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    posted a message on Unit Respawn

    @rawfel: Go

    You can try fiddling around with the AI bully triggers, but frankly, you're better off just writing your own.

    Posted in: Miscellaneous Development
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    posted a message on Importing / Using Sounds

    @QMJ3: Go

    A good sound conversion and manipulation program is "Audacity" which is also relatively easy to use. If you just want to listen to the sounds and not edit them, any media player should be able to do it with the right codecs. If you are unsure how to get the right codecs, you can go to vorbis.com or google "ogg codecs" that should set you on the right path.

    Sound assets and sound actors are two different things. You have imported a sound asset but the editor is looking for a sound actor. If you go to the data editor > Actor Tab > Search for "sound" you'll see sound actors, which then use sound assets. You should be able to edit an existing sound actor to use your sound.

    Posted in: Miscellaneous Development
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    posted a message on Melee Launch Sounds

    @SuPa_Link: Go

    I got my zealot attack sounds to work by first going through events of my zealot attack actor and replacing bogus with Zealot(Psi) Damage and then changing the "bogus" field in the launch and impact boxes (should be in a small box at the top of the actor) to Zealot(Psi) damage. If you look at the default though, it works even though those fields are bogus.

    P.S. The first step fixed my zealot launch sounds. The second step fixed my zealot impact sounds. This method is not guaranteed reproducible.

    Posted in: Miscellaneous Development
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    posted a message on Protoss Vs Dark Protoss units?

    @zeldarules28: Go

    If you look at the baneling - explode behavior and switch the advanced view (click on the middle of the 5 orange icons next to the search bar), you can see how the baneling death effect works. There is a Combat-Modification - Death Response - Effect field you can put an effect in.

    Posted in: Miscellaneous Development
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    posted a message on How to make boundaries in space?

    @SuzuQQ: Go

    You can use the pathing tool to place no fly zones, which I assume keep flyers out. As for sight blocking air units, I'm not sure. There are some sight blocking doodads that might work or that you might be able to modify to work.

    Posted in: Miscellaneous Development
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    posted a message on Protoss Vs Dark Protoss units?

    @zeldarules28: Go

    ^^ He's probably right about balance, but his way is also more boring.

    You'll be excited to know not only is there a dark carrier model, there is a dark interceptor model. But there is no Dark Dark Templar or Dark Observer. If you wanted, you could always make a cloaked colossus or phoenix and call it a dark colossus.

    I assume you want your abilities to be thematically "dark", so here are some suggesstions:

    • Dark Zealot: No charge. Instead whenever a dark zealot dies, all allies gain a stacking move and attack speed buff.
    • Dark Stalker: No blink. Instead Dark stalkers can swap their position with an enemy unit.
    • Dark Archon: No Attack, has mindcontrol (same as from brood war)
    • Dark Carrier: Each interceptor is a suicide interceptor, but does more damage.
    • Dark High Templar: Give them some of the deprecated infestor spells. Like siphon life, siphon energy, and an AoE shield recharge ability.
    • Dark Immortal: Give it a damage boost, but have it deal 50% of the inflicted damage back to itself, let hardened shields reduce that damage so immortals destroy themselves very quickly if they don't have shields.
    • Dark Void Ray: ???
    • Dark Sentry: Give it a taunt, and a guardian shield analog that reduces armor by 2.
    • Dark Warp Prism: ???
    • Dark Probe: Make them cloaked, take away their shields.
    Posted in: Miscellaneous Development
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    posted a message on Need BIG help with a couple of triggers for a TD

    @Veledesh: Go

    From a cursory look, it looks like you might have an off by 1 error. You start the wave counter at 0 and then display to the user as 0 + 1, but your current wave check checks for wave 10 (which is actually wave 11, becuase you started at wave 0, not wave 1). So try changing Current Wave >= 10 to >= 9.

    Posted in: Miscellaneous Development
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    posted a message on Builders and Fighters

    Disclaimer: I never played a builder & fighters game before this, so some of these complaints may actually be features of the genre.

