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    posted a message on Switching from Space to non-space cliffs/tiles, Lower-level terrain problem

    @Mozared: Go

    @Exaken: Go

    I got it by changing the tilsets and then showing terrain cells on all that used to be space.
    Thanks!

    Posted in: Terrain
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    posted a message on Switching from Space to non-space cliffs/tiles, Lower-level terrain problem

    @Mozared: Go

    I have yet to switch my tileset, but I switched the cliff type.
    Should I change the tilesets too? I thought it would be a cliff related problem

    Posted in: Terrain
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    posted a message on Switching from Space to non-space cliffs/tiles, Lower-level terrain problem

    Hey all,
    Out of curiosity I was going to reterrain my map with a different cliff type and tilesets, but keep the actual terrain made.

    I switched the cliff textures to the one I wanted and added in fog.

    The problem that is occuring is that right now the lowest level is still space, which makes the cliff tilsets look very choppy.
    I would like to make the space turn into solid ground of the new cliff type I chose, so that the fog works correctly.

    Is there a way to do this by chance?
    Much appreciated

    Posted in: Terrain
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    posted a message on Efficient Data Storage Method?

    @Ahli634: Go

    My map is very script intensive, but I have no idea how close I am to pushing the limits. Probably and hopefully far away.
    Are there any known limits for script size or general rules of thumb on things not to surpass?

    @FuzzYD: Go

    I'm not sure what user types data is? Is there a tutorial for it by chance?
    And can the triggers read from it once it has been set?

    Posted in: Triggers
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    posted a message on Efficient Data Storage Method?

    Hey all,
    I'm about to embark on creating a lot of trigger-based upgrades.
    These upgrades will be chosen via dialogs.

    The first part of my question is, how should I store each players chosen upgrades. There's going to be quite a few.
    Having global integer arrays for every upgrade relating back to the player seems like the straight-forward method, but is there a better way?

    Let's say there's around 100 upgrades per player with max 8 players. Does it even matter, maybe these numbers are too small to effect performance?
    And no these aren't going to be put into banks afterwards lol

    Thanks all

    Posted in: Triggers
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    posted a message on The Texture Shop (request icons and textures)

    Hey all,
    Not sure if this is still going on, but I'm looking for additional terran units that go along the lines of marine, marauder, firebat, etc. (humanoid)
    And the medic unit is great, it's just too medic'ish.
    Could someone do a recoloring of the medic to make it look darker and less like a healer, more of a fighter like the marauder/marine.
    Much appreciated!

    Posted in: Art Assets
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    posted a message on Trouble with Triggered Morph and Unit Commands

    I tried issueing a 'stop' command right before the more issue, but it doesn't change anything sadly.
    is there a way to actually clear commands/command queue?

    Posted in: Miscellaneous Development
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    posted a message on Trouble with Triggered Morph and Unit Commands

    Hey all!
    So I'm working on some abilities and having trouble with this one.
    Basically the unit triggers an event that causes the unit to morph.
    Except every so often the morph doesn't happen correctly. This usually occurs when it appears that the unit is given a command very close to when the morph is triggered. The unit then does the issued command for about a second then the morph.
    The problem is that right after the first morph a second morph is issued (not RIGHT after, but roughly between 0-2 seconds.)
    It seems like the first morph is taking place too late due to issued commands and canceling out the second morph.

    This seemed like a data problem, but has some triggering that could be at fault. And the resolution could be either.

    So is there anyway to make it so these morphs can both occur, and that issued commands either don't happen. Perhaps there's some data settings for the morphs? Or a trigger action that will allow only the morph to happen after the trigger is triggered?

    All help is greatly appreciated!

    Posted in: Miscellaneous Development
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    posted a message on More Terrain Levels?

    D: This is deperessing. Yeah, wc3 had many more cliff levels.

    A long long time ago I saw a tool on some sc2 site, I forget the name but the description was "More cliff levels" or something. It had no comments, or a way to use it. Can't find it now.

    Posted in: Terrain
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    posted a message on [ Murderous ] -- Team Recruitment (Videos Inc.)

    @Fullachain: Go

    Well I overhauled the physics engine so it works more accurately and looks better.
    Also made more mini-components to it, including reflections and chains.
    Mostly I've been working on a game mode for it called Infection. Basically a player or two starts out as a zerg class and has to kill off the terran. Killed terran become infected and help. The Infection also have the ability to spread creep. The creep slows terran movement down and periodically spawns little infestations from the ground when they walk on it. It's a fun not-so-serious mode for the game.

    Honestly, I want the team vs. team component of this game to be spot on so I'm perfecting the system and my map making abilities (lol) with these other modes.
    I'll most likely start working on another mode which will be FFA and accompany that with each class having a multitude of weapons to choose from. Then the item choices, then the upgrades and tech tree.
    I also redid the dialogs to look much better. Including a leaderboard.

    If you have any ideas on abilities/weapons definitely post them.

    Still looking for a data editor, although I'm learning it pretty quick.

    Posted in: Team Recruitment
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    posted a message on More Terrain Levels?

    Hey all, Is there a way to get more than 4 terrain levels with the same cliff? Much appreciated

    Posted in: Terrain
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    posted a message on (Solved) Periodic Behavior While on Creep

    Got it!
    Thanks so much

    Posted in: Data
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    posted a message on (Solved) Periodic Behavior While on Creep

    Hey all,
    I'm trying to make a behavior/effect that works only while you're on creep.
    Periodically (as long as you're on creep) it has an effect (blank effect that's used to trigger triggers)
    I'm trying to use the requirement: on creep, but it just isn't working. I think it has something to do with either the requirement, or the periodic part of the buff.
    Anyways it isn't working:(

    I also changed the on creep requirement to work with the race i'm trying to target. The creep I'm testing on is made by the editor, I don't know if that matters?
    Much appreciated guys

    Posted in: Data
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    posted a message on Getting Units On Creep

    Hey all,
    edit:
    ended up figuring it out that through an event with effects/behaviors that this can be triggered.

    Much appreciated

    Posted in: Triggers
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    posted a message on (Solved) How to make the visual part of explosions and abilities?

    I got it! Well, not the way I wanted to though haha.

    I looked up the linkage and it was under Death Effects with the model?
    Anyways I couldn't find it so I just deleted the model and made a new one.

    Thanks!

    Posted in: Data
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