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    posted a message on Smashcraft - Custom Game Commentary

    @ApolloStarcaft: Go

    Yeah I saw the score screen, which was also awesome.

    But I mean like something to track your total lifetime wins, losses, kills, kdr, etc.

    Posted in: Map Review
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    posted a message on Smashcraft - Custom Game Commentary

    @ApolloStarcaft: Go

    I played this game last night, and I have to say, well done.

    It's a very well made game and I enjoyed playing it. I can't wait for additional features and arenas, etc.

    My biggest suggestion is that you put in a system to track the long term statistics because that would give it some more replay value.

    Posted in: Map Review
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    posted a message on This is so not Starcraft, but advice from peers would be nice!

    There is some very good advice in this thread. Here's a little something extra:

    Girls are not worth wasting your time on. Sometimes they are a nice distraction, but what's really important is focusing on the things you like to do and improving yourself. Being the best you can be will make you far happier than the occasional blowjob. Not to mention high-school, lovey-dovey, relationships often result in a mutually clingy existence where you ignore the rest of the world, and then when they end (often spectacularly dramatically), you realize how stupid you've been. Just be yourself, be the best you can be, and by the time you turn 18 the girls will be all over you and you can pick and choose at your leisure.

    Not to say I doubt your feelings or anything, but if you love this girl and she goes off and dates someone else, then she is in no way worth it. Don't throw everything - or anything, away for some girl who doesn't realize what she has. There will be others and then others after them. The key is not to care about every female that bats her eyelashes at you, but just be aware and take what comes along the way when it comes.

    Posted in: Off-Topic
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    posted a message on Noob at Model Importing, etc.

    It's been solved. It was the peasant worker model posted in a thread a few months ago. I PM'd the uploader and he re-uploaded a working model. It works fine now! So it wasn't my fault afterall haha.

    Here's the thread if you are interested:

    http://forums.sc2mapster.com/development/artist-tavern/requests/14274-request-kodo-and-worker/

    Posted in: Artist Tavern
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    posted a message on Noob at Model Importing, etc.

    Can someone please help me with this? Someone must know...

    I imported the texture first I then imported the model I tried doing it in a test map - same problem; sphere. This is seriously bugging me.

    Posted in: Artist Tavern
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    posted a message on Noob at Model Importing, etc.

    I'm trying to import one of the models I found on this site to my map. I used the importer, imported the .m3 file and the .tga file no problems.

    The texture shows up in the previewer, the model does not. Probly some error I have made.

    Where do I go from here? How do I get the things I've imported to appear in the data editor so I can make a unit out of them?

    Sorry if this is stupidly easy, I've never done it before and would rather get help than spending hours trying to figure it out.

    Thanks.

    Ok, nvm, I figured out how to see it in the data editor. But it's the stupid sphere thing. Troubleshooting ideas?

    I think the problem might be where I unzipped the model files. I have them in a folder in My Downloads or whatever. Does this matter? Or do I have to move the files to some other folder before importing?

    Posted in: Artist Tavern
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    posted a message on Still Alive — Survival Exploration

    @A1win: Go

    A way to solve all characters being the same is that despite being able to unlock all perks at some point, only allow the player to select 2 or 3. You won't need to balance the map anymore because all the perks should balance each other out and should only make certain aspects of the game easier while making others harder. They're basically there so that a player can choose his preferences. I think the key is to give a lot of options, but only a few selections.

    Posted in: Project Workplace
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    posted a message on Still Alive — Survival Exploration

    Just wanted to put my two cents in on this map:

    It's an amazing concept, and what you've accomplished and displayed here already is extremely impressive. I would play the hell out of this map.

    I agree about adding some kind of bank file and using stats, perks, or other attributes to make your character "unique" or better or something.

    Anyway, keep up the awesome work.

    Posted in: Project Workplace
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    posted a message on Creating a unit with not selection, and units can walk over.

    @TDici: Go

    Just do it with triggers

    Make target unit unselectable

    Posted in: Miscellaneous Development
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    posted a message on Looking to put together a Skilled Team

    @TMMagic: Go

    Ok, that works for me. Just hit me up if you need help with anything in particular. I can do triggers and abilities.

    Posted in: Team Recruitment
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    posted a message on Looking to put together a Skilled Team

    I want to try to make that ability you were talking about. Can you give me more details? What I'm mostly confused about is the pylon.

    The way I'm interpreting it is as this:

    Have a building (power generator) Give it an ability to power defensive towers and have it stack (what do you mean by power though?) Does the pylon actually do anything? or did you mean that the power generator would be built in a power field from a pylon (because that has nothing to do with the ability so I'm confused).

    Posted in: Team Recruitment
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    posted a message on [SOLVED]Trigger Help With Unit Attacking

    Try using unit is selected event instead of highlighted. If that is an event...

    Posted in: Triggers
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