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    posted a message on Arcade Game Lobby to Ingame triggers

    @ZealNaga: Go

    Great! thanks I'm just preparing the full map with this and I'm going to test it.

    Posted in: Triggers
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    posted a message on Arcade Game Lobby to Ingame triggers

    @SoulFilcher: Go

    Here's the file.

    Posted in: Triggers
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    posted a message on Arcade Game Lobby to Ingame triggers

    Indeed, that's what the tutorial does, but when i create the attribute and give.. say 1 to all techs and 2 to no cap ships the trigger it's supposed to check that and nothing happens it's like first option is always true and i don't know why. I'm gonna attach the file here so you can see what's going on.

    Posted in: Triggers
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    posted a message on Arcade Game Lobby to Ingame triggers

    Hi, I've got a custom melee map with modified units and I wanna add two game modes.

    I wanna play one with capital ships (or "all techs"), and one without them (or "no capital ships"). I'do this by making a custom upgrade that disables all capital ships with requirements and a trigger that automatically researches this for all players. But the trigger must check the game mode to do that.

    I tried this tutorial: http://www.sc2mapster.com/forums/resources/tutorials/5486-lobby-game-modes-the-complete-guide-reference/

    With no luck, it does nothing, I even made "if then else" with one beeing the all techs and a comment and the other the no capital ships and a comment but it just keeps showing the if one no matter the game mode.

    I could attach a map to show my problem if you ask me to but i believe someone knowng the triggers well might be able to outright tell me where I screwed it up.

    Thanks

    Posted in: Triggers
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    posted a message on True-to-Lore mod

    Hi, sorry for reviving this thread but i just released my beta mod, it's not exactly true to lore, but it's a lot closer than the metagame, it's one of my goals to make it more "realistic" and true to lore, it also has the units scale and stats adjusted. So i'm launching an open invitation to everyone interested in this line to try it out and help me pull this off.

    Here's the link:

    http://www.sc2mapster.com/maps/scii-rs-beta/

    Posted in: Map Suggestions/Requests
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    posted a message on True-to-Lore mod

    SC2 Battlegrounds is really nice, i haven't tried it (heven't even seen it on the net) but is cool. I haven't uploaded any version just yet, i'm still trying to polish it but i think by the end of this month it should be online as a beta. (With HOTS beta lol..) My biggest problem is infantry are REALLY small so it's difficult to see them, but since it's the concepto of the mod it's not so easy to just make them bigger, right now i've just modified the zoom so you can zoom in/out a lot more to se the big ships and miniature infantry. Any suggestions would be welcome. I'm even thinkin' bout splitting the mod in a no capital ship version and one that's all space and big capital ships but this makes no sense since star battle and others are already there and it's not my goal.

    Posted in: Map Suggestions/Requests
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    posted a message on True-to-Lore mod

    Hi, i've been doing some sort of mod that follows this. It's been for over a year. I'm trying to fit lore and some cool game stuff. Also until now i've been able to make a fairly balanced melee game (including purifiers, plasma battlecruisers and a lot of stats changes). I've even added a behavior that creates debris when a building is destroyed. I'm not really good in the editor but i do allright, i've added the campaign units, sc1 units and some abilities, i could add more but it seems in a melee game you already have to many choices for all races so you couldn't use them all in a real competitive match.

    Still, your idea is fun and not balance and since that's my goal too i'd like to join you, my mod is almost finished; only a couple of actor errors (literally a couple) wich i havent' been able to find since i don't work with anyone and don't have a test team.

    I've put a daylight system and modified unit cap for all races, (let's say zerg can have like 800 zerglings if he wants) also increased/decreased unit model size for all to fit better in scale. Battlecruisers, motherships, carriers and leviathans are huge and marines really look like ants. In fact you have to implement a zoom in/out camera system depending in the scale of battle since the battlecruiser don't fit in screen when you zoom in enough to see the marines. I wanted to make them bigger but the map size restricts me and also i couldn't make small units smaller.

    If anyone interested in making a team or even testing the map tell me since it's not published in battlenet.

    Posted in: Map Suggestions/Requests
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    posted a message on Battlecruiser Attack Attachments

    Thanks! i just got home, i'll check it out and reply..

    Posted in: Data
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    posted a message on Battlecruiser Attack Attachments

    This post is old but i'd rather give it a try before making a new post of the same stuff.. Hi, i'm pretty new in this page, i'm not that new to the editor but not really a pro so even though i know where to look in the model to find the attachment i still don't know how to make this work, could anyone upload a test map or explain to me a little further how do i set the weapon firing points, i'm not making an ability but editing the hyperion weapon and adding it to the "new" battlecruiser model so i can't seem to make it fire from the front barrels and i'm not using any siteops actor either 'cause i don't know how to use them. I still believe it can be done without the siteops so any sugestion would be apreciated.

    Posted in: Data
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    posted a message on LotC Single Player Campaign Project Thread

    Hi i'm new to this page but i've been following this campaign for long now and i can't seem to find any news that tell me it's still on development. Does anyone still here or know?

    Posted in: Project Workplace
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