• 0

    posted a message on Trigger for weapon and armor upgrades?

    I defenitely choose the requirement solution. It's more efficient than triggers and it's a lot simplier to set. Check the terran upgrade for example and modify the requirement for it.

    Posted in: Triggers
  • 0

    posted a message on Trigger for weapon and armor upgrades?

    One question: why do you absolutely want to have a trigger for that? Requirements tab in the data editor is perfect for that.

    I also saw that your script is taking a global variable for setting the level of your upgrades. So when a player builds an ebay, the variable increments and this is why your second player already have level 3 upgrades (which is the default max level). You should instead have a variable wih arrays that are equal with the number of players in the map. You should also add a second dimension which can be used for armor or weapon (i.e. variable a_w [0] [1] for armor of player 1), it's better than 2 single heavy global variable. You will only need 1 trigger after for your script as you have to double each condition/action (it seems to be stupid, but a clean library will help you remember what you have done.)

    Posted in: Triggers
  • 0

    posted a message on Terrain deformers with height delta > 1 suppressing selection circles

    You should not put a footprint on your actor. I don't know if it will solve your problem, but this label caused me headaches. You should also remove destroys foliage, it's much better ;)

    Posted in: Data
  • 0

    posted a message on Weekly Terraining Exercise #188: Christmas & New Years 2014

    @ScrinKing: Go

    Without snow it's a bit boring ahah

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #188: Christmas & New Years 2014

    Yeah, I thought exactly the same thing when I opened Wargirl's map.

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #188: Christmas & New Years 2014

    @wargirlwargirl: Go

    Finally I got a picture of what I speaked. It's sure that it needs a bit of polish, but it gives a good example.

    I played with texture mainly, but I also modify the height and lighting to break as most as possible the snow texture. I added some snow doodad who have a different texture too.

    I don't know if I can put the map in the thread, so I just put the picture. Let me know if I can bring the map.

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #188: Christmas & New Years 2014

    Hmmm nice job, but I think you could improve it a bit.

    The concrete texture is weird and it doesn't fit in your terrain. A simple road with snow around it would be perfect. If you absolutely want to put texture, you should replace the concrete with ice or you could put a rocky road and lower it with height to make it more real. Also if you want a tip, a texture normally comes for a specific reason (more sunny place, fast height difference like mountain, highly circulation area, etc.) so you could place a general texture for dead flat area and mix it with something else depending on the circumstance.

    About your trees, your idea is very interesting (because normally in winter we don't have leafy trees), but I think you should replace it with conifer or more exotic trees like on aiur or xil. Or you could place a shield who create a warmer climate for your trees.

    Also your water facility is very nice and you should put a row of pipes to show that it is installed in a remote location. these pipes could be next to your road ;)

    Do you still have your map? I think I could try something with it if you want.

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #188: Christmas & New Years 2014

    already the fifth edition of christmas WTE, even if the first was not very specific.

    I think that Brood will agree with me, holidays in canada fits perfectly with snowmobile. So take your girlfriend and go on the tracks!

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #188: Christmas & New Years 2014

    @wargirlwargirl: Go

    Wow impressive. You just put enough doodads to make it comfortable and I think that you're the one who has the farthest progression since the beginning in WTEs!

    Posted in: Terrain
  • 0

    posted a message on Have a look, there is my N-th model

    @JacktheArcher: Go

    Shape killers would be pretty neat.

    Posted in: Artist Tavern
  • 0

    posted a message on Terrain bug?

    I know exactly what your problem is. I have a strange doodad on my terrain since 3 years due to an update of blizzard. The only way you can change it is by transfering your datas and your triggers to another mod. And yes, it happens that your strange unit appears again...

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Weekly Terraining Exercise #185: Firelands

    @wargirlwargirl: Go

    Very nice job. One thing maybe : you should add few doodads on the green part of your island. It seems to be a bit empty, no?

    For this WTE, there's only one thing that comes to my mind when I think about hot environment. As Kings of Leon say :

    Giiiiiiiiiirl, his sex is on fire!

    Posted in: Terrain
  • 0

    posted a message on How to create a Force Field that only blocks enemy units?

    Hmm interesting. Is your map a strategy or role play? If you don't have too much units in your map, you could play with the collision label in the unit tab. You could an unused collision

    Posted in: Data
  • 0

    posted a message on Weekly Terraining Exercise #184: Wastelands

    @Mozared: Go

    Nah you know I'm almost never sacastic ;)

    More seriously, my map is based on mar sara and I'm trying to do a terrain generator, so this thread is perfect for me.

    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #184: Wastelands

    Soooo nice! I always wanted to do a terrain in mar sara

    Posted in: Terrain
  • To post a comment, please or register a new account.