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    posted a message on Data editor - Min/Max health bug

    So I've found that when you have your unit's Minimum health ABOVE your unit's Maximum health, that when you go in game, the unit's health and wireframe layer are now invisible until you bring up a menu (say by pressing F10) in the unit info area of the UI. Once you reverse this, everything is visible once again.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Controllable Disguise - How?

    So with the changeling unit, right now it disguises itself based on searching in a radius around itself in order to find another enemy to change into. It then automatically changes into a unit depending on what team they're on. What I'm wondering is how would I change the disguise ability so that I can pick which enemy unit I want to disguise into? If I have 2 teams with 4 units on each team, how would I have it pick so that it looks like another unit on the other team?

    Posted in: Miscellaneous Development
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    posted a message on SC2 Team Fortress [WIP]

    Hey everyone,

    My name's Helix and I've been working some time already on creating a full Team Fortress mod for Starcraft 2. I kinda wanted to make a post and explain everything as well as get the idea out there to make sure I don't get called out for ripping other people off, haha. With being a huge fan of the original Team Fortress and Mega Team Fortress for Quake 1 back in 1997, and having played a TON of it, I've grown up loving Team Fortress. With the abilities of Starcraft 2's editor being so awesome, I figured that I would try my hand at creating a full TF Mod. I'm planning on taking a lot of the information from TF 2 (such as weapon names, damage ranges, abilities, etc) rather than Team Fortress 1.0 or Mega TF 1.5 for Quake 1. My decision for this is that ideas and abilities in Mega TF and Original TF would confuse a lot of those who are mainly familiar with the Team Fortress franchise through TFC and TF2 (Flying MIRV Grenades anyone?). Anyway, without further adieu, here's the features as well as my progress:

    ......................................................................................................................

    Feature List:

    9 Classes: Scout, Soldier, Pyro, Demoman, Heavy, Engineer, Medic, Sniper, Spy

    2 Game Modes: Capture the Flag, Control Point, with others such as Payload, Territorial Control, and Arena planed for future versions.

    Custom Maps: Remakes of classic Team Fortress and Team Fortress 2 maps (2Fort, Well, etc) as well as planned support for a large variety of other maps.

    Achievement System: An achievement system is planned for later release once everything else is working appropriately.

    Planned Full Release Date: July 27th, 2010 - to coincide with the commercial release of Starcraft 2. ......................................................................................................................

    As you can see I have quite an undertaking under my hands however my plan is to have everything completed with support for at least 2 maps by the time Starcraft 2 is commercially released. As of right now I'm looking into the pros and cons of various PoV systems: Third person over-the-shoulder (Gears of War), Third Person Isometric, and First Person. I'll be testing out each system and I'll relay back which system I believe is the best for working with.

    I hope you all look forward to the release of this Mod as I believe it will be quite faithful to Team Fortress and Team Fortress 2.

    Thank you! -Helix

    Posted in: Project Workplace
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    posted a message on Galaxy Editor - Tech Demo Version 1

    Awesome stuff man - I plan on learning what you've done in order to help with my full on mod - especially the "going under ground" parts.

    Posted in: Project Workplace
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    posted a message on Go attack units wherever the hell they are

    Have you tried making the enemy "player" as hostile rather than computer? Or set the AI from Default to Computer?

    Posted in: Miscellaneous Development
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    posted a message on Morphing one unit to another

    I'm not at home so bear with me if it's in the map, but, have you tried a "replace unit with" function/action?

    Posted in: Miscellaneous Development
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    posted a message on World of Starcraft - Public Engine Released

    How are you going to keep the data from game to game? It wouldn't make sense to have these instances and everything if you consider some more "high end" than the others if you aren't able to keep gear from game to game. The only way I could think of solving that issue is as follows: you can generate a code at the end of the game or when you're leaving which will be a combination of all of your gear. You then at the start of another game have the ability to enter said code to get your gear back to what it was at the previous game.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Skybox support
    Quote from ephixa: Go

    @Discotron: Go

    we can go underground, but we can't change the color of the sky

    If you can go underground, why not make the "underground" texture a sky texture? Then you can go ahead and make the entire level "underground" but look like it's above ground.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Idea: Image plane as BG/overlay

    So here's my idea. I sketch out my maps/env prop concepts on graph paper just like many of you probably do. When doing traditional 3d work I'm often going to scan the image in, correct it in Photoshop or what have you, and use it on a set of Image planes in my Orthographic view. If something was implemented in the far far background and only visible through the editor itself (ie not rendered at run-time) such as 1 plane where you could load an image to use in better laying out your map in the editor itself. Another alternative to this would be having it as an overlay with say 25-50% opacity that can be toggled on and off as you see fit. It can't be interacted with - it's just there for reference's sake. It also will pan, rotate, etc with the camera as well.

    Helix

    Posted in: Galaxy Editor Bugs and Feedback
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