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    posted a message on Model Creation

    I've run across some problems related with the models I import. Mostly because I have no idea how to setup a model to work, it'll either say: Cannot Load (whatever.m3) or something else.

    One example is a Zombie from Diablo, I have no idea how to setup a model (data tab) to support it. It just says it cannot load and creates the non-textured error sphere.

    Anyone have a tutorial on setting up models in the data tab?

    Posted in: Data
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    posted a message on Mafia Game - I need name & suggestions

    "City of Crime"

    "City Takeover"

    If it's in the Starcraft 2 Universe, I'd go for Gangs of Korhal. :P


    You should also add an Airport and Police Station. Maybe pickup weapons at the Police Station?

    Posted in: Map Suggestions/Requests
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    posted a message on How to make a Dialog Password

    Sorry, I meant to say, did you just use the regular: Dialog - Create a Button for dialog (Last created dialog)

    Or did you use some sort of Galaxy Editor Wizardry I haven't learned yet. :P

    Posted in: Triggers
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    posted a message on How to make a Dialog Password

    (Sorry for the double post)

    I just got to using the code you gave me, willu. I'm wondering how you made the: -create a button in row 1 with an x offset of buttonsize * x

    Posted in: Triggers
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    posted a message on How to make a Dialog Password

    Seems like you put a lot of work into that system Bashar, it seems very well made. Though I probably won't need the random generation of codes, I still really appreciate you putting it on this thread for reference.

    Thanks guys, this really helps out. It'll have a good effect on the map.

    Posted in: Triggers
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    posted a message on How to make a Dialog Password

    Thank you very much, It was hard to read when you first posted it. Heh.

    I'll try this. Again, really appreciated.

    (Edit: Is there anything else that needs to be setup other than those triggers and the global variables? I've got the enable trigger setup.)

    Posted in: Triggers
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    posted a message on How to make a Dialog Password

    I'm hoping to make something like in here:

    They were showing off a pass worded door using a dialog.

    Posted in: Triggers
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    posted a message on How to make a Dialog Password

    I've got an Infiltration map where I'd like to have the player find bits and clues of the password on different enemies. Once they find it, they can go to a vault in the facility and get an upgrade.

    Anyways, I have some basic know-how on Dialogs, but not enough to make it enter a number into a variable.

    Example of what I'm going for:

    Password:

    [1][2][3]

    [4][5][6]

    [7][8][9]

    [Enter]

    I know how to create that button layout, but not how to make each one enter the corresponding number into a variable which I can check.

    Posted in: Triggers
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    posted a message on Marine Squad - Alert Allies upon Death

    Thank you so much, this really helps. ^_^

    I hope that people will enjoy Ghost Infiltration, I'll eventually upload a map here for people to study. -Example maps always help when learning the Editor.

    Again, thanks guys!

    Posted in: Triggers
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    posted a message on Marine Squad - Alert Allies upon Death

    Preplaced.

    Posted in: Triggers
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    posted a message on Marine Squad - Alert Allies upon Death

    Thank you very much.

    Also; Can I apply this same concept to a killed unit, to make the effect of an allied unit seeing the unit get killed by the Ghost??

    Posted in: Triggers
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    posted a message on Marine Squad - Alert Allies upon Death

    I've got an Infiltration type game coming up, and it's a really simple one.

    You get a regular Ghost, with a few modifications such as only 3 Snipe Charges, no EMP, and the rest is regular.

    I've got the gun alert down, if the Ghost uses his regular weapon he alerts the base. But the Snipe won't because it's "Silenced".

    Anyways, I need to make it so that if a unit controlled by the computer is in the vision radius of another unit killed by "Snipe". He'll run to a designated point and activate the alarms.

    I've got everything down except how to check whether he's in the vision radius or not.

    Posted in: Triggers
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    posted a message on Is there a map like this already?

    Perhaps you shouldn't follow the casual zombie defense game logic. Example of what I mean:

    Wave 1 - Regular Zombies = 3

    Wave 2 - Regular Zombies = 6 - Medium Zombies = 1

    Wave 3 - Regular Zombies = 12 - Medium Zombies = 3


    This is the classic way people make zombie defense games, including Treyarch Zombies. They get harder/larger in numbers after each wave. If you're going for realistic, don't make it so they come in waves... Make it so they are wandering the forested area or wherever you are, and if you attack them or they find you... they'll come in swarms to your base. Explosives such as grenades should make all the zombies head to the direction of the blast, players could be smart and use this to draw them into a trap. Using Attack Order, they'd attack anything on the way.

    But as all endless defense games forget, you really need to have an ending. So what happens if somebody finds the perfect strategy and is just sitting there going... "Ugh.. I've been killing these uber-tough level 99 zombies for an hour, THIS IS BORING!".

    So, a plan of mine would be: Part A: Zombies should be relatively easy to kill, with one shot from the starting gun. However, you have an ammo limit and can't find very much of it in the area. Killing Zombies will be fun when you get weapons which can mow down tons of them at a time. (Make every weapon ability based so people actually have to shoot, and make Armor Piercing rounds act like Raynor's Penetrator Round.)

    Part B: Bases should be hard to build up, but will be super effective. Buildings shouldn't be able to be destroyed by the regular zombies, but mutants should be able to pack a punch through walls if somebody's on the other side. What would Zombies want with walls unless they know somebody is on the other side of a door?

    Part C: Premade areas such as abandoned bases and maybe campsites should be interesting, with clues and weapons in them to make it a more interesting game. Maybe Easter Eggs too? The worst part about Treyarch Zombies (Black Ops 2) is that it's completely stupid. Unless you play "Tranzit" you don't get any fun with the game. Survival Town/Grief Mode/Hardcore all suck... they have no mystery behind them that drives players to play as hard as they can to win.

    Part D: Survival could be a big part of the game if the people are in the woods for several days, you could add animals or something for fun. Also if these survivors really aren't the last people on Earth (or wherever they are), and there is still some working government sectors. Support should eventually arrive and save them, maybe half an hour or an hour would be fine?

    Part E: Vision will be a big part of the game, crates and downed trees, even walls should be able to hide you from zombies. You could add an attribute which makes the player be able to see over small crates and such called "Peak". This would give an advantage and shows them the vision beyond the obstacle they're hidden behind, while they sit behind it.

    Hope this helps your game, I am always glad to see a decent new zombie game on SC2.. I'm even happier if it's really good.

    Posted in: Map Feedback
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    posted a message on Zeewolf

    Ever played that helicopter strike game called Blackhawk Striker 2?

    I was thinking that you could do the missions in the form of that: Blackhawk Striker 2

    Those would be missions, which will basically lock the camera and movement to that area and you then defeat some sort of boss. You could make great use of the new "moving" cliffs from HotS.

    Then when you finish the mission, you could go back into free-roam mode where enemy bases will attack you if you fly over. You could get Credits or similar for doing missions/killing enemies, then purchase upgrades/new ship models from your base. (Just Suggesting)

    Posted in: Project Workplace
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    posted a message on Monthly Cinematic Exercise #8: Fight or Flight

    Thanks for using the firefight idea. ^_^

    I'll try to get something in, but it'll probably not have voices as we have a Volume Maximum in our house.... as we all know, firefights are usually very loud on the voice part.

    Posted in: Cinematic Creation
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