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    posted a message on Deselecting Units

    Is there a way to deselect the current target when a player clicks an empty space? Thank you.

    Posted in: Triggers
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    posted a message on Making a Unit Right-Clickable

    Ok, so Player 1 is enemy to Player 2. Player 1 doesn't have an attack command ability. Is there anyway to still allow Player 1 to right-click Player 2's units? Cause atm, it just issues a move order. at the location of the unit. Thank you.

    Posted in: Data
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    posted a message on [RPG] Void: Eternal Dusk

    @Enexy: Go

    Alright guys, here's a quick update on the project, don't have any screens or videos atm to show anything off.

    1. Working WASD movement, pretty fluent. Feels very comfortable and responsive with 1-2 player testing so far (need more friends to test with)
    2. Zealot character has some attack animations added that all contribute to his auto attack. These are all "simulated" attack animations, and not actual custom animations as to save file space. Some attack animations are as follows: Left hand attack, Right Hand attack, right hand big, Jab, thrust, double attack, spell cast, 2h strike. Currently trying to work out getting a simulated ranged attack.
    3. Combat system formulas are currently being changed/worked on constantly in order to try and maintain balance.
    4. Stat system is being changed from posted above.
    5. Tank tab is effectively 20% complete.

    Hope to keep you guys more posted with videos and screens! Thanks.

    Posted in: Project Workplace
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    posted a message on [Request] Civilian Custom Animations

    Hello all, I am currently in need of a civilian with a few more attack animations. Mainly one with his hand being raised straight up (as if shooting a firearm). Also need a left and right hand melee attack rather than just a one-hand attack. A casting animation would also be nice, but not needed.

    I know that is a lot to ask, but I hope someone may be able to help :) If there are any inquiries as to why I need this, please feel free to ask here and I can go in detail. Thank you for your time.

    Posted in: Art Assets
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    posted a message on Text message problem

    @Ranuglin: Go

    create a dialog with a dialog label

    Posted in: Triggers
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    posted a message on Attack animation with trigger

    @abvdzh: Go

    Action - Set Animation Time Scale (1 is 100% - - 1.2 is 120%)

    Posted in: Triggers
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    posted a message on Multiplayer RPG - Needs Designers and Self-Motivated People

    @Enexy: Go

    Still need above.

    Also approaching the combat system. Need a model/animator for some custom animations required for combat. Willing to pay per animation or monthly basis. PM for details.

    Posted in: Team Recruitment
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    posted a message on [Trigger] How to create a simple chatbox

    @Mille25: Go

    The example sc2style you posted has no template to go off of, so it's giving a warning saying "Hey, no template man". Just find a similar font to the default one, and it'll go away. Even tho there's no template, the size and alignments will still work fine. I can't stand seeing red things, is all...

    Posted in: Tutorials
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    posted a message on WASD vs Arrow Keys

    @DarkRevenantX: Go

    I'm aware of the latency issues, fellas. Please stay on topic.

    Posted in: General Chat
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    posted a message on WASD vs Arrow Keys

    @SouLCarveRR: Go

    Wow... CarveRR, wow.

    ANYWAYS - The system I'm using involving keyboard movement actually just sets the camera bounds to be really tiny (0.005). This way it "locks" the camera but still allows camera movement to occur. Although NO camera movement is done with 0.005 camera bounds (left and right will move VERY slightly, not noticeable at all) the game will still pick up the user is moving the camera. This is where I would then issue the order to move.

    The only problem I'm coming across this camera trick is that it's really "jumpy" as I constantly rechange the camera bounds for the player. It actually jumps the camera, causing a shaky camera effect. It's a very low shake, but it probably can get annoying at high amounts.

    EDIT: Just tested with 0.001 camera bound, it has no left/right movement at all.

    Posted in: General Chat
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    posted a message on WASD vs Arrow Keys

    @Zolstice: Go

    I think I'm gonna give them the option to have mouse movement (no lag), wasd movement (lag), and keyboard movement (no lag). I am just curious if anyone actually uses the keyboard before I implement this. I don't think too many people will use the mouse too often, especially while moving. It is multiplayer, so many things come into consideration.

    Thanks for the input so far guys!

    Posted in: General Chat
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    posted a message on WASD vs Arrow Keys

    Good evening, all. As corny as it sounds, I'm developing a "perfect system" (as far as MY map goes anyways) that involves keyboard movement with the least amount of delay/lag/whatever you wanna call it.

    Long story short - I have come up with a system using the ARROW keys only... And this is an RPG. This is more so of a poll than anything else. Would you feel comfortable playing an RPG with arrow keys instead of WASD? Thanks.

    Posted in: General Chat
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    posted a message on [RPG] Void: Eternal Dusk

    @Eiviyn: Go

    Well, the stats are a very old concept, I don't think I'm gonna go with most of what I put down here in the thread. The name? I dunno, I had to think of one fast, so yeah, I did use thesaurus quite a bit, but I didn't realize I just used 2 synonyms lol. And hey, I like Twilight! (No j/k)

    I'll have to disagree with you on the caster part, and that's a very very narrow minded way of thinking of games nowadays. Surely, there really are only "2" categories, if you really want to break it down like that. It would be support and dps. A tank and a healer is nothing but support for the damage dealers. Same applies to general tactics, where foot soldiers are the "dps" and medics, RTO's, FO's, etc are just support. Even tanks are nothing but support for the foot soldiers.

    So yeah, you can break down Support further if you want to by adding "casters". Then you can break that down again, by having support casters (healers) and dps casters. You can continually break down these roles and add flavor to them, but all in all - they're just support. (Think of range dps casters as artillery if you're about to argue that)

    What you might see as tank, rogue, caster, caster... Is really just me breaking down roles even further, allowing some customization and unique character builds. Some people might've played FF11 with blue/red mages. Some played WoW with Shamans/Druids. These are very unique and distinct roles/classes that really separate them apart from others. You can choose to tank, melee dps, range dps, or do a nice mix of some. By adding even more customization - you never know what to expect from players. They define their own classes here.

    Other than that - you're thinking way too much WoW here. I never said a group needs a healer in order to survive. Surely - someone won't be as mundane to go pure tank without getting any support talents (Which in the tank tab, there is plenty of support talents to choose from!). Sure - heal sounds like it might just be purely heal, but it's not. I have "Nature", "Holy", and "Blood" trees planned for it. It doesn't necessarily mean that every talent is just for healing. By getting talents, you also increase your stats, so choosing which stats carefully also helps you in the character build of your choice. For example, placing some talent points in the Heal Tab might gain you some additional health boost.

    Thank you for the input, though. It was really helpful, and I hope others can see the direction I am going.

    Posted in: Project Workplace
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    posted a message on [RPG] Void: Eternal Dusk

    @Enexy: Go

    Recoded the majority of whatever I had. This was so I could easily integrate an "inspection" system. So, look out for inspection screenshots to come!

    EDIT: Also changed the system of how to learn talents from the multigon. You will now be able to learn any skill from the OUTER portion of the hexagon rather than the center. Tier 2 is the portion inner of that, then tier 3. You will also have access to an "Ultimate" (the center hexagon) that varies depending n the tier 3 talents you chose.

    Posted in: Project Workplace
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    posted a message on Dynamic Unit Image

    @BasicGear: Go

    I believe you're looking for this..

    Posted in: UI Development
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