I remember that the visual part of the decal is actucally a dds, You can easily replace just the file image to something else and it shows the decal in the same manner. Great way to do outlines btw.
None of those actions are relevant for what you are doing especially since they return a single point. Do as funky mentioned and then use loops to enter the information into an array efficiently with the starting point being your offset and your increment being the distance between points. Keep in mind if your grid is a even length you'll likely need to adjust your initial offset by half a unit.
Oh oh I just got an insanely good idea for the mission and a slight alterate to the terrain that you could do. What if instead of part of the cliff being taken out by the bc, it takes out a bridge there instead and a base or objective you need to get to on the other side. The make the mission so that you have to repair the bridge but there is also an very long alternative path thats almost impossible to push past since enemies are pushing back all the way back to base. You'd have to balance it to make players decide between having more scvs and minerals going toward fixing the bridge vs making a larger army to fight off the incoming army or push all the way through. That might also give you a reason to use the top cliff level since your base would be kind of a king of the mountain defense thing.
I am looking for someone to do a basic phyics engine for a vehicle system within a game. This will be a partnership on a new small project I'd like to pump out. Granted though I'm already an experience editor especially in triggers, I'd like to somone who can focus solely on the core system to ensure it is well rounded. They will not need to worry about implimenting anything else in the game including any other trigger work; the physics is their sole concern. The system will need to include 2 rates of acceleration (inc. friction), drifting compatible, and include elastic collisions. If you have the experience and are interested shoot me a pm.
The unit 2 reference wouldn't work in this instance since it refers to the order in which units are added into a unit group variable. The Any Amount part is where you limit the number of units
I would assume that you do it the same as the ghost nuke; as in the launch "effect" is just part of the visual that becomes invisible is it goes into the sky and then the actual unit missile is created with a persistent above the target point.
Actually it does work. The only issue you'll run into is you need an internet connect to login to your account. I run the editor from an old ipod all the time.
I actually had a quick look at a youtube video of yours; Its close but not quite like my idea. I was thinking something for akin to troll tribes meets zombies. Bigger and more detail map with more recipe like abilities and less forgetting (at least a staying still).
On a second note, I could use a driving system within incorporated drifting and collisions. Been thinking about a bumper cars style king of the mountain game.
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@XViper: Go
Again its all inside of the single weapon. Look at the actually effects on how the ability actually works and follow the trail of effects.
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@XViper: Go
The banshee doesn't use an alternative weapon. The upgrade is solely used in a validator to continue the damage through a persistent.
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@DeltaCadimus: Go
I remember that the visual part of the decal is actucally a dds, You can easily replace just the file image to something else and it shows the decal in the same manner. Great way to do outlines btw.
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@onlyleviathan: Go
In bnet, players are assigned according to when they enter, not position. There is a function to compare players in respect to teams to sort this out.
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@GnaReffotsirk: Go
None of those actions are relevant for what you are doing especially since they return a single point. Do as funky mentioned and then use loops to enter the information into an array efficiently with the starting point being your offset and your increment being the distance between points. Keep in mind if your grid is a even length you'll likely need to adjust your initial offset by half a unit.
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@GnaReffotsirk: Go
just use some nested loops and arithmetic. Thats all you should need.
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@GnaReffotsirk: Go
an array
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@WesMan00: Go
Which one? If your interested in doing the second, I'd love to do a co-op; made a post here http://www.sc2mapster.com/forums/general/team-recruitment/70470-bash-physicist-wanted/#p1
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@EivindL: Go
Oh oh I just got an insanely good idea for the mission and a slight alterate to the terrain that you could do. What if instead of part of the cliff being taken out by the bc, it takes out a bridge there instead and a base or objective you need to get to on the other side. The make the mission so that you have to repair the bridge but there is also an very long alternative path thats almost impossible to push past since enemies are pushing back all the way back to base. You'd have to balance it to make players decide between having more scvs and minerals going toward fixing the bridge vs making a larger army to fight off the incoming army or push all the way through. That might also give you a reason to use the top cliff level since your base would be kind of a king of the mountain defense thing.
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I am looking for someone to do a basic phyics engine for a vehicle system within a game. This will be a partnership on a new small project I'd like to pump out. Granted though I'm already an experience editor especially in triggers, I'd like to somone who can focus solely on the core system to ensure it is well rounded. They will not need to worry about implimenting anything else in the game including any other trigger work; the physics is their sole concern. The system will need to include 2 rates of acceleration (inc. friction), drifting compatible, and include elastic collisions. If you have the experience and are interested shoot me a pm.
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@DeepCover187: Go
The unit 2 reference wouldn't work in this instance since it refers to the order in which units are added into a unit group variable. The Any Amount part is where you limit the number of units
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@IskatuMesk: Go
I would assume that you do it the same as the ghost nuke; as in the launch "effect" is just part of the visual that becomes invisible is it goes into the sky and then the actual unit missile is created with a persistent above the target point.
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look in the model animations which are then set in the actor events
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@finiteturtles: Go
Actually it does work. The only issue you'll run into is you need an internet connect to login to your account. I run the editor from an old ipod all the time.
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@FunkyUserName: Go
I actually had a quick look at a youtube video of yours; Its close but not quite like my idea. I was thinking something for akin to troll tribes meets zombies. Bigger and more detail map with more recipe like abilities and less forgetting (at least a staying still).
@WesMan00: Go
On a second note, I could use a driving system within incorporated drifting and collisions. Been thinking about a bumper cars style king of the mountain game.