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    posted a message on How to call the portrait of "Dark Voice" character?

    That didnt help me much. Where do i look for that?

    edit - found it. By mistake i created new melee map instead of campaign. New Element > simple transmission > portrait > value > dark voice

    Thanks.

    Posted in: Miscellaneous Development
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    posted a message on How to call the portrait of "Dark Voice" character?

    As far as I can see that "dark voice" guy doesent have its own model, so i cant call its portrait with the simple "transmission" event that is linked with a unit. Can anyone provide some solution? Shall i make a new unit that will have its portrait [and weirdly, i cant find his portrait in the database].

    dark voice

    Please help! Thanks!

    Posted in: Miscellaneous Development
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    posted a message on Call of Ancestors

    Call of Ancestors v1.2 is out. It features FULL VOICEOVERS for ingame cinematics and tons of fixes based on your sugesstions!!!

    Plot: After learning that Terran mercenaries are desecrating one of their planet, young Protoss warrior Tarsalis lands on a planet and begins his quest to reach lost ruins. But unknown to him, his superiors have more sinister plan in place.

    Version notes: This v1.2 release of CoA map contains tons of changes here is the list:

    • New Loading text.
    • All voiceovers have increased volume now.
    • Fixed one big cutscene mixup.
    • Added more health, shields and speed for Tal'Adun.
    • Fixed names of Tarsalis weapons.
    • Archon beam of Tarsilas can only target Air units now.
    • Removed the range of Terran sensor tower.
    • Fixed ivanco's initialization area.
    • Stalkers have blink now.
    • Doubled the shield regeneration rate of Tarsilas and Tal'adun [regeneration wait time is stil same].
    • Added tons more "no walk" zones over some areas and doodads.
    • Added more Terran forces in the north base.
    • Added more Terran forces in the Temple Entrance [they prevent rushing tactics].
    • Added another Missile Turret detector near Siege tank [i will make detector out of him later].
    • Beacons cant be selectable anymore.
    • Changed the name of "Battle Cruiser Copy" units. [Those units are still not responding to "issue order - move to point" order. Weird.]
    • Changed the flow of end cinematic, but its not done yet.

    To do list:

    • skippable cinematics [but I will need help from you guys, point me out to some map that has that feature and I will look into it.]
    • explosions at the end of the map [sound & camera shake]
    • personalised sounds for Tarsilas [when moving & attacking]
    • work on map 2 and continuation of Tarslalis adventure

    Get the map @ http://www.sc2mapster.com/maps/call-ancestors-v0-1/files/7-call-of-ancestors-v1-2/

    ENJOY, and post impressions if you want!

    Posted in: Project Workplace
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    posted a message on Call of Ancestors
    Quote from Skandizor: Go

    Realised some more stuff: The Ivanco fight initialization can be accidently bypassed by following the northernmost part of the route. Talsaris doesn't have Hold Position. Stalkers have no real reason to have the unreseached blink ability showing.

    • Fixed ivanco's initialization area
    • stalkers have blink now

    i will look into tarsalis' hold position state...

    Posted in: Project Workplace
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    posted a message on Call of Ancestors

    to do

    • I'm still trying to make those blimps useful [they are not obeying "move to point" command]
    • Sound of bombarding was already in the works ;)
    • fixing the timing of cutscene voiceovers
    • new intro text

    done

    • Fixed one big cutscene error
    • Added more health, shields and speed for Tal'Adun
    • Fixed name of Tarsalis melee weapon
    • Removed the range of Terran sensor tower
    Posted in: Project Workplace
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    posted a message on Call of Ancestors

    OK thanks for impressions, I will try to improve the map.

    • typos/grammatical errors will be addressed [hopefully soon]
    • renaming "warp blade copy" is trivial [i totally forgot about it]
    • i tried several times to remove range graphic of sensor tower, but with no luck [if someone has a clue, let me know]
    • regarding tech tree, i made several custom units that i ended up not using, will fix it.
    • skipping the cinematics was not in my plan, and most likely will not be implemented. Maybe in the next map.
    • TalAdun's HP will be increased.
    Posted in: Project Workplace
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    posted a message on Call of Ancestors

    Full v1.0 version of my map has hit the servers few minutes ago. It features FULL VOICEOVERS for all ingame cinemantic.

    Give it a try, and post your impressions. http://www.sc2mapster.com/maps/call-ancestors-v0-1/

    Enjoy.

    Posted in: Project Workplace
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    posted a message on Tutorial Request
    Quote from Windflamedmon: Go

    A tutorial on having an ability disabled by default on a specific unit lol.

    Enabled abbility. Its a bitch, i cannot find where can i uncheck that Psistorm requirements. I could really appreciate some help with that.

    Posted in: Tutorials
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    posted a message on Tutorial Request

    For the love of god, somebody please make tutorial "Creating High Templar who has its psy storm abbility ON".

    :)

    Posted in: Tutorials
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    posted a message on How to make a Flashlight?

    @Habladabla: Go

    Same here.

    Posted in: Miscellaneous Development
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    posted a message on [Modder's Crusade] Our rpg map show

    Awesome indeed.

    Posted in: Miscellaneous Development
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    posted a message on Call of Ancestors

    Im currently making "epic" singleplayer project CoA, and your imput will be very appreciated. Here is my project page where you can download the latest version of the map [v2]. Current plan is that story will span across several maps, few of my friends are working on ironing up the story and testing possibility of recording full voiceovers. Sadly i am working on everything else :D

    few pics:

    So, try it. Comment on it if you like it. Suggest some changes regarding the events/triggers, bug hunt, balance changes.

    Thanks.

    note: V3 will probably be online tommorow, expect more gameplay in it.

    Posted in: Project Workplace
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    posted a message on Moving doodads?

    How can i make doodads to move to some point or region? In my case specifically the blimp.

    Blimps

    Posted in: Miscellaneous Development
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    posted a message on [Data] Adding an ability to a unit.
    Quote from forikorder: Go

    @ResolveHK: Go

    its not perfect, but if you want to cast a spell taht requires upgrades without upgrading it in requirements in the data editor you can go down to cast spell and delete the requirements, managed to get my queen casting seeker missiles ;)

    I cant find that section, can you explan where it is? or screenshot maybe?

    Posted in: Tutorials
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    posted a message on How to make a Flashlight?

    Wild guess & not sure if its possible, but is there a way to change opacity for unit or doodad? That might work [if lowering the opacity doesent mess up the light as well].

    Posted in: Miscellaneous Development
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