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    posted a message on [Official Thread] Doodad Hunt Open Beta - Bug Reporting/Suggestions and Support

    After playing this awsome game for a few hours I've noticed a few things:

    When the camera is next to the wall near the pool/waterfall/outhouse, the clif setup there makes the hider totaly blind as the 2nd cliff face cuts off his vision.

    On that same matter, allowing us some camera control, like zooming in and out, or ajusting the clip range would be a very nice idea.

    Posted in: Project Workplace
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    posted a message on [Video] Doodad Hunt - NOW OPEN BETA

    May I give a suggestion to help with some graphics lag?

    It appears to me that the camera clip range is a bit long, and the only way that I can play this on my mid rate computer without slowing everything down is by keeping my camera angle down. I dont know what the current clip range is, but I would recommend that the maximum clip range should be the distance between map corners.

    Just a suggestion.

    Posted in: Project Workplace
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    posted a message on [Solved] Issue with Number of living Units in Region and Splash

    You could add the "Turn Trigger off" function at the end of the message trigger to turn off the triggering trigger (the each time unit dies one). Then you add a wait funtion (like 1 second), then anouther "Turn Trigger on" function.

    What this will do is once the message is displayed it will turn the triggering trigger off, wait a bit, then it will turn the trigger back on. This should stop the second message from appearing.

    Posted in: Miscellaneous Development
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    posted a message on A question about how worker behaviors works.

    By giving any unit the gather ability, (ex i tested a marine) the unit also is allowed to move through units while harvesting. I dont believe that the worker flag is it.

    Posted in: Miscellaneous Development
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    posted a message on How do you make a path for an enemy but not pathable by a player?

    I believe that a selective pathing blocker would work. You do this by duplicating a pathing blocker, removing its footprint, and unchecking all its collision flags except for an unused ground flag (ex unused ground 15). Then give all the units you are trying to block that same collision flag. After that all you need to do is place the blockers on the creep. You may want to make larger ones as well so that you only need a few of them to cover a large area, or if dropships are not allowed, placing them at the creep edge would work just as well.

    Posted in: Miscellaneous Development
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    posted a message on A question about how worker behaviors works.

    Alright, to be more specific: Is what allows workers to pass through each other an ability, effect, or behavior, and where do i find the data that controls this property.

    Posted in: Miscellaneous Development
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    posted a message on A question about how worker behaviors works.

    Im trying to adapt the workers ability to pass through other units while harvesting to work with other units in my map. My problem is that I have not been able to find exactly where this behavior or effect comes from in the data editor. Any help or pointers on the subject would be much appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Weekly Terraining Exercise #2: To be king you don't need a castle

    Heres anouther entry, its technically still monday where I am so this should be on time. This scene is of General Warfields private "Mansion" on Korhal. Seeing as how Korhal is an urban planet, you could figure that it would also be located in an urban area.

    As with my last entry, my computer can only render it on low-medium quality without shadow or lighting support.

    One thing I've found is that I tend to do large scenes where its too hard to see all the details thats been added to it. Getting a good camera angle on this scene is also bit of a nightmare because all the good angles that show the entire property will also show alot of "Waste Space" that includes little detail and picture value. Maybey I should post several smaller pictures of the map.

    Posted in: Terrain
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    posted a message on AC130K - Ruins (tech demo)

    I have a bit of a question on the shooting system, How are you showing the bullet move across the traceline? I have a nice TPS system set up where it runs my traceline and then creates the effect at the target point, but other then my snipe weapon, you cannot see the bullet. Are you just using a modified damage effect that shows the bullet or is it integrated into the traceline?

    Posted in: Project Workplace
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    posted a message on Weekly Terraining Exercise #1: Dawn of a new era

    Heres my entry, Its the beginning of the Hybrid onslaught on Korhal.

    Man, my poor computer just cannot handle that many building doodads. It was running at 5 seconds per frame when i was rendering this and it dosn't support realistic shadows or lighting, still looks decent tho. I have a feeling that it would look alot better if rendered on a high end machine.

    Posted in: Terrain
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    posted a message on Help regarding Start Positions

    If you open the player properties menu at the top of the editor and select the team placement tab, you should be able to set the starting locations from there.

    Posted in: Miscellaneous Development
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    posted a message on laser force field bridge?

    Basically, just place the blockers on the invisible bridge and then have the trigger remove them when the bridge activates.

    Posted in: Miscellaneous Development
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    posted a message on laser force field bridge?

    You will find the laser bridge by loading a campaign map and looking in the doodads. Also if you take a look at the map while your at it, they use dynamic pathing blockers to block the way when the bridge is lowered.

    Edit: Also, Ive found that they use a terrain object (Zakules das bridge) to allow pathing over the cliff, basically its an invisible bridge.

    Posted in: Miscellaneous Development
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    posted a message on A Slight Problem with Cliff Jumping.

    In a 3PS map that I've been working on, I want the units to be able to jump down cliffs. To do this I've given the units the cliff jumper mover and reaper jump behavior as well as adding a few triggers to limit which direction they can jump. My problem is, even though the jumping system works, after the jump the unit begins to "Hover" like a reaper above the terrain.

    Any help with solving this floating issue would be appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Selective Pathing Blockers

    Aha, so thats the issue, I thought that the flags also effected the footprint too so I was mistaken on that part. Everything works fine now that the print has been removed.

    Thanks for the help :)

    Posted in: Miscellaneous Development
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