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    posted a message on Cloaking

    Hey ive hit a dead end in my tps map: is there a way that a unit is flagged as cloaked, as in npcs can't automatically detect it, but that the enemy players (their hero) its just almost transparent (not a blur type thing, more solid)? Thanks in advance!

    Posted in: Data
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    posted a message on Top Down Shooter- Gimme your ideas!! (video demo)

    @zeldarules28: Go

    The radar could reduce the amount of reinforcements sent in ... and in game chat ;)

    Posted in: Project Workplace
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    posted a message on Top Down Shooter- Gimme your ideas!! (video demo)

    @zeldarules28: Go

    On one of the floors you can implement a control room full of computer doodads which can allow you to see the progress in the game (units killed, buildings destroyed, that sort of junk) and a screen allowing you to see the entire map from a "satellite" or something. I dunno just throwing out random ideas

    Posted in: Project Workplace
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    posted a message on Top Down Shooter- Gimme your ideas!! (video demo)

    @zeldarules28: Go

    But thats just for the dominion right? What im saying is to add a way for the rebels to sabotage the dominion, but not a complete destruction, more like a hinder to give the rebels a better chance at winning. For example, what i implimented in my map, like building a psi disrupter which calls down zerg which attack everything in sight, for a certain time or until it is destroyed

    Posted in: Project Workplace
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    posted a message on Top Down Shooter- Gimme your ideas!! (video demo)

    @zeldarules28: Go

    dude... awesome trailer... im personally making a third person shooter tosh v nova (spectres vs ghosts with some other units) thats about 1/5 finished, just triggers and dialogs and stuff... anyways give ghosts to the dominion and spectres to the rebels, since in the campaign the dominion wasn't really nice to the spectres, or so i thought.
    You'll need to give the rebels other things to do than just sit at the base entrance spamming the attack button. Add certain points that give bonuses like a mine to get more minerals per minute (or whatever currency system your using) or nuke silos (make it harder to obtain though)
    Also add places where you can infiltrate and sabotage the dominion somewhat.
    This way players use different strategies every time, allowing for a better replayability

    Edit: Just read through your link, and realized some of what i said is redundant. My apologies. But make some control points (silo, mine) outside of the rebel base which grants bonuses. Also, allow the players to enter in some vehicles like tanks and thors

    Posted in: Project Workplace
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    posted a message on TPS terrain

    @Reaper872: Go

    (the easy way) There's a rather awesome tps engine posted on this forum. Just open his mutliplayer test map and copy paste all his triggers onto your map, and voila.

    http://forums.sc2mapster.com/resources/trigger-libraries/7277-third-person-shooter-tps-engine-download-if-you-need/

    Posted in: Terrain
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    posted a message on Tunnels

    Hey, how would i go about creating an ability, in which a group of miners start "digging" at a source point, and finish at an end point. In short what i need help with is how would i make the cost and time increase depending on the distance between the entrance and exit, but that if more miners are set to work on a tunnel the time it takes will decrease. A trigger solution would work just as fine

    Posted in: Data
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    posted a message on TPS terrain

    Depends on the theme of your tps. In general you want either a jungle (Bel'Shir), forest (Haven), or space sci-fi (Castanar). If using trees enlarge and space them out, and keep them in theme. And make good use of the fog doodads since they can look really good in the forests. For the jungle add some small temple ruins here and there, almost randomly. For a space you can do it more symmetrical but use man made cliffs as walls of sorts. In general just select a texture set, then use mostly the doodads pertaining to that texture sets.

    Posted in: Terrain
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    posted a message on A riddle

    The Dragon dies and the knight lives: Knight drinks well 1 water prior to the trade, and gives normal water to the dragon. Dragon drinks six to cure himself but dies since he hadnt been poisoned

    Posted in: Off-Topic
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    posted a message on Headshot... and grenades

    For my third person shooter map i'm currently working on, I thought itd be more realistic if i included "vital" points, or in other words, you shoot a dude's head and he immediately dies, or something like that (this would work great for this sniper level thing i have) but i'm not sure how to implement this.
    Additionally, i just need to know if its possible to create a grenade system as in you launch a grenade in an arc, which flies a certain amount depending on your viewing angle (exactly like the call of duty grenades) thanks in advance!

    Posted in: Triggers
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    posted a message on Map Ideas Thread

    I kind of got bored making this so i'll just pass it on to whoever wants it (its a lil messy but still workable). Basically its 3rd person map 4v4 similar to guild wars - jade quarry. You capture certain points then a collector comes and gathers minerals, and the one who gathers 2000 minerals first wins. Theres a center high yield and 4 other normal minerals. There are 6 classes to choose from, 4 which are completely completed... Any ways just use this map as you want, or don't use it. Good luck!

    Posted in: Map Suggestions/Requests
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    posted a message on Tutorial Request
    Quote from Davdav2: Go

    I want to know how to see a UNIT's animations in the previewer

    agreed

    Posted in: Tutorials
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    posted a message on A few general Questions

    @EphemeralNight: Go

    Time start is the cooldown on unit creation (like the corrupter's corruption ability). Time use is cooldown on ability use (like 90 percent of all abilitis

    1. Go to the actor tab, search for your unit, select the actor for your unit. Scroll down to Events +, double click it. Right near the bottom (anywhere else works fine, but i personnaly find the bottom being cleaner for adding events in case you want to modify stuff later on) click add event...

    Msg Type: Actor Creation Source Name: [Your Unit] (You can leave this field as Any and itll work just as well) Sub Name : Any

    Now go to the action right below the event (should say "action impact" by default) and modify the following:
    Target : (leave blank)
    Msg Type : Set Tint Color (the normal one, not local)

    Fields should appear right below, i'll explain them:
    Color : this does exactly what it says, it changes the color. You'll notice the HDR multiplier on the right which can change the lighting (lower it is, darker the unit)
    Blend in duration : You can leave this at 0. All it is is the time it takes for the unit to change color. Leaving it 0 will make it instantaneous.
    Blend Type : This is the way the unit changes color. One shot makes it change color once. Bounce will make the unit alternate from its default color to your set color back and forth. Cycle will change the color back to default one it attains your set color.
    Label and Priority : I haven't messed around with these fields, but leave them as they are and they wont screw your unit.

    Pretty much the only field you'll modify is the Color, just leave the others on their default setting

    Posted in: Data
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    posted a message on Stalker Blink

    @Kueken531: Go

    I'm going for a data only solution. Thanks!

    Posted in: Data
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    posted a message on Stalker Blink

    How can I make it so the stalker blink teleports the stalker near a unit with random distance offset? I have absolutely no idea

    Posted in: Data
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