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    posted a message on [Help?] New Question: Marine's Bunker Fire visual effect when custom bunker tower attacks?

    Another question, once again while we're here...

    I want my bunker model for the tower to have the marines shooting from it when it attacks...where would I enable this visual effect, and how?

    Posted in: Miscellaneous Development
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    posted a message on [Help?] New Question: Marine's Bunker Fire visual effect when custom bunker tower attacks?

    @Yaos01: Go

    Nah he had it right, it was based off of something used in the Beta, and so didn't recognize links to the original Marine's Gauss Rifle. Redoing them worked like a charm. Plus, redoing them just made the map better overall.

    Also, thanks!

    Posted in: Miscellaneous Development
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    posted a message on [Help?] New Question: Marine's Bunker Fire visual effect when custom bunker tower attacks?

    @xenrathe: Go

    Alright, thanks man. Also, just because we're here, where would I tell something that it can or can't shoot down/up cliffs? In the weapon's flags? Or the weapon's effects flags? Or the unit's flags? Or somewhere else? Targeting flags?

    Posted in: Miscellaneous Development
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    posted a message on [Help?] New Question: Marine's Bunker Fire visual effect when custom bunker tower attacks?

    I do believe it used to attack...the attack function in the Command Card is set up properly, and but the Weapon for the tower might be damaged some how. I can tell it to attack, but nothing happens. Any ideas on why it could be doing this? I am certain it used to attack during Phase 1 of Beta when I was working on it. Came back to it now and it's not attacking.

    It's a bunker model using a modified Marine weapon type. The other 2 buttons on the command card do what they are supposed to do [upgrade the damage of the tower, and upgrade the tower type]

    Posted in: Miscellaneous Development
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    posted a message on SC2 program crash at 90% loading, when testing from editor.

    @jarltheafro: Go

    Dang. Was hoping to not reinstall :(. Alright then...thanks

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on SC2 program crash at 90% loading, when testing from editor.

    When I click the "Test Document", or Ctrl+F9, SC2 opens fine and loads the map until around 90%, then just closes. Nothing else happens. It just disappears. Any map. Doesn't matter what, it just closes. Not too sure why. But when I just go and play, it's fine, and i can join maps.

    I have not tried re-installing because I would like to know if there is a simpler solution. I've tried deleting map cache, still nothing.

    This started around after Patch 16 or 17...

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on First SC2 Map Production!! GolemZ Advanced Macro

    A cool hero would be a unit that has the ability to self-destruct, dealing damage in a radius, killing spawns and damaging or killing golems all around him, and if you can get him to the enemy spawn-building and self-destruct, he deals a fair amount of damage to it. If he is killed, however, nothing happens. Has decent attacking damage.

    An idea to add to that, if you want, if have him like Lucario is...He deals damage = to his health. So if he SDs at low health he deals little damage. BUT. He heals over time.

    Posted in: Project Workplace
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    posted a message on First SC2 Map Production!! GolemZ Advanced Macro

    Sounding good, man! But, when you take pictures, do it in game, or with Lock Game View Settings on... :D

    Don't have much comment, right now, though. Maybe when it's a little more detailed.

    Posted in: Project Workplace
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    posted a message on Can You Stop 1 Unit? [WIP+Update - New Screenies]

    UPDATE: New screenshots!

    Posted in: Project Workplace
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    posted a message on Can You Stop 1 Unit? [WIP+Update - New Screenies]

    @Eiviyn: Go

    I've got pretty much exactly what you've said going on so far :P. But for the edge of the map, though?

    Posted in: Project Workplace
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    posted a message on Can You Stop 1 Unit? [WIP+Update - New Screenies]

    @Eiviyn: Go

    "90%" ;). Borders = 5%. The places in between the bases = 5%. Not that much work needs to be done. But to please you, I'll do it now! But it will still look fairly plain, in honour of the original.

    But...do you have any ideas for the edges?

    Posted in: Project Workplace
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    posted a message on Can You Stop 1 Unit? [WIP+Update - New Screenies]

    Can You Stop 1 Unit?

    Soon, we will find out! I'm working on Starcraft 2 version of the classic Can You Stop 1 Unit team defense game.

    The style is a mix of tower defense and unit-based defense. You can build defense towers, and upgrade them in several ways, as well as building unit production buildings. The units are meant for mobility, to chase the one unit, or to cast spells that buildings do not. Your SCVs collect 5 minerals per gather. They move at a speed of 2, I believe...SCVs cost 10 minerals. You start with 2. You also start with 20 minerals.

    A few examples of buildings, for the only current available race [Terran, good vs. mostly Biological and mostly Armoured units] are:

    • Marine Bunker [Costs 20 minerals, does 5 base damage. +50% damage to Biological and Armoured units] Upgrades include: Increase Marine Amount, thus emulating a "stacking" ability, which adds +5 damage to the building........and makes it slightly darker blue :3. Can be used until there are 8 marines in the building. Costs 15 minerals. Increase Marine Weaponry, which increases overall damage by 3, for all marines in the bunker. Can be upgraded 10 times. Costs 15 minerals.
    • Concussive Turret [Costs 100 minerals, does 30 base damage, fires slowly. Slows the unit, and the amount of damage and slow time can be upgraded by upgrading the turret. Upgrades cost 25, 35, 45, 55, 75. The last level has an ability to shoot a stun shot, freezing the one unit in place. This must be manually activated, and aimed at the ground, and not the unit. You cannot target the unit with this ability, so make sure you time it right.

    PROGRESS: Triggers: 5% Enemy Units: 0% Buildings: 15% Defending Units: 5% Terrain: 75% Idea: 80% Overall Mean Percentage Done: 30%

    Here's a few screenshots...if they look cut off, right click and go to View Image and what-not:

    The base... http://filebox.me/files/7w6u5t9bw_CYS1UScreenshot1.JPG

    The first two buildings, in level 1 formation, as well as a fancy map border... http://filebox.me/files/cenyydw82_CYS1UScreenshot2.jpg

    On the left we have an example of a lone Concussion Turret, and then Marine Bunkers building up from level 1 to 8, and then an example of what an average Concussion-Marine Bunker "fortress" may look like. Building so close allows you to cram many buildings in to one spot, allowing you to hit the unit with certain accuracy, as sometimes hitting them with 2 towers at once is necessary. http://filebox.me/files/xneywmk17_CYS1UScreenshot3.jpg

    And lastly, a divider of bases. Just a little fancy dandy way of showing who's space is who's =]. Some ideas courtesy of Eiviyn http://filebox.me/files/b493cimkk_CYS1UScreenshot4.jpg

    Now, I have a question. Are there any aspects of the original that you would like to see implemented in this one, or ideas for towers, spells, or units?

    Posted in: Project Workplace
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