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    posted a message on Locking Unit Selection

    Damn... so I tested more stuff. Apparently yes, you can still control an unselectable unit if it was already selected, but making a unit unselectable removes it from any control group.

    Posted in: Triggers
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    posted a message on Locking Unit Selection

    @peranzormal: Go

    Yeah I've tried that but the problem is I need the units to be unselectable through clicks but not other methods. Checking the unselectable flag makes it so that a unit can't be selected at all.

    I need to make it so that the units of any player are unselectable through clicks, but the units can still be selected by their owners through hotkey groups or triggers.

    But... does making a unit unselectable through a trigger not deselect the unit if the player already has it selected? That might how be it's done in Frontline... I'll have to test that once I get back to my editor.

    Posted in: Triggers
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    posted a message on Locking Unit Selection

    I was wondering how you can lock unit selections. Specifically, what I want to try is this:

    1. Make units not selectable through clicking, yet still have all units be selectable through triggers or unit groups. 2. Have all units still be clickable for the use in triggers, but not selected when they're clicked.

    The game Frontline has a system similar to, or maybe exactly, what I need. It's weird because although the single rpg unit seems selected, a green selection circle does not highlight around it. At first I thought it was a dummy unit relaying orders to the active unit through triggers like a remote control, but I don't think that's the case anymore... though it might be.

    Posted in: Triggers
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    posted a message on [Video] Master Commander - Tactical TBS

    @Stealthsam: Go

    Yeah I haven't thought about the UI for a while... The video in this post was on the smallest resolution so it does look more cluttered in this one. But other than that, you're impressions are good.

    I think I'm going to get rid of the Display Range button/function. It hasn't seemed to be of much use. I'm also going to get rid of the Hero Panel above the command card because it just sticks out there when it's not the player's turn and you get much more information just by holding Alt and looking at the field. The End Turn button is big because I wanted it to be easily pressable, but I think I will tidy up the top right of the screen somehow. I'll probably get rid of the title for the normal time.. and just have the countdown in a box right beside the End Turn button...

    The 1.0 version was released about a week ago, but I am going to continuously be making improvements and updates new classes, battlefields, features, etc, so critical feedback is always appreciated. Thanks!

    About your clan, Stealthsam. I'm not sure how wide of a population this game will appeal to, but it will definitely appeal to those looking for a good competitive and thoughtful game. So if you show it to your clan or anyone, that would be great.

    Posted in: Project Workplace
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    posted a message on [Video] Master Commander - Tactical TBS

    Master Commander is an exercise in testing a new style of gameplay's viability on B.net (actually played by a large amount of people). MC is a 1v1 turn-based strategy game inspired by Final Fantasy Tactics (PS1), in which each player commands a group of rpg-archetype unit classes to out-strategize and eliminate his opponent. My purpose for releasing it now is to test whether it will sink into the dark, cold depths of B.net 2.0 or swim and be worthy of continued development.

    GAMEPLAY

    When the game begins, players choose a battlefield, a headquarters (Nexus or Hive), and desired turn duration limits. They then choose 5 or 6 units (depending on the selected battlefield) out of currently 14 different classes and battle it out, last-man-standing style.

    The pace is governed by a turn system which picks a unit to be activated for a turn 1 by 1. During each turn, a unit can move on the battlefield according to its move stat and can perform 1-3 actions. Each class currently has at least 6 abilities to choose from (eventually each will have at least 8). When a player ends his turn, the system moves on to the next unit on the turn list, which is continuously updated on the top left of the screen.

    Turn durations in a match currently range from 20-40 seconds. To incentivize faster turns, each player has Reserved Time that builds up whenever the player ends his/her turn early. If a turn is ended early enough, a fraction of the remaining time is saved into Reserved Time for later use when a player may need to put more thought into the moves he/she is about to make.

    Throughout a battle, players will gain minerals at their headquarters. Minerals can be used for stronger than normal class abilities usually bound to the G hotkey or on abilities activated at the chosen headquarter, either Hive or Nexus. Some HQ abilities can be used at any time, while others can only be used when the player controls the active unit.

    GENERAL QUALITIES

    The goal with the map is for it to be a new type of game that can be nice and relaxed or intense and competitive. It has been designed with a good amount of depth to its gameplay (so I have been told) and is tailored to appeal to both casual and hardcore gamers alike. It focuses on intelligent tactical decision-making, with a quick thinking element introduced with faster turn durations. Although there is always more balance work to do, it is currently very well balanced.

    Master Commander has been fully released on the North American server. If successful, uploads onto other regional servers will follow. It will be continuously updated for balancing, improved animations, improved terrain, new abilities, new classes (eventually 25+), new battlefields (eventually 6+), and other miscellaneous features.

    Thanks!

    Posted in: Project Workplace
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    posted a message on CRC - THE Card Game
    Quote:

    Actually lack of deck building is upside, otherwise map's idea would be out of the window. It is card game made to fit RTS style gameplay instead TBS.

    Needing and wanting are two separate things. This map's idea is not to build more overpowered deck than your enemy instead using proper counters and more.

    Second, WCIII didn't have dialog system to do such cool looking cards what hog up space thanks to Blizzard's format of choice (DDS images). Other thing is that we barely have models etc compared to WCIII to do multiple pre-defined decks like that.

