Well, that is currently the best idea in order to maximize the most out of a map.
I suppose you could make it so the camera's depth is extremely small...
Theoretically, you could have two people working on the same map. While one works on terraining or triggers the other works on a unit mod to be implemented once the map is finished.
Never played it. Always wanted to, but I could never get it.
And I've seriously nerfed the unit selection; I took Marauders out and made the max amount of combinations to be 4. It was to complicated, especially since I was aiming to do the same for the other two races.
Leech should help you with the energy part. It should be under the Stalker unit settings.
I suggest that you don't have the Stalker actually pick it up and put it in an inventory. Maybe have a flying unit that is set to move with a trigger. That trigger is set to move with the Stalker currently in control of the ball. This would make transfer of the ball easier seeing as I'm pretty sure there are trigger conditions for what I have described.
The ability to edit requirements would greatly help, currently the selection is to limited and not something I'd use as a map maker.
Also allowing an actor to be used for multiple units would be nice, seeing as how I have 3 copies of the same actor because I have 3 units using the same model set (this amount will grow).
Changing game error text would be great. Since currently when a player tries to use a resource it returns the game's error text which might not make sense in a game.
So, I've managed to set it up so that when my hero levels up it gains the ability to learn a skill (in this case charge). The problem I'm having is that the submenue disappears after learning this skill. I've tried putting other commands in it, but it refuses to stay. Does anyone have an idea why it disappears and how to fix it?
There really should be a tutorial on how to 'graft' units to other units (think: Uberlisk). I realize there's that XML tutorial for the uberlisk - but it would be great if someone could translate that into how to do it in GE. I spent a couple of hours messing around in the data editor but still can't figure out how to attach models to each other and make them be able to attack.
I second this. I'd really like to know how to do this.
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Well, that is currently the best idea in order to maximize the most out of a map.
I suppose you could make it so the camera's depth is extremely small...
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Theoretically, you could have two people working on the same map. While one works on terraining or triggers the other works on a unit mod to be implemented once the map is finished.
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Just a simple platformer engine. Use the arrows keys as controls.
Ver 1
[Up Coming] Ver 2
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Yesh, this means I might have a chance to get a beta key.
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You could take something from Dragonica's book and have the platforms being horizontally parallel to each other using springs to go between them.
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Maybe. Once I get the basics down I might add in some of the units I took out (with extra powers and such).
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Congratz gardenofaiur, you really deserved it.
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Never played it. Always wanted to, but I could never get it.
And I've seriously nerfed the unit selection; I took Marauders out and made the max amount of combinations to be 4. It was to complicated, especially since I was aiming to do the same for the other two races.
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Leech should help you with the energy part. It should be under the Stalker unit settings.
I suggest that you don't have the Stalker actually pick it up and put it in an inventory. Maybe have a flying unit that is set to move with a trigger. That trigger is set to move with the Stalker currently in control of the ball. This would make transfer of the ball easier seeing as I'm pretty sure there are trigger conditions for what I have described.
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You could probably implement the speech codes system used in w3 to do that.
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If you check under abilities you should find Twilight Council. That should have both Blink and Charge.
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The ability to edit requirements would greatly help, currently the selection is to limited and not something I'd use as a map maker.
Also allowing an actor to be used for multiple units would be nice, seeing as how I have 3 copies of the same actor because I have 3 units using the same model set (this amount will grow).
Changing game error text would be great. Since currently when a player tries to use a resource it returns the game's error text which might not make sense in a game.
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So, I've managed to set it up so that when my hero levels up it gains the ability to learn a skill (in this case charge). The problem I'm having is that the submenue disappears after learning this skill. I've tried putting other commands in it, but it refuses to stay. Does anyone have an idea why it disappears and how to fix it?
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Try looking at the protoss pylon and how it shows the energy range.
Not sure if this'll work though.
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I second this. I'd really like to know how to do this.