The most bizarre thing happened on the editor today.
1. I made an Observer's movement speed 99.
2. I made its turning rate 999.
3. I made its acceleration 999.
Now, it should move instantly to wherever I order it right?
No, it circles the entire map and never reaches the location.
I tried it with other air units. The same thing happened. They all try to circle around something in order to reach the location, but since they have 99 speed, they circle around the whole map.
Now, I set the speed to 10, and they make small circling arcs before reaching the location.
They never turn around instantly and move there. Is this a glitch?
That zergling is the first enemy you see in the game, so it's going to run straight at you. Later on enemies will appear from all directions to ambush you, like that hydra. Some even come from the sky, no spoilers lol. I agree the UI does seem to be too big, I'll try to change that.
As for the controls, I can't fix that, and you can't expect them to be flawless like a real FPS game. The degree of tolerance also differs between people. Like you said, you almost quit Skyrim just because it had awkward controls. But some people overlook that because Skyrim is a good game.
The amount of players for co-op is still up for debate. I want to have some sort of teamwork. But it doesn't need to be 4 players. I might make it 2 or 3 players. Because you will be forced to split up in certain places. The first 30 minutes of the game actually requires you to go in two different directions. Then you have to meet with your team and report what you've seen. Some parts you have to go in alone, some you don't. Imagine yourself cornered up against a door, waiting for your teammate on the other side to open it while swarms of enemies are coming at you. In a boss battle, you will have to distract the towering behemoth while your teammate plants the bombs in order to kill it. The co-op is part of the experience. It also increases replay value.
I know all this sounds more action than horror, but I'm just trying to create something unique. Having stuff jump out at you gets old pretty fast, even in single player.
I was inspired after seeing malu05's Project Vector. I'm not that skillful with the editor, but I think this would be a pretty fun map. As a survival horror game, you have to play it slow and steady, so the key-detection lag won't be that important.
I'm currently in need of testers. Preferably players who are on every other day. Thanks :D
Progress Update (Recent ones first):
The game will be broken up into 3 chapters.
Using knife will cost stamina.
Main UI is now a bit smaller.
Enemies will make freaky sounds when they attack/unburrow.
When being attacked, red cracks will appear on your screen.
Ah, thanks. I had to change the "Count Upgrade Stalker - Blink Completed" requirement to "Or" then add 2 requirements under that, one of which is "Count Behavior Completed At Unit."
I want 1 stalker to be able to blink while others can't, because the player hasn't researched blink yet. I'm guessing this can be done w/ a behavior, but idk how to do it. Thanks.
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Needs more players. That is all.
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Thanks for all the help. I finally figured it out.
Here is how I did it for anyone who also needs it.
Moving default SC2 Chatbox to lower left corner:
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@Enexy: Go
Ok I pasted the exact codes you wrote into the SC2Layout file and put it into my map. Nothing happened.
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@Enexy: Go
Anchors? Sorry I'm not familiar with specific terms.
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@Enexy: Go
That is a nice tutorial, but not what I need.
I need to move the SC2 chatbox.
It seems simple enough. Does anyone have a layout file for it?
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@Helral: Go
How do I move the chatbox to the lower left corner?
I need a step-by-step explanation. I won't know what to do if I just get a list of codes.
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@Helral: Go
I need to move the chatbox to the lower left corner.
I have no idea how to do it.
I read Helral's tutorial on layout files, but that got me even more confused.
I have no idea beyond downloading the files and sticking them into my map.
What is the SC2Layout structure thing? And what am I suppose to do with it?
And how do I "create" a sc2layout file? I didn't see that in the tutorial.
I really need a step-by-step explanation on how to move the chatbox.
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The most bizarre thing happened on the editor today.
1. I made an Observer's movement speed 99.
2. I made its turning rate 999.
3. I made its acceleration 999.
Now, it should move instantly to wherever I order it right?
No, it circles the entire map and never reaches the location.
I tried it with other air units. The same thing happened. They all try to circle around something in order to reach the location, but since they have 99 speed, they circle around the whole map.
Now, I set the speed to 10, and they make small circling arcs before reaching the location.
They never turn around instantly and move there. Is this a glitch?
0
@SouLCarveRR: Go
Your SC2 ID and #?
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@A1win: Go
That zergling is the first enemy you see in the game, so it's going to run straight at you. Later on enemies will appear from all directions to ambush you, like that hydra. Some even come from the sky, no spoilers lol. I agree the UI does seem to be too big, I'll try to change that.
As for the controls, I can't fix that, and you can't expect them to be flawless like a real FPS game. The degree of tolerance also differs between people. Like you said, you almost quit Skyrim just because it had awkward controls. But some people overlook that because Skyrim is a good game.
The amount of players for co-op is still up for debate. I want to have some sort of teamwork. But it doesn't need to be 4 players. I might make it 2 or 3 players. Because you will be forced to split up in certain places. The first 30 minutes of the game actually requires you to go in two different directions. Then you have to meet with your team and report what you've seen. Some parts you have to go in alone, some you don't. Imagine yourself cornered up against a door, waiting for your teammate on the other side to open it while swarms of enemies are coming at you. In a boss battle, you will have to distract the towering behemoth while your teammate plants the bombs in order to kill it. The co-op is part of the experience. It also increases replay value.
I know all this sounds more action than horror, but I'm just trying to create something unique. Having stuff jump out at you gets old pretty fast, even in single player.
0
Death Depot has been released! So go play it!
Features:
I was inspired after seeing malu05's Project Vector. I'm not that skillful with the editor, but I think this would be a pretty fun map. As a survival horror game, you have to play it slow and steady, so the key-detection lag won't be that important.
I'm currently in need of testers. Preferably players who are on every other day. Thanks :D
Progress Update (Recent ones first):
0
@StragusMapster: Go
Ah, thanks. I had to change the "Count Upgrade Stalker - Blink Completed" requirement to "Or" then add 2 requirements under that, one of which is "Count Behavior Completed At Unit."
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I want 1 stalker to be able to blink while others can't, because the player hasn't researched blink yet. I'm guessing this can be done w/ a behavior, but idk how to do it. Thanks.
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@StragusMapster: Go
Thanks a lot. I set the forward to X: 1.0 Y: 0.0 Z: 0.0. Works perfectly.
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@StragusMapster: Go Nvm I figured it out. Thanks.
Now I have another problem. The monorail model is not facing the same angle the unit is facing. So it travels sideways.