put in the achievement system that is front paged. I didn't use his mod either I don't know why but when I try to publish it comes up with an error saying the file could not be opened. I did try to put in the mod for the first time and put it in local. Then I found out that was wrong and took out dependency. I then put in the library for reference but came up with errors so I copy pasted the triggers into the map using the library as a reference. Once the triggers worked without the library I deleted the library. It works fine in offline testing but I just can't upload my map anymore.
Hello, I am having troubles uploading my map to test. I already have a demo version out and have put updates in several times. The only change I made was I put in the achievement system that is front paged. I didn't use his mod either I don't know why but when I try to publish it comes up with an error saying the file could not be opened.
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If we got any Earthbound fans I got the project for you but I need an artist. PM me if interested in working with me.
http://www.facebook.com/starboundgame
0
@JacktheArcher
You would have two different players for the neutral. Maybe color the police one blue for easy reference.
The civilian unit would be referenced with variables since you probably have a lot of them. The game link one.
You would set yourself and the police as enemies through trigger. Remember to set both you are his enemy and he is yours.
The visible part I haven't tried before but I am sure there would be a condition for radius. If not you could always attach regions and have a condition that the police are within that killed civilian's region.
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I am requesting a marine with no rifle.
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How do I remove a marine rifle so that I have a marine with no weapon. I tried texture select by id and failed miserably. If that is the answer please be more specific.0
I've noticed that if I have a dialog button that brings up a dialog, if someone double clicks on bnet it builds a duplicate dialog and so I can't destroy it. This isn't a problem during offline testing it is due to lag before the trigger hits to disable the dialog button after clicking it. How do you get around this?
0
@DrSuperEvil: Go
There is no death animation unless it's listed under a different name. But in game it has a death animation so it must have one somewhere.
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Oh and the problem is I can't find the death animation for the rocks. There is one because they shoot off but where is it?
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I made a unit that looks like a rubble wall. I got it to where it looks like it is taking damage through triggers. I need a death animation. Right now it's just a puff of smoke. I think the best one for a crumbling rock wall would be a scaled down destructible rock animation. When I try to use this animation, the death just doesn't happen. The unit just disappears. How do I get the destructible rock animation onto my unit?
0
I figure'd it out. For some reason the model automatically puts it half underground. I have to just trigger to raise every one by .5 and it's fine.
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I love stackin some doodads. I can usually keep it minimal but in my current map it has units set to models of doodads so they are destructible basically. When I stack them through triggers they twitch. Any thoughts on how to prevent?
0
@Kueken531: Go
They might have changed this. I had a test/demo version of my map on bnet and even when I was testing it by myself it would raise in popularity for however long I spent in the map.
0
Hmmm for my map to have any replay i have to add levels and I came up with a great idea for replay. It's a level based game and basically every once in a while I will change the tileset, rearrange some units, reaarange some triggers and bam new content. Now I could just add more modes down the road from what you say. If single player doesn't have the same replay value just add multi player in a future update.
0
What are your thoughts? If game play of the map is based on a single player concept should you try to force a multi player mode? Or do you think people would be happy with single player in the multi player environment of bnet.
0
Hello, I am having troubles uploading my map to test. I already have a demo version out and have put updates in several times. The only change I made was I put in the achievement system that is front paged. I didn't use his mod either I don't know why but when I try to publish it comes up with an error saying the file could not be opened. I did try to put in the mod for the first time and put it in local. Then I found out that was wrong and took out dependency. I then put in the library for reference but came up with errors so I copy pasted the triggers into the map using the library as a reference. Once the triggers worked without the library I deleted the library. It works fine in offline testing but I just can't upload my map anymore.
0
Hello, I am having troubles uploading my map to test. I already have a demo version out and have put updates in several times. The only change I made was I put in the achievement system that is front paged. I didn't use his mod either I don't know why but when I try to publish it comes up with an error saying the file could not be opened.