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    posted a message on Two Drakken Laser issues

    I'm trying to use a scaled down version of the drakken laser as a base defense in my map. So far I've fixed everything except -Hero Portrait/Icon that shows up on the side of the screen and tells me to hit an F key to select a drakken laser. -also that it doesn't decay/disappear after it's death. Leaves it's platform to be built over and glitch up graphics.

    Can someone please tell me how to get rid of these?

    Posted in: Data
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    posted a message on Make research buttons disappear after clicked?

    Sorta glad I don't make maps for the community. I so fail. Couldn't figure out how to attach requirements, so ended up having each campaign research set on one charge.

    Posted in: Data
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    posted a message on Make research buttons disappear after clicked?

    I'm adding most of the campaign research back into a map I'm working on. Never made research buttons before. Basically in game they don't disappear after being clicked like the regular research buttons. Looked through the two research tutorials and couldn't find an answer so I'm asking anyone for help please and thanks.

    Posted in: Data
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    posted a message on Using Speedwheeler as mobile bunker/diamond back

    @BorgDragon: Go

    In weapon redirect? how do you add flags?

    Posted in: Data
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    posted a message on Using Speedwheeler as mobile bunker/diamond back

    I'm trying to figure out how to make the speedwheeler work correctly for how I want to use it. Basically I am using it for a speed upgrade and defensive upgrade for ground units. Loads up to two units (so marines can team up with a medic, or one larger unit that takes up two cargo spaces like marauder or firebat. I've so far have gotten that to work, plus stopped speedwheeler from running when attacked. Just fixed a problem where, while the unit's in the bike can attack out, the speedwheeler tends to want to get close to the enemy unless if I equip a weapon to it. Currently using a copied gauss rifle with 0 dmg so minimal visual but doesnt count in damage.

    Current issue: I'm trying to get it so it attacks/redirects attacks while moving. If it can't be done oh well but I'd like to know if anyone has messed with units attacking on the move. Thought I could do it by changing movement in weapons section "Weapons allowed movement>moving" but didn't work. Wont work when I do it for marauder either.

    Posted in: Data
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    posted a message on Research campaign Abilities?

    Currently building a mod to include stuff from the campaign and some of my own ideas. Can't seem to find campaign abilities or working behaviors for them. Please help.

    Posted in: Data
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    posted a message on Help with Making a Pylon Model=Mineral Pylon

    I wanted to make a mineral resource that better matched space maps much like the space station vespene model. I figured I could duplicate a pylon and give it blue mineral behaviors, and add industructable flag on it. But for some reason it wont copy over the actor/model. Help please?

    Posted in: Miscellaneous Development
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    posted a message on Map Just for Buds

    @DrSuperEvil: Go

    Found one community project #2 that looks like it is for development of new races in starcraft (Imagine all the WoW races lol) but not the tossatron. Do you have a link please?

    Posted in: Miscellaneous Development
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    posted a message on Map Just for Buds

    So I make simple maps for my buds. 4v4, 3 guys and 1 ai versus 4 other AIs. Mostly the strategy seems to be, defend as terrans until the enemy resources run out, then go in and clean up. Usually the maps include defendable bridges and such. Current map is an island, cliffs going up in cake layers and then going back down at the center. Lots of resources in the center but sure is not easy to defend. Current edits to buildings and units are as follows for most of the maps. -Fortress made to last longer: auto cast repair on itself, and serve as a bunker for marines, marauders, etc. -Supply depots are resource drop off points -Bunkers and missle turrets cast auto repair.

    I'm thinking about how I can edit protoss and zerg to get new bonuses like the above for terrans. So far the only thing I have is making protoss robotical units count as 0 population. Still debating the idea. While I tend to want to experiment with new gameplay styles and my buddies don't. I will say now that besides for basic edits, I'm not into the advanced map crafting (never messed with triggers. Just unit and building data). I am looking for suggestions for map, unit, and building edits, strategies to try (recently used resources as a fortress wall for a map. Worked out somewhat well), etc. that would be similar enough to what my buddies are used to but interesting for me to add. We mostly play terrans but I want to try using the other races. Much please and thanks for any suggestions.

    Posted in: Miscellaneous Development
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    posted a message on Fix-Planetary Fortress bunkered units firing out of cannons

    @ZombieZasz: Go

    Thanks, considering if or not I should put the effort in since it is a private map and I have other projects needing to be done. Thanks for the heads up.

    Posted in: Artist Tavern
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    posted a message on Fix-Planetary Fortress bunkered units firing out of cannons

    I made planetary fortresses have the ability to bunker units (marine, marauders, etc.) and those units fire out. Only problem is the firing animation for the units appear at the cannon barrels. Anyway I can change this to make it appear like the units are firing from the building windows? Thanks.

    Posted in: Artist Tavern
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    posted a message on Project Strife: Trust No One (Just Setting Up)

    As some of you know, some interesting things have been done with mapmaker. New gameplay styles, new units, etc.

    And as you all can probably tell, so far I've made no contribution save a few maps for me and my buddies to team up on. Lately I've been looking more into the map maker, things it can do and the like. One of the things I do when I'm learning something new is set up a project so I have a goal to pursue to learn what I need to. So after a long time of thinking I picked out a old favorite game of mine. "Strife: Trust no one" is an old FPS game done with the doom engine. One of the first FPS games to include roleplaying elements in which you accept mission, talk to people, buy stuff at the shops, and make choices for different endings. Now while having choices to change endings is impossible to do in map editor at this time, it is possible to do the rest of that.

    Those reminescient of the old game or getting interested from this and the two links below, I invite you all for your input into this project. I will be learning while I do it to take care of the most of it myself. But would gladly appreciate any help especially in the area of the graphics for the game. Also researchers and anyone with the original game disk who can pull resources (Ex. voice files and maps) would help greatly. Especially since I cant find any maps from the original game online. I only have the poster map for the main town area that came with the game. Also someone that can help out with the UI design please.

    Now I'm trying to make decisions on aspects of the conversion of this game over to SCII. Like should it be a 3rd person shooter where you can direct your guy around and he will automatically blast away. Plus you could direct the rebel troops during some missions. Or a full FPS? Where any other unit is AI controlled. Right now I wont be updating the game much from it's original besides bringing it over to the SCII engine. Any such changes (Adding new weapons, new concepts, etc.) will come after the initial project is finished.

    Right now this thread is purely a discussion on the project idea. If I could get some feedback, that would be great.

    Wikipedia entry for strife

    Doom Wiki Entry on Strife

    Posted in: Project Workplace
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