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    posted a message on (SOLVED) Tank Trample Weapon

    @zorbotron: Go

    I was using the default SCII Caster Is Stationary, however it isn't working. (I put it in Validators (Disable) under the Behavior as suggested by Photoloss, just realized it says if it returns as false.)

    I'll try your suggestion now.

    EDIT: Got it to work, however it still kills itself. :|

    I've excluded self in Target Filters, and Search Exclude Caster... I'll keep trying. (Thanks for pointing me in the right direction.)

    Posted in: Data
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    posted a message on City of Horrors (4 Player Survival Co-op)

    Project Page (Permanent): http://sc2mapster.com/maps/city-horrors/

    To start off this post off, I'd like to explain what City of Horrors will be about when completed.

    City of Horrors will be a 4 player survival game, that will be like DayZ (You need Food, Water, Medicine, and Ammo for Weapons to live.). However it'll have 'Runs' (missions) where you assist fellow NPC Survivors and gain rewards. While gradually leveling up and gaining Weapon Skill and Survival Skill. Weapons can be found on dead Soldiers or in Military Outposts, maybe even laying around the streets.

    The main storyline will eventually take you out of the city or die trying, completing the game will leave room for the Sequel which may or may not happen after I finish City of Horrors.

    There is a DayZ map on SCII already, however it isn't a real DayZ style map other than the PVP. So I decided to make an SCII map instead of my Indie Developer Game, Bio Alert.


    Completed Content:

    Vehicles System with Multiple Player Support. (Courtesy of Photoloss.)

    Items Bag/Pickup Ability.

    Several Different Weapons; Assault Rifle - Sniper Rifle - Shotgun - Bio Burner - Grenade Launcher.

    25% of the Terrain completely done.

    To do list:

    Implement Quests and Bank Files to track Survivor levels.

    Create more Weapons under each category: Assault Rifles Pistols Sniper Rifles Shotguns Explosives & Pyrotechnic Devices (Flamethrowers, etc.) (Different Ammunition will be needed for different guns.)


    For now, that's all I have to list, I'd like to thank a lot of people on here for their help and Assets.

    Credit (Data/Triggers): Photoloss (Extremely helpful with the Data editor.) Credit (Graphical Assets): SoulFilcher (Doodads) - Kanitala (Juggernaut Model) - Rulerian (Medic /w Pistol) - sgtnoobkilla (M1 Abrams) - GhostNova91 (HOTS Hellbat/SC1 Ghost) Credit (Ideas/Feedback): SenorPhantom (Testing + Idea of Shadowforge Syn-Troopers.) - Warpig (Testing) - Many others.


    If you would like to test the game in Alpha, it is posted on Battle.net NA as City of Horrors

    If you do have Feedback for the map, post a very quick positive/negative Review in Battle.net and a Rating. If you have a very large review, post it here: http://sc2mapster.com/maps/city-horrors/

    Posted in: Map Feedback
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    posted a message on (SOLVED) Tank Trample Weapon

    @JacktheArcher: Go

    Check the Vehicles Post, Photoloss is planning to upload the maps. Yes we did.

    Also, in Search Area... Self is excluded.

    (Off topic: If it's not a joke, where are you in Antarctica?)

    Posted in: Data
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    posted a message on (SOLVED) Tank Trample Weapon

    Got it to work, how would I make a Validator that checks if the Caster is neutral?

    Then if it is neutral, I can put it in Validators (Disable) on my Trample ability.

    Also I put Caster is Stationary on the Validators (Disable), it still activates when idle.

    In the Effect, I've set the Exclude to Caster. It still kills itself.

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    Alright, well thank you for all the help. I honestly could not have done it without you.

    Also, how will I make it so that it actually works on right click? It currently does not. (I set the hotkey to V with a Button.

    Posted in: Data
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    posted a message on (SOLVED) Tank Trample Weapon

    I've got a custom Tank unit which players can control by entering with their Survivor Hero. I'd like to create a Weapon which will only 'fire' when moving, killing anything hostile if it gets too close to the tank. The reason I need this is because I set my Tank Cannon to a minimum range of 5, because anything closer looks 'derpy'.