    These are bad ideas to have if you want to make your map as good as it can be. Just because SC2 is an RTS game does not mean the custom maps are better off being more of an RTS style. I know this personally, and you will probably see soon.

    Lack of deck-building is not an upside in a card game. In actual card games that is always half of the enjoyment of playing, otherwise you would just play board games.

    Scrap the cool looking cards. If they are taking up development time or otherwise negatively impacting gameplay (like not making it so players can build their own decks), then it's not worth it. Game developers nowadays need to learn that graphics and neat looking animations DON'T make a game.

    A while ago I liked your game for several days and figured out all the styles of play but got bored of it because it was always just the same thing.

    Posted in: Map Review
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    posted a message on [Video] Master Commander Release and Tutorial

    @VelRaFAS: Go

    Sure. When I'm on I'll usually be in the Master Commander channel or the Looking for Custom Games channel 1. If you're looking for someone to play with I recommend asking in the LFCG channel 1. I want some feedback from players playing vs other new players and see how their experience is. If you see me on though, hit me up.

    Ah, you made Snipers 2.0. I haven't played it yet but I did like VTEC Paintball back in BW, I don't know if it's the same. I joined the lobby for a bit once but no one was in. I'd like to play yours as well.

    Oh, my alias is Hubris in game.

    Ooh... how do I attach my map to my account and go from a regular shmoe to an author? O.o

    Posted in: Map Feedback
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    posted a message on [Video] Master Commander Release and Tutorial

    I just announced my first map, Master Commander, with a long as hell post back on the SC2 forums Posted Here.

    I'll spare you the incredible wall of text and just link the .

    Gameplay Video:

    Looking for players and feedback and perhaps requesting a video post on the main sc2mapster page which I don't know how to do yet because I'm finally going to bed!

    Hope you like it... peace!

    Posted in: Map Feedback
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    posted a message on Spinning units

    Is there a way to make a unit spin in data? I want to make a cute little special effect. Not totally important. Just wondering if it can be done smoothly somehow.

    Posted in: Data
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    posted a message on Problems Tinting an Actor

    @Zetal: Go

    To tint the explosion actor you just go into Events+

    Event: Actor Creation Action: Set Tint Color

    It's pretty simple.

    Posted in: Data
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    posted a message on [Solved] If more than 5 exist, kill 1

    Think I figured out a pure Data solution that might work. Create a Search effect on the ability with an area of 500 (maximum map range). Create a Set effect for the Search effect. Have 2 effects within the set. 1. Apply behavior that applies a dummy behavior that stacks up to 4 times. 2. A damage effect with "Kill" checked in the Flags.

    Here's the important part. On either the search or the set or 2 individual effects, create a validator that checks the type of unit. I don't have the editor in front of me, but I think you can do it several ways, like either checking the actual unit type or maybe some kind of unique attribute that only it has in the entire game. But stick that validator in somewhere so the search does not choose any other type of unit. In the search filters, check only Player, and you could perhaps require the specific attribute your unit has here, rather than making the validator.

    Next you would make a second validator and put it on the Damage Effect that kills the unit. Make it a behavior count validator, and make it check that the target unit of the search has (4 =< stack count of dummy behavior).

    Sorry I don't have all the specifics in here, but this method should work.

    Posted in: Data
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    posted a message on 2 novice terrainer questions

    @Monictor: Go

    Figured out my first question... answer is in Map Textures. Still don't know how to Tint things in the editor. I have tried to find something in Events+ that would show tints when something is created in the editor, but couldn't find anything. Though I remembered seeing something that had to do with the editor before.

    Posted in: Terrain
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    posted a message on 2 novice terrainer questions

    So in making my own custom tile set, I have switched around several textures to see how they look. I only have 4 in at the moment, but now whenever I try to add in new textures, placing them on the terrain isn't working at all, even when I save and restart the map/editor. I noticed that one texture I had taken out remained in the map before, so I'm wondering if when you take textures out, they can still linger around and take up one of your maximum of 8. So now I can't add any new textures. How do I fix this?

    One other thing... I am trying to tint the colors of some doodads, mostly crystals. However, when I copy doodads as new ones with their colors tinted, the color isn't changing while in the editor. This is an obvious problem in putting together the scenery. How do I alter colors of doodads to show up in the editor as it does in game?

    Thanks for any help.

    Posted in: Terrain
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    posted a message on Disabling Dialog Items T_T

    @Starscr3am: Go

    Quote:

    But for some reason, Blizzard decided to put COMPLETELY different functions for things regarding dialogs, therefore I don't have the "Triggering Player" function -.-. I only have Active Players, All Players, Objective Players and other completely useless functions for my case.

    I think you have to use "Convert Player to Player Group"

    Posted in: Triggers
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    posted a message on Ability cast from turret and beam impact site

    No replies eh? I shelved it for a little bit, but I'm thinking the random angles on the hellion flameflower are somehow naturally part of the model... It might be the angle I am trying to fire from. The hellion's model in my custom game is increased... so the Weapon's Z coordinate is higher than normal... so it points downwards when an effect impacts... but I still have no idea how to make the turret's yaw rotate to face the target.

    Posted in: Data
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