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    posted a message on Turn-Based Battle System trigger help

    @netherdragon: Go

    I would do this:

    1. Make an integer variable. (Call this variable, "Time Left")

    2. Make a trigger, initially turned off, that every 1 second subtracts one integer from the variable, everytime it ticks, make it check to see if its equal to 0, if it is then do your end battle actions. (Call this trigger, "Counter"). Make another trigger, also initially turned off (called Death Check), that checks to see if all of the units in either unit group 1 or 2 (see step 3) are dead, and if they are then set Counter to 0.

    3. When the unit steps on the beacon, add the defending and attacking units to two unit groups. Set the unit states of the units in one unit group to be invulnerable and (if you want) that other unit group to be unmovable (Call the initally attacking unit group 1 and the other 2). Set the variable Time Left to 20 and turn the triggers Counter and Death Check on.

    4. Make sure to include in your end battle actions (covered under the Counter trigger) that you turn the triggers Counter and Death check off.

    Please contact me if you need more in-depth instruction, or for any other questions.

    Posted in: Triggers
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    posted a message on 3D Rotation Engine

    It seemed like it wasn't possible to change a unit'z XYZ axis in-game, so I made a way with triggers.

    I uploaded my map "3D Rotation Engine" to demonstrate this. I needed this functionality for an in-space first person piloting game, as well as 3D movement which is my next project, but I understand other projects could benefit from this as well so I'm making it public. There are some catches to using my engine so I'm not making this a public download, however you may contact me for the download and an explanation of how to use it.

    Posted in: Triggers
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    posted a message on T-Mach Team Openings (video)

    @SouLCarveRR: Go

    "The "augment" system look a lot like an item system to me. Same shit different name in my book."

    How can it look like anything? They haven't even revealed anything about it.

    Posted in: Team Recruitment
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    posted a message on Starbow

    @Kabelkorven: Go

    Maybe you should be posting your data and trigger issues in the data and trigger forums and not in the Looking for Team forum?

    Posted in: Team Recruitment
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    posted a message on Tactical Gaming is Recruting!

    I'm pretty sure Team Recruitment on this site refers to mapmaking teams, not ladder teams.

    Posted in: Team Recruitment
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    posted a message on Risk: Rise of the Reich - Team Recruitment

    @FockeWulf: Go

    I'm sad that you're considering discontinueing the project, FockeWulf. It was a valiant effort and I'm sure your efforts won't be wasted.

    Posted in: Team Recruitment
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    posted a message on Strife Team

    @rescue86k: Go

    There's staredit.net but its not very populated.

    Posted in: Team Recruitment
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    posted a message on Gunship RPG

    "4 players are crewmen, 4 players are pilots"

    I don't know how I feel about having a preset amount of pilots and crewmen, I think it should just be whatever the players want. Like if someone wants to be both a pilot and a fighter, like they would upgrade their suit and fly the craft around to where they want, get out and start fighting. Or they could all be crewmen except a pilot and work together and stuff. I just feel like they should find balance themselves.

    "Crewmen will be given control of the scv inside the ship their main hero is in with only the ability to repair things and pick up items"

    Maybe the SCV units could be treated like suits, as are the other units? Like if someone wants to be like a repairman thats in charge of firing the heavy artilery, he could do that and his upgrade options would be things like faster carrying time, faster repairs, call downs, etc.

    '4 players are pilots'

    Do they have to be pilots? Why not a tank as well, since in some versions of the original, there was a reaver that was treated the same way as the crafts.

    "The crewman players will be the only ones with more than just a ship and a main unit. They will be able to purchase any combination of units that are provided under a certain supply limit."

    Why not treat all units the same? So like a pilot could buy units (mercs) and keep them in the ship and then hop out when he wants to fight on the ground. However, he might have to be in a pilot suit or something (pilot suit could have upgrades like Parachute (lives if craft dies while in it)) in order to pilot a craft. I'd say only the main unit should be commandable, any bought units should only be able to be given orders, like Stay, Attack, Follow.

    "All units can then exit the ship by stepping on the larger beacon inside the ship."

    I'd say to not use beacons, but rather doodads to give a realistic impression and apparent exit of leaving the craft.

    "I can't decide if I want this to have anything to do with the Wings of Liberty or the Dominion or something. I also thought to add Kerrigan, but I can't decide when to place it in the timeline if I do place it in the story."

    In SC1, it took place in the same setting as SC1 did and I believe there were some references. I think this should just be in the same setting as SC2 itself is.

    Posted in: Team Recruitment
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    posted a message on Looking for a people to help with mapmaking

    @NzForever: Go

    @michaelknives: Go

    I'll apologize to you, NzForever, for michaelknives' thoughtlessness. I don't know why he's calling you a noob with the editor (recommending tutorials) and I'm sorry your thread isn't going as you had planned. However, most people aren't willing to go through the effort of joining someone's team without knowing what they're getting into or even knowing if they're going to like your project, or maybe not even knowing if you're knowledgable enough in your area. I myself was accepted into a team that I'd applied to without knowing what the project was about because they didn't want to publicly announce their ideas, but they did tell me their qualifcations and the map concept privately before acceptance.

    Posted in: Team Recruitment
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    posted a message on Arcade Beta 1.5: sorry Blizz it was not your fault

    @Thetubbygoat: Go

    You should have your hands chopped off so you can never map again.

    @Zealkg: Go

    1. You can't really judge the maps being played when there's probably less than 100 people even actively on the beta.

    2. Its nice people are playing stupid, simple, maps that would otherwise have never been played or tested.

    3. Don't know where you're getting these crazy statistics, only 1 good popular map??? There are many. And I enjoy more of them than of the top maps in the current SC2.

    4. Why are you posting an apology to Blizzard on SC2Mapster? They have their own forum.

    5. The top maps are constantly changing, flux that could never have been present in the old system.

    Posted in: General Chat
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    posted a message on Gunship RPG

    @Scionave: Go

    I don't think community projects ever really work (people are unreliable when there's no obligation), I'd recommend making a list of roles that you need (terrain, data, editor, etc.) and providing an open team that anyone can apply for and then allowing them to come up with their own ideas to be discussed. I can't commit to anything, however if you do develop a team, I'd love to help out with triggers.

    Posted in: Team Recruitment
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    posted a message on Looking for a people to help with mapmaking
    Quote from Doubleclick123: Go

    If your not going to go into detail, why bother trying to recruit?

    I don't think its a big deal, if its REALLY a good idea, then I wouldn't want to post details either. Though, it is kind of ridiculous that he plans on telling people about the map only after they join his team.

    Posted in: Team Recruitment
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    posted a message on Inspiration has struck me!

    Accidental double-post.

    Posted in: Team Recruitment
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    posted a message on Inspiration has struck me!

    @michaelknives: Go

    It could be post-SC2's time period, so those things could still exist. Like, an abandoned medic or marine suit. And Zerg/Protoss could still exist. And there's always the option of calling a zealot "Human w/ Swords." Starcraft 1 de ja vu.

    Posted in: Team Recruitment
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    posted a message on Gunship RPG

    @Scionave: Go

    You could post this in the LF Team forum to potentially get more people.

    Posted in: Map Suggestions/Requests
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