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    posted a message on Show us your cool custom UI-s!

    MageCraft UI. Simple. Not too flashy which is what I want ;)

    Posted in: UI Development
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    posted a message on Triggering Tuesday: #1

    Hello, I'm going to try streaming out tonight at 9:00PM Central (2 hours and 30 minutes from now.)

    Strings

    Strings how a lot of power to them that most new mappers don't know about. I'm going to expose how to use strings to make a program shorter and more efficient. This tutorial will be done with the GUI and will not use any script.

    Note: I haven't streamed before, so it will have errors I'm sure. But I'll get better, just bare with me please. Constructive feedback is always nice. Hopefully this stream will help you guys. Tonight I picked a topic that is somewhat simple because I don't know the skill level I'm generally speaking to. I would love for players to ask me questions so that I can answer them in my streams.

    http://www.livestream.com/sc2streamster/

    Posted in: General Chat
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    posted a message on Mapmakers under 18 unite!

    @Anteep: Go

    False.

    Posted in: Off-Topic
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    posted a message on Mapmakers under 18 unite!

    The point in this thread is under 18.

    Posted in: Off-Topic
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    posted a message on Angry Angry Templar
    Quote from Ha1fDead: Go

    @Stealthsam: Go

    I know there was skyrim/lotr music in legends ORPG. Also, if you own the rights to it it shouldn't be a problem (just buy the song legally).

    Hmm, I suppose I could look into it.

    Posted in: Map Feedback
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    posted a message on Angry Angry Templar
    Quote from Ha1fDead: Go

    @Stealthsam: Go

    I dug out my account just to say that I love you.

    Also, I humbly request mortal combat music.

    I would totally add Mortal Combat music if Blizz-a-vision wouldn't kill me for it.

    Quote from ScorpSCII: Go

    Addicting as hell

    Haha thank you, glad you like it :D

    Posted in: Map Feedback
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    posted a message on Bank save problem?

    to load bank values you have to do one of the following:

    do 1 player at a time using NO variables other than the ones being loaded. OR if you want to do Picked Player or use other variables that are not being loaded, you have to PRE-LOAD the bank for ALL PLAYERS at map initialization.

    Posted in: Triggers
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    posted a message on Fixing a Black Minimap

    I had a different problem than yours. I was attempting to override the minimap.tga reserved and my minimap turned into a 16x16 empty image. Desperate enough, I tried this method even though the problem wasn't the same and it worked 100%. Thank you so much!

    + invisible rep :)

    Posted in: Terrain
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    posted a message on Angry Angry Templar

    Haha I noticed this, and fixed the issue. Sorry about that.

    Posted in: Map Feedback
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    posted a message on Angry Angry Templar

    I'm contemplating adding Kamehameha, but I was never a fan of it in the original (always played with it off). But I suppose it can do no harm, and would probably be fairly easy to make. so what the heck. lol.

    Posted in: Map Feedback
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    posted a message on ThePhails Terraining [Dead pictures]

    My tip is to use doodads scarcely and effectively (Not meaning 1 or 2).. but you're definitely slapping too many doodads down. I can't even figure out what's going on...

    Also, on a side note to everyone who is saying this. It's LIGHTING not LIGHTNING. That is all ;)

    Posted in: Terrain
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    posted a message on Angry Angry Templar

    The epic revival of Hungry Hungry Felhounds is here.

    I understand that there are a few remakes of this game already. But I've noticed that all of them just didn't have enough effort put into them. For the most part, the movement of the 'Felhound' seems to be off, severely. Not that it should be an exact duplicate, but the movement of the 'Felhound' is what makes the game. Without the correct friction and applied forces, the game just feels off.

    So I got together with a group of testers and tried to make the game as fun as possible, with some extra features! Check out Angry Angry Templar on NA channel. But for now, look at this:

    Embed Removed: https://www.youtube.com/v/oDJCzY9luvQ?fs=1

    Don't know the game? The objective of the game is to manipulate the Templar in such a way that he kills all opposing players. In this game there is 1 orb and 1 Templar. The Templar will only kill the person who is holding the orb. Pass the orb to other players to send the Templar after them.

    This Thread

    What's the point in it? Simple, I want input on the game. How can I make it better? What would YOU like to see? We need testers and people with ideas.

    This Thread will be checked daily. So comment!

    This is a Team Syntax Production.

    Posted in: Map Feedback
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    posted a message on every three levels

    hmm im doing something similar in one of my maps:

                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Wave mod 10) == 0
                        Then
                            Variable - Modify zombieStats[0]: + 1
                            Variable - Set spawnCount = spawnMinimum
                        Else
    

    it works fine.. I can't see anything wrong with yours...

    If that's the only function doing that and it's not being ran by another function, I don't see why it would run twice, or error.

    Posted in: Triggers
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    posted a message on Upgrading values by a percentage

    You can still do it with that . But it's a little more difficult to explain without it in front of me.

    Posted in: Data
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    posted a message on Upgrading values by a percentage

    You could use a real variable (with array) or attribute behavior, your call.

    Basically what you need to do is set thereal variable to 1.0 for each index. Every period add .1 to the real and then multiply the variable and the income amount.

    I would set up a little code for you but I'm not at home. So if you still need help, I'll be able to do more for you later on today.

    Posted in: Data
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