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    posted a message on how to Attach a model to building

    Hey, i tried alot of Tuts and howto´s here on that side, but they all are so specific about weapons/towers and stuff. All i would like to do is attach a model to a Building.

    How can i archieve this?

    Posted in: Data
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    posted a message on Settlement game

    sorry, i dont got an account for the us servers, i think when its more done i will localize it and publish it to this site here aswell

    Posted in: Project Workplace
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    posted a message on I need a tester :)

    Hi, i made a first test of my settlement game for 2 players, i would like to test it,if all is working fine with the 2nd player.

    please add me on battle net if you got some time to test it with me, i would like to hear some critical notes and maybe some nice idea´s to improve and stuff =)

    its about that map:
    http://forums.sc2mapster.com/development/project-workplace/6006-settlement-game/

    edit: actually its only in german localized, but there is not much text to read.

    Posted in: Team Recruitment
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    posted a message on Settlement game

    Im working on a Settlement game, i want to share my actual state with you :)

    The gameplay:
    its relativly passive, like the first settlers game from bluebyte (also known as Serf City) you can place buildings, and the workers will work then with the buildings and the Ressources.
    You can build a PsyEmitter that gives you control over neutral buildings in the map to gather Special abilitys from them, and if you can handle it to Place a PsyEmitter near enemy buildings then you can gather the control over the buildings (but only if there is no enemy psy emitter with same or higher Psyenergy level, in this case wins the one who was there first)

    Also you need those emitters to place buildings, so they are like the military buildings in the old settlers games, to gahter control over area.

    List of buildings actually done:
    Farmer - Trains a farmer that places crops within the area around the farmer house.
    Harvester - Trains a harvester that search for growed crops and harvest them.
    Miner - Trains a Miner that searchs vor mineral fields and brings minerals home.
    Police - Trains Policemen
    Cage - Spawns Dogs
    and a building that you cannot place, because civilians only will build it if supply rans out:
    Hut - Gives you supply, like in normal starcraft every human needs an amount of supply,it also spawns civilians.

    Human Types

    Civilians run randomly around, and constructing buildings that you order, or if supply is need they placing hut´s and if they see an enemy unit or building they going to attack it, since they will spread out with theyr huts (even over the psy emitter radius) there will conflict with civilians of the enemy (so in this game you cannot pork / turtle).

    Farmer, Harvester and Miner are workers i explained at top (more worker types are planed)

    Dogs: dogs are running all over the map and if they find enemys they will bite them, place cage in frontier area to herras your enemy
    Policemen: policeman patrouling in the area of theyr police station, they have ranged weapon and attack enemys that come to close, use this to secure importand ressources or psy emitters.

    Ressources:
    Food - you need it, without food your ppl gonna die, if you got enough food and no one is hungry your population will increase (its the custom ressource)
    Minerals - standart minerals for construction
    also i plan to put vespene gas in for bether construction, and that special gas for special stuff (maybe i rename that gas resources)

    Also i plan alot more of buildings and units, examples: a robot worker, that dont need to eat and can collect food or minerals (midgame), some artillerie that fires over the whole map into enemy base and kills ppl with a splash dmg and burns crops (late game content), and some special weapon stuff for example a weapon that you can cast into an area and all the enemy ppl in that area will change the owner to a third (cpu) player that is allied with you and in war with your enemy (so lets call it "start rebelion") to bring stress into the enemy backtown.

    Sorry for my horrible english, im very sleepy just came from work, here are some screens to go:
    (my graphic settings are not the best, since my computer is not so perfect)

    http://www.abload.de/img/settlers01a28f.png
    Peacefull beginning of a game

    http://www.abload.de/img/settlers05b3yd.png
    Some enemy civilians attacking my hut next to a Psy Emitter

    http://www.abload.de/img/settlers03q1k7.png
    Harvesters waiting for crops to grow up

    http://www.abload.de/img/settlers0481ts.png
    Different items for differend ressources in transport in the wrong rotated lorys :( (anyone knows how i can set the rotation for a Hot Site operation behavior? or at least turn a model without editing the m3 file (in the model data or something))

    Posted in: Project Workplace
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    posted a message on scv Contiunue "paused" construction.

    this works^^

    Posted in: Galaxy Scripting
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    posted a message on OrderTargetingItem wont work :(

    so then the interface is using the wrong datatype for this?
    it want me to return a unit.

    well i did it now this way: If someone else is every searching for this problem:

        UnitGroupLoopBegin(UnitGroupIdle(1, true));
        while (!UnitGroupLoopDone()) {
            if ((UnitGetType(UnitGroupLoopCurrent()) == "SCV")) {
                UnitIssueOrder(UnitGroupLoopCurrent(), OrderTargetingUnit(null, libNtve_gf_ClosestUnitToPoint(UnitGetPosition(UnitGroupLoopCurrent()), UnitGroup("MineralField", c_playerAny, RegionEntireMap(), UnitFilter(0, 0, 0, 0), 0))), c_orderQueueReplace);
            }
            UnitGroupLoopStep();
        }

    in this case the scv only harvesting mineralfield (not on highyield minerals or gas), but for me its what i wanted :)

    Posted in: Galaxy Scripting
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    posted a message on OrderTargetingItem wont work :(

    at first i want to say thanks for the help got here =)
    I want to order all idle workers to start mining on the ressource field that is the nearest to each one.

    Thats my code:

        while (!UnitGroupLoopDone()) {
            UnitIssueOrder(UnitGroupLoopCurrent(), OrderTargetingItem(AbilityCommand("SCVHarvest", 0), UnitFromId(10)), c_orderQueueReplace);
            UnitGroupLoopStep();
        }
        UnitGroupLoopEnd();

    But it throws me an error that it need a targed (but i give targed -> UnitFromId(10) (wich is a mineral field placed with terrain editor, later i want to make this be the nearest mineral field to the unit "UnitGroupLoopCurrent()").

    whats the issue here? =)

    Edit: now i made a supersimplified variant:
    UnitIssueOrder(UnitFromId(19), OrderTargetingItem(AbilityCommand("SCVHarvest", 0), UnitFromId(10)), c_orderQueueReplace);
    and it still not working :(
    UnitFromId(19) is a scv placed with the editor and UnitFromId(10) is a mineral field

    Posted in: Galaxy Scripting
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    posted a message on Help: Doodad Model 3D Rotations/Modifications

    @Mokse:

    Set the value: "CModel Tipability" to 1.0 youll find it in data editor in the model you use for your unit or doodad.
    this will make your model allways fitting the terrain ground.

    Posted in: Artist Tavern
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    posted a message on Models most people probably won't notice/pay attention too

    Anyone knows where this monsterlasertank was used for?

    Posted in: General Chat
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    posted a message on scv Contiunue "paused" construction.

    when i have a building that is "in construction" and its in the list of build orders from the scv, how can i then trigger a scv to build it?

    (in example if a scv starts a building, get killed then another scv should complete that bulding).

    i wanted to make a trigger that in a time intervall asks if there is a building in construction, with no scv on it, and if so then get a idle scv to go on bulding it.

    but i cant find any functions i need for this, i tried it with repair but this is not working.

        UnitGroupLoopBegin(UnitGroup(null, c_playerAny, RegionEntireMap(), UnitFilter((1 << c_targetFilterStructure), (1 << (c_targetFilterUnderConstruction - 32)), (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0));
        while (!UnitGroupLoopDone()) {
            UnitIssueOrder(UnitFromId(193), OrderTargetingItem(AbilityCommand("Repair", 0), UnitGroupLoopCurrent()), c_orderQueueReplace);
            UnitGroupLoopStep();
        }
        UnitGroupLoopEnd();
        return true;

    Posted in: Galaxy Scripting
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    posted a message on Size of a unit by energy

    Hey, anyone have a idea if its possible to create a behaviour, that make the size of a unit that got this behavor = energy of the unit?

    i want to scale alot units by the energy they have to simulate growing plants

    Posted in: Galaxy Scripting
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    posted a message on Regions visible ingame?

    Is it anyhow possible to make regions visible ingame?
    I mean directly the region visuality like in editor, of course i could create alot of doodads in the region or something, but i would prefer it when it would be possible to make the region flat plane visible

    Posted in: Miscellaneous Development
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    posted a message on Colonist / Civilist models?

    ah thank you, then i cant use it, because when i now do this afterwards all my data that i changed is gone :(

    Posted in: Galaxy Scripting
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    posted a message on Editing terrain properties (height, texture, etc) with triggers

    Any new information about this topic?

    Posted in: Miscellaneous Development
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    posted a message on Colonist / Civilist models?

    hey, i searched the whole models list from "Assets" (thats the only tree i got there) and there was no model about civilist or colonist persons, just vehicles and buildings and stuff.
    Did i just missed something?
    how to acces the civilist units from the champaign?

    Posted in: Galaxy Scripting
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