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    posted a message on Is there a way to change the sound effect when you click on a dialog button?

    I'm creating a warcraft map and it doesn't fit the theme. would be nice to have different sounds depending on the button too

    Posted in: Audio Development
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    posted a message on How might I create a harvest ability for a custom resource with a set of looped instructions?

    I think it's more that I'm a bit confused on the order of the effects and their names, but let me explain how I understand it so far:

     

    if I have the 'Show Explain Link' window open, I see a tree of behaviours and effects, I assume that this list shows the list of directions given to the marine and the factory?

    1. The first named '1testresourceminemasterbuff' is applied to the marine if it right clicks the terrazine harvester.
    2. when the marine has that behaviour, it is given the effect '1testforwardminesearch', which compels it to look for a mine within it's vicinity.

    is this correct?

    Posted in: Data
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    posted a message on How might I create a harvest ability for a custom resource with a set of looped instructions?

    Hi Dr, I'm a bit confused about how all this works, can you explain?

    Posted in: Data
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    posted a message on How might I create a harvest ability for a custom resource with a set of looped instructions?

    thanks Dr, I've checked out the map and it's very interesting. is there a way to use a custom, hidden variable instead of shields and energy? 

    Posted in: Data
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    posted a message on How might I create a harvest ability for a custom resource with a set of looped instructions?

    Hi everyone, I have this map where I'd like to recreate the farm system from age of empires. so essentially, the worker unit builds a farm, then if you select the worker and right click on the farm, he harvests it like a mineral field, returning 8 food resource items with each return.  how might this be possible? sorry if I don't understand at first, the galaxy editor still confuses me

    Posted in: Data
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    posted a message on Larva like units which keep their stats

    http://i.imgur.com/Jh5ZndC.jpg

    Hi everyone. I have this map where I'd like to have a keep with a campfire in front of it. it functions very similarly to a hatchery in that peasants (like larva) congregate in front of the building, and can be selected and transformed into footmen.

    The thing is, I'd like to have it so that these peasants have stats (strength, agility and intelligence of random proportions) which you can look at before you decide which one you would like to turn into a footman. once you decide, the footman should have the stats of the chosen peasant.

    in addition (though this is a future goal) I'd like to have it so that the peasants have different features (like hair color, face shape etc, essentially different models) but are basically the same unit (kind of like what dark templars are like). however, that appearance should continue onto when they become a footman.

    could anyone guide me through how I could accomplish these goals?

    Posted in: Data
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    posted a message on Changing the ui for selected units

    Hi Everyone, I'm creating this complex rts where each unit is capable of carrying an item. I'd like to have it so that if you select a group of units, you will see their portraits, and their items icons right below those portraits, a bit like this:

    http://i.imgur.com/VBxctbE.jpg

    The map also has a marketplace, which is a building with 4 items. I'd like to make it so that in the place of the units statistics panel, you will see a picture of a goblin with his arms outstretched above the 4 items. I'm not worried about the image for the goblin, but I don't know how to make the ui function this way.

    http://i.imgur.com/xT2GoEh.jpg

    I know this is a lot to ask for, but I'm very new to the galaxy editor and I would really appreciate it if someone could guide me through modifying the ui in such a manor.

    Posted in: UI Development
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    posted a message on UI editor and Data specialist needed

    Hi Everyone, I am working on a map which I could best describe as warcraft 3 with more complexity and randomness, a tonne more content and a light touch of 4x.

    I have been watching northern lion for some time and I am inspired by the way that binding of isaac players are thrown into situations where they have to extract the most value from each event. I feel like a similar system could benefit warcraft 3, where (in my opinion) a lot of matches are quite similar, and players have deducted the most efficient play-style with little resistance. again, this is all subjective, but I think there is something there.

    at the same time I am also inspired by the work done on dwarf fortress, especially how events are created in complicated ways which always keep a player on their toes.

    The idea

    my idea is a game called the Guild, named such because the focus is on small guilds forming nations. it works like this; the population cap is even lower than warcraft 3, but units have their own special conditions which separate them from one another. you choose your hero unit at the beginning of the game, and it decides on your ruler. for example, picking a paladin would give you a human set of units to use, with a focus on defensiveness. picking the bloodmage would give you a set of elven units and so on. your 'hero' does not participate in battles, but rather stays in your 'keep' and symbolises your governing style. people appear outside of your keep, near a campfire, 3 at a time, similar to the hatchery from starcraft. each has it's own strength, agility and intelligence and can equip one item. in addition to this, they have their own 'traits' which can affect their combat or peacetime abilities. if you pick one, he will become part of your militia and take up supply. supply is given by your guild's notoriety, which (as of writing) is decided by what you have accomplished so far. Units can have their stats boosted in peace by doing certain tasks. constructing buildings and mining minerals or chopping wood can increase a unit's strength, whereas deciphering a tome from a recent dungeon to unlock a spell can increase a unit's intelligence.

    What I can do

    I am a designer, and an artist. I enjoy creating models and I think that warcraft 3 has it's own look and feel which can be extended quite enjoyably. in addition, I have worked in creative agencies on GUIs before, and would be happy to plan them out and create their look and feel. I live in South Africa, which is one hour behind the UK in terms of time, and I work freelance so I am able to be contacted whenever.

    What I need

    I need two team mates to help out, someone who can create UIs in the galaxy editor, and someone who can create complicated spells and behaviours in the data editor.

    Don't be intimidated, I will accept any skill level provided you are willing to learn.

    if this interests you, please let me know.

    Posted in: Team Recruitment
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    posted a message on Is is possible to make buildable cliffs?

    Hi DrSuperEvil, here is where I am atm:

    http://imgur.com/bBSJVuh

    I have the 'Wall' unit, which is the model for the wall itself. in the walls' events, I planned to attach all 8 region actors, to sense other walls at cardinal directions around the initial wall. to this end, I set the 'ActorCreation' event to create the 'RegionSense' actors, which are of the actor type 'Region'. I don't know how to create them with an offset, or for that matter how to make more than 1. I'm actually not sure if the region actors are being made at all, when does 'ActorCreation' fire? I have a QueryResponse actor set up, though I am not sure where to add it.

    Posted in: Data
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    posted a message on Is is possible to make buildable cliffs?

    ok cool, do query persistent actions cause lag if you have to many of them? in my mind I imagine them making calls every frame

    Posted in: Data
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    posted a message on Is is possible to make buildable cliffs?

    How does one create region actors from the unit actor? is that through an event? on creation or something? would the regions do their checks through events as well?

    Posted in: Data
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    posted a message on Is is possible to make buildable cliffs?

    Ok.. I think I've wrapped my head around this. Sorry for my tardiness, but I'm very new to the galaxy editor and it sometimes gives me a headache, though I am determined to learn it.

    This is how I perceive it, is this correct? (please excuse my terrible hand writing)

    Sketches

    Posted in: Data
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    posted a message on Is is possible to make buildable cliffs?

    Thanks so much for your help Doctor, I'll have a look at this later this evening and post my results here.

    Posted in: Data
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    posted a message on Is is possible to make buildable cliffs?

    Hi DrSuperEvil, I'm sorry to do this, but I'm pretty confused about your response to the last question, I managed to make an actor with a signal event but I only got that far, it's quite overwhelming. could you break down your instructions a bit? sorry about the hassle

    Posted in: Data
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    posted a message on Is is possible to make buildable cliffs?

    DrSuperEvil would those solutions work for buildings that get constructed by the player or would they only work on buildings placed in the editor?

    Posted in: Data
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