    Feedback:

    1. As the fighter, when grabbing units that spawn, it's really common to accidently grab the peon mining gas.

    2. As the fighter, there is nothing to do for the first 5 minutes of the map.

    3. Builders seem to be more popular than fighters, so I got a bunch of games where the sixth person joined, the countdown started, the sixth person saw they were a fighter and left.

    3. I played 4-6 games and didn't see a single super unit, I'm not even sure if they are implemented, but if they are their visibility needs to be increased.

    4. There is no comeback mechanism. If you get behind, there is no reason for the enemy not to just camp the spawn point while killing your command center.

    5. The early minerals are cool, but after they have been collected there isn't a reason to move out. In fact, if all players are of similar skill levels, the smartest thing to do would be to turtle.

    6. There is no reason for the command center to have 50000 hp. It could have 10000 hp and it would serve the same purpose, but every game wouldn't end with a minute of waiting for your huge army (many minutes if they have an scv and many more if they have 2) to destroy it.

    Additional Bugs:

    1. For the fighter, the protoss assimilator only costs 25 to build while the terran and zerg versions cost 50.

    2. As the fighter, I researched stim but was unable to use it on my marines.

    3. I think the loading screen requires everyone(?) to press a key to start which is super annoying, especially when someone doesn't.

    4. Rearranging people in the lobby doesn't seem to change to their roles.

    5. The other teams fighter left and they claimed they couldn't control his units.

    EDIT: 6. If you place pylons close to the edge on the north side, you can warp in units on the other side of the wall.

    Balance:

    1. The most advantageous strategy seems to be for one of the builders to quit early in the game, allowing the fighter to purchase upgrades and the other builder to macro one race of units up twice as fast.

    Posted in: Project Workplace
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    posted a message on WoW Model-Pack Requests

    @HatsuneMikuMegurine: Go

    Under File -> Preferences > Documents you can select faster saves or smaller files which seems to compress them about 25%. But that's lossless compression. If you need more, then I'd try reducing the .tga file quality and seeing if you're satisfied with how it looks.

    Posted in: Art Assets
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    posted a message on WoW Model-Pack Requests

    @Zarakk: Go

    Those would be fantastic.

    Edit: Also I just loaded up the ragnaros model expecting him to be the size of a battlecruiser. Instead he towers above the map in a glorious swirling cloud of lava.

    Posted in: Art Assets
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    posted a message on WoW Model-Pack Requests

    @Zarakk: Go

    Thanks a lot for these models Zarakk.

    I'm making a demon-themed map and have gotten a lot of use out the warlock pets pack. Someone over at teamliquid posted a thread with video of a red haired horned girl. I'd like to request that model and possibly any related models (male version perhaps?). Sadly I don't play WoW so I don't know exactly what to ask for.

    Posted in: Art Assets
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    posted a message on Unit Ability/Attack Problem- won't complete

    @t1du: Go

    Hmm, I ran into a similar problem when I changed my cast times from non-zero to zero. I wrote it off as me not understanding the editor at the time since it didn't seem to happen with all my abilities (and I can't quite duplicate it, causes different problems now) but you might try changing the cast start time field to something like .1.

    Posted in: Miscellaneous Development
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    posted a message on Is it possible to use an "ability pool" in the command card?

    @Redfox777: Go

    When you go to edit a requirement, you can put logic in two fields. The first field is "enable" and the second field is "show." If you duplicate all your enable logic in your show logic you should get the effect you're looking for.

    Posted in: Miscellaneous Development
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    posted a message on Preview Image on BNet

    @VeridianEntropy: Go

    That actually sounds like a problem with your exporter. What are you using to generate your .tga's? Alternately you could post a .tga that's giving you trouble and see if anyone else can import it.

    Posted in: Miscellaneous Development
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    posted a message on Unit Ability/Attack Problem- won't complete

    @t1du: Go

    Try giving your abilities a range.

    Posted in: Miscellaneous Development
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