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    posted a message on [Data] Colliding Projectiles

    Is it possible to have the fireball attack fire in the direction of the mouse cursor without clicking; ie just pressing the hotkey launches it in the direction the units is facing?

    Posted in: Tutorials
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    posted a message on So guess what I did ...

    Wow, I had the same sort deal too this week.

    Old phones went dead and found a deal on a pair of sennheiser headphones and my god i can't believe what i was missing with what i had before. Now i can't even imagine ever going back- these sennheiser are like the first ever phones that i prefer my equalizer settings at flat cuz it sounds sooo much better. Now thinking of getting another nicer pair of 558hd for home.

    Posted in: Off-Topic
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    posted a message on Player reward throw dice

    I not sure if this is entirely the direct way that you would like to fix it but should you find no solution, another way of looking at it would be to have it as a loop that breaks only if the dice rolls aren't equal

    Posted in: Triggers
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    posted a message on Battlefront water testing?

    Hey all,

    I was thinking of maybe starting work on a map and wanted see just how much interest there would be in playing it. While we call love the starwars battlefront series in its fps style, how much do thing it would lose out if i recreated it but with a dota or wow control style with a top down camera since fps without delay isn't exactly reachable yet? Let me know what you think.

    Posted in: Project Workplace
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    posted a message on Set no-fly-zone height

    Anyone know how to enable or set the height of the no fly zones?

    I know units don't have it selectable till you set the destructible or other flag on them but can't seem to find it for the pts. I was hoping to create an unpathable ring via no-fly-zones or by some other means. Thx

    Posted in: Data
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    posted a message on Critique my terrain (Day at School RPG)

    I give you 6.5 out of 10.

    Its a good start with I'd say 80% of the work but now comes the last 20% of slow arduous detailing. I'd say move into lighting; areas like the field will really jump out if you can see staidum lights actually helping to aid lighting it or you can all spotlights or floorlight along important paths. I assume the cliff on either side of the stadium are bleachers which could be done better. I know there are many city doodad like park benchs that would help or even stairs. Terrain tileset needs a lot of work especially anywhere theirs black as well the the fields- even real life field are so even in color and might be worn in places like the corners between two meeting paths. Also with the road your using as the track, i might use a different one like the marasara railroad and instead have several path side by side instead of just the single road so it looks like lanes. I could go on for a while but heres some more insight that might help. http://www.teamliquid.net/forum/viewmessage.php?topic_id=225701.

    Hope everything helps.

    Posted in: Map Feedback
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    posted a message on Blasterbots

    I played this the other game and i have to say its very polished. The visuals are extremely nice and absolutely nothing is untouched (barely lookings like it has any relation to blizzard). I do have to say tho when i was playing, several of the players including myself got feed up and left because it seemed unfair since there was one player that had played alot and only he would ever have the ability to kick our own bombs back and set bombs without any time delay that were impossible to not die to.

    Posted in: Project Workplace
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    posted a message on Lock Number of teams in loby

    There's a wonderful tool called search

    Posted in: Miscellaneous Development
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    posted a message on Icon(on the map) where all my unit groups are

    I had a quick look at its the minimap icon for a special destructible rock. A pic of the actual area the icons are would be useful. Whatever rocks or units you have acutally place there, look in the data under the units actor for minimap icon. xwt, rip field, bridges, etx also have minimap icons

    Posted in: General Chat
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    posted a message on Trigger to find objects in a building?

    If your really that new to triggers, I highly suggest you check out some of the great basic tutorials on if/then/else on youtube. I'm not sure exactly what scale you plan on doing your map like the number of buildings but heres something to start.

    You'll need a global variable set to boolean default true (this is for the point- to actvivate it only once)

    Trigger

    • Event- unit enters within _ of point
    • variable- integer (for randomly choosing good or bad)
    • Condition- global variable= false
    • actions-
    • set global variable to true
    • set local variable = random integer between 0 and 1
    • f/then/else
      • if=local variable=0
      • then- create good unit for player(0) at point
      • else-create bad unit for player(15) at point Done...
    Posted in: Triggers
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    posted a message on Trigger to find objects in a building?

    @Kabelkorven: Go

    Easy peasy. I assume by object appearing you mean a friendly or enemy unit. To be the most accurate i would put small regions or most likely a point at every buildings door. