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    posted a message on Controlls for a hack N' Slash game?

    play diablo 2. period. Every question you've asked would be answered by simply playing diablo 2. left click = move and abilities and you answered your own question already. But what about abilties that dont need a target? well you dont allow those to be hotkeyed to left click. solved. thats exactly how diablo 2 handled it. WSAD will not feel right with a diablo clone anyways. Plus you can always add a hotkeybar like WOW i guess to easily access more spells. Diablo 1 and 2 had a belt you could equip that provided you with SLOTS that were hotkeyed to 1-4. You could only put potions and a very small portion of usuable items (not really any attacks) to those hotkeys. but thats not really what makes it diablo 2. the items are what makes it daiblo 2. Random Random Random. almost all starts are randomly rolled creating items so rare that some may still have never been found to this day.

    DIABLO 3 SPOILERS SORTA Diablo 3 has added the ability to put spells on your belt pretty much. and made the belt larger 1-8 or 1-0 i dont know exactly. more like wows action bar.

    Posted in: Miscellaneous Development
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    posted a message on "Reset" - Open RPG

    i think what they are saying is that most people pair orpg with a freeroaming sandbox style map. Where yours is more of a Linear path with options at forks in the road perhaps. your is more of a Rougelike rpg with its randomness (diablo is a rougelike rpg if that helps).

    Posted in: Project Workplace
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    posted a message on How do i make it so a building can be accessed by anyone not just the person it belongs to

    Why would you pm? that doesn't help anybody else learn@zeldarules28: Go

    Posted in: Miscellaneous Development
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    posted a message on How to increase the size of A unit with an ability.

    Thank you for this. This has completly opened my eyes to how things work inside the editor now. Well maybe not completly but it has helped alot But 1 question. How would I set the scaled based on a variable. Say I want the scale to be based on how much health the unit has. @zifoon: Go

    Posted in: Miscellaneous Development
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    posted a message on Unit Scaling?

    sorry but models are not TYPES of actors. models are linked to actors. but if u change the scale in the actors part for some reason it only changes the scale in the EDITOR and no in game. you have to change scale under the model like you've already foudn out. i think collision size is actually under the UNIT data.

    Posted in: Miscellaneous Development
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    posted a message on Unit that GROWS

    wow i just realized i posted this in the wrong place. sorry.

    Posted in: Tutorials
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    posted a message on Creating odd units

    My first objective in my new map is to create a unit called GRASS.

    Grass will be based off variant 15 of Plants, Jungle doodad model. It wont need any animations or sounds because it will never die (altho it will take damage and change size). So Will this unit need an actor? and just need a model? or will it still need both?

    then i guess the next question would be how do i choose just 1 variant of a model? I see where you can choose the number of Total variants and you can select a number. but then chooseing the 1 u want?

    Posted in: Miscellaneous Development
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    posted a message on Rotating Turrets via Triggers

    Is this possible? i've yet to find a way. I want to rotate the turret of a tank indepentdly of the body of the tank via triggers.

    Posted in: Galaxy Scripting
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    posted a message on Can't find my map in the list on bnet.

    did you trying using the SEARCH function. this does exist. tryin CREATING a game using SEARCH@NakDotNak: Go

    Posted in: Miscellaneous Development
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    posted a message on Tank moving/attacking woes

    wow?? what kinda reply is that? you still are not understanding what im saying. why does the unit have to stop moving when you choose an attack target.????@zeldarules28: Go

    example. Your tank is moving and 3 zerg pop up out of the ground. say a hydralisk and 2 super beefed up zerglings. the hydralisk spawns the furthest away. so the tank auto targets the first zergling and begins to shoot while moving. which is good ok. BUT you want him for some reason to attack the hydralisk instead. which is in range but not the tanks choice of autotarget. so your only option is to right click the hydralisk or Hit "A" for attack and click the hydralisk. Either way will result in your tank STOPPING. giving the zerglings a chance to catch up to you.

    the problem is you the player have no option to choose which target the tank attacks while moving. how is that wanting the tank to behave stupidly.

    Posted in: Miscellaneous Development
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    posted a message on Tank moving/attacking woes

    jinxxx this didn't work. this only made the cannons gun not rotate

    curgyr the diamond back (and any other unit set up with this) can move and attack a target that isn't moving.

    that problem is you can only move and attack while being issued a move command. If you issue it an attack command you stop moving. meaning the player cannot choose or change targets without stopping the unit.

    i haven't found a way to achieve this in the data editor so i guess it'll have to be triggered. now i gotta figure out if you can rotate the turret independtly via triggers. dont have time right now tho.

    Posted in: Miscellaneous Development
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    posted a message on Tank moving/attacking woes

    So i equiped a tank with a move while shooting weapons. and it works exactly like the diamondback would. but its not what im looking for

    the problem is you the player have no option to choose which target the tank attacks while moving. to choose the tanks target forces the tank to stop moving.

    Posted in: Miscellaneous Development
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    posted a message on Getting units to attack-move two locations in order

    could set up an event

    unit enters region center

    if unit belongs to player 1 and player 3 is dead and player 4 is not dead(basicaly)

    order triggering unit to attack region 4 @Wydrah: Go

    or scratch the whole thing. have 1 trigger that states

    event every x seconds of the game

    no condtions

    actions for loop(interger a(1-4)) if player (integer a) owns 40 units within region (integer a)pick all units owned by player(integer a) that are inside region (integer a) that are not structers and order them to attack center;

    then have the other trigger

    event player enters region

    condition region = center

    action

    if owner of triggering unit = player 1 if player 1 is alive order triggering unit to attack region 1 else if player 4 is alive order triggering unit to attack region 4 else order unit to attack region 3

    if owner of triggering unit = player 2 if player 2 is alive order triggering unit to attack region 2 else if player 3 is alive order triggering unit to attack region 3 else order unit to attack region 4

    and repeat that for player 3 and 4

    you would narrow that down to 2 triggers controlling all 4 players if thats what you wanted. not sure if thats how sc2 words loops and integers but its close to how wc3 did

    Posted in: Galaxy Scripting
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    posted a message on Hi and help!:)

    how far are you? can you use the trigger editor at all? do you know how events and comparisons and actions work?@Knightblade05: Go

    Posted in: Galaxy Scripting
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    posted a message on [Library][Galaxy] Orbit v0.2

    would be cool to see units orbiting units which are orbiting other units. from what I gathered from the movie this isn't possible... yet? example. The moon orbits earth. earth orbits the sun. then you give units a variable called ?density? then multiply density with the size of the unit in pixel width or scale or whatever sc2 uses. then you could have simulated weight based on how largely scaled the unit is. then add some kinda text based command that involves you selecting a unit and typing Set size to 30. that would change the size of the unit in real time in the game and you could show how the lighter units orbit heavier ones. Grey archons could represent planets made of rock which would be very heavy and have a high density and blue ones could be made of water and lighter. or whatever. just rambling.

    Posted in: Trigger Libraries & Scripts
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