    I'd like the weapon to not auto-target units and move towards them, but rather just 'crush' them whenever the vehicle is moving.

    Is there a way to make this weapon?

    Tank Model Credit: sgtnoobkilla

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    With A LOT of help from Photoloss, I finally got it to work. (Multiple players in the same Vehicle.)

    If his permission is given, I'm going to try and make a Vehicles Mod which you can download on this site. It'll contain custom Vehicles from my map (With custom assets from SC2Mapster), with all the custom data. This will probably include a Tank, Car, and Helicopter. The data will have include abilities such as entering and exiting Vehicles with multiple players (retaining ownership). Note that some triggers will have to be included (just to ally the players).

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    I sent a link to a download page for my map via PM, if you're interested Photoloss.

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    @JacktheArcher: Go

    Yes, we've been trying to do it explicitly through the Data Editor.

    @Photoloss: Go

    I've not a clue if I added it right, the Validator is in Smart Validators, the Neutral AllowUse one. I added the debug triggers again and they showed nothing upon right clicking the car. Yes the ability does activate upon right clicking.

    I'll PM you a link to my map DL, note that it has enemies and lots of triggers.

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    Big problem I just found, I tried to fit multiple players in (public test) and whenever we got in it would consecutively give the vehicle to the player.

    When the final player unloaded, we lost all our units except the controlling player. (Note that I didn't add the Validator.)

    So that could be the problem?

    EDIT: The reason I didn't detect the problem was because I was using Test File in Local Play.

    I've added the Validators and Updated, testing now.

    EDIT2: Tested with Validators, nobody can even enter vehicles. I'll try not hiding/pausing the Automaton. Maybe I'll just make it Model Invisible and Sight Radius 0.

    Posted in: Data
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    posted a message on (SOLVED)Anyone have any models like this? /w Animations

    US Marine

    I'd like to use something similar to this in my map. However if there is no Marine models I'll stay put with SCII Marines.

    Posted in: Requests
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    This is very weird, when I first copied over the system I didn't place anything except my Car unit and Survivor Class.... then it stopped working.

    The thing is though I had placed an automaton out of player reach, way off the map... which is 'epic' sized. Obviously the ability has a scan range.... So I'll put several other dummy units across the map which are indestructible, etc.

    EDIT: Forgot to say it worked when the dummy was in scan range.

    Again, thank you for all the help you've given. I really couldn't have done it without your help, I would probably still be going "What the heck does Load Transport Behavior even mean?!" today if I hadn't received it.

    EDIT: Also, I never copied over the required Validators you made, I just did and I'm about to see what happens.

    EDIT2: Weird... Adding the Validators screwed up the system, no debug triggers ran when I had added the Validators. Just removed them and it works perfectly again, is that supposed to happen?

    EDIT3: I've decided to just Hide the Automaton and Pause it via triggers upon the start of the map.

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    Agreed, if somebody REALLY wanted my half-done map they could trace the PMs or look around my site. I'll PM you the link, or perhaps send you a .zip via Email? I'll fix everything up as a suffix ' #! ' and wait for you to send your Email via PM if you want to. Or I can always do the Link.

    EDIT: Okay, I did some late night testing. The debug stops at Ally Search. Okay I gotta go now, no joke I'm being pried away from my compute-

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    I've implemented a lot of content into it, including custom models from SC2Mapster and a lot of work on my part. I've got the City of Horrors name on SCII taken, I know they could repost and call it their own. I've put a lot of custom textures of my own like Thorcraft Games, the Georgia Peach (I live in Atlanta GA so I know the streets and logos a bit). So the only thing they could really do is repost or learn from it.

    I could send you the link to download it via PM? I've got my own site.

    EDIT: Noted, I'll implement your Debug triggers and see if it's the effects.

    Posted in: Data
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