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    posted a message on [Library] Player Voting System

    @MangledMind: Go

    Make a timer variable and have it start when voting commences. Make a timer window for it if you want.

    Make a new trigger that runs when the timer expires. Put the "all players ready" condition function that I made as a condition and set it to false.

    For the actions, make a "Pick Each Player In 'Voting Players'" action with a "If - then - else" action under it.
    In the condition for the "If - then - else" action put my "Player Ready" variable, index [picked player], and set to = "false".

    Copy from the vote trigger the vote action that you want the player to vote for when the timer's done and paste them under the "Then" actions.

    After the pick each player action (make sure this is not in the loop), put a "Run Trigger 'Ready Check'" action.

    This way, when the timer runs, it will check if there's any players that haven't voted yet. If there is any, then it will automatically vote for them.

    I'll try and put this into the example map.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Request: Dark Archon unit/Twilight Archon

    @swat90: Go

    theres a Dark Archon model in the campaign assets. it's not purple but it may be what you're looking for.

    Posted in: Project Workplace
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    posted a message on Attachment and Item Kits project

    Any updates Phaos?

    Posted in: Project Workplace
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    posted a message on Publishing limits are absurd!

    N3RDRAAAAAAAAAGE

    Posted in: General Chat
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    posted a message on Referencing attached actors?

    @Namsom: Go

    Since you're attaching several actors and there's no such thing as an "Actor Group" you'll have to use variable arrays to refer to your attached actors.

    edit: crap i just realized that is completely wrong... let me fix it.
    edit: there we go.

    Posted in: Miscellaneous Development
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    posted a message on Referencing attached actors?
    Quote from MaMasToast: Go

    Does any of you guys know how to reference to an actor attached to a certain unit? I'm asking because I have a trigger that picks every unit in a group and adds an actor to them as an effect. Then whenever one of the units in teh group triggers an event that units specific attached actor should be killed.

    Make a Global "Actor" Variable with an array of how many attachment actors you're making.

    Put this in your attachment trigger... where *x* is how many attachment actors you are making:

    Pick Each Integer Between 1 and *x*.  
     -Attach Actor to Head on (Unit (Picked Integer) from Unit Group)
     -Set [*Global Actor Variable*][Picked Integer] = Last Created Actor
    


    In your attachment destroy variable put this:

    Pick Each Integer Between 1 and *x*.
    -Send Actor Message "Destroy" to [*Global Actor Variable*][Picked Integer]
    

    That should do it. GL

    Posted in: Miscellaneous Development
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    posted a message on [Spoilers] New models
    Quote from RileyStarcraft: Go

    @ArcadeRenegade: Go

    Yes I've found a bunch already. Plus there are some story mode assets which may be usable in the regular game. (Story mode is apparently what they call in-game cinematics as well as the mission selection interface.)

    For example: there are "Dark" versions of almost every protoss unit (even the probe).

    Also at least three more critters: Cow, Sheep, and Dog.

    edit: Proof of Terratron: http://imgur.com/SQsKa

    edit 2: there's a flashlight model for attachment...

    aaawesommmme

    Posted in: General Chat
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    posted a message on [Spoilers] New models

    there might be some models in the assets that aren't used right?
    there could be some gems that we're missing here.

    Posted in: General Chat
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    posted a message on WTB Thread Subscription Feature

    150 G PST

    but really could we implement a thread subscription feature? it would be really useful.

    Posted in: General Chat
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    posted a message on Actor animations: How to reference specific parts of an animation?

    @Koronis: Go

    you can make an actor event that lowers the time scale of global or specific animations.

    it's called AnimationSetTimeScale i think. the lower the number the slower the animation plays.
    ex. AnimationSetTimeScale 0.5 would play the animation at half speed.

    Posted in: Miscellaneous Development
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    posted a message on Portraits are 3d Models?!
    Quote from KerenskyLI: Go

    You could make some crazy doom style stuff with the attachment system...

    "Thor is here!" To freak you the !%$@ out!

    Posted in: Project Workplace
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    posted a message on Razer Contest

    these are so cool. i wish i had the artistic eye to make stuff like this.

    also Boblion's ship is freaking awesome. it's done combining in-game models? it looks seamless. and look at the tiny battlecruiser fueling from the ship. hilarious.

    Posted in: Artist Tavern
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    posted a message on [Contest] Minigame
    Quote from malu05: Go

    Running out of ideas =( Guess its not as interesting as I thought it would be... (note the sound is a bit behind... fraps was fu..ing up)

    i think it's cool. very unique. i say have a giant roach or ultralisk swim across the screen every once in a while that tries to chomp your critter.
    and/or make it multiplayer and have the players' critters evolve. when they evolve they'll get bigger, get model additions, and better weapons.
    :D

    i had spore for my iphone and the best part was the first level where you're swimming around eating everything.

    Posted in: Project Workplace
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    posted a message on Anyone tried WASD online in phase 2?

    I'm sure Blizzard has realized how important key press triggers are to SC2 map makers during the beta phase.
    Sooner or later they'll come up with a solution I'm sure.

    I just hope metal slug 2 player won't lag like a madman on battle.net :|

    Posted in: Miscellaneous Development
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    posted a message on [Misc] How to get your mom to allow you to play Starcraft 2
    Quote from OneTwoSC: Go

    @Vexal: Go

    I'm having trouble with this. After I create the photon cannon it has no weapon missile... what did I do wrong? I tried duplicating it again and I even checked with the original photon cannon unit. Someone said to look up actors but I don't know what that is. Any help appreciated.

    Great tut, thanks!

    i hav same problem. i'm try to make thor shoot nukes but it shoots from the ground. is this the actors thing you were talking about?

    edit: nm i'll just make a thread in every subforum and bump it every 5 minutes thxtho

    Posted in: Tutorials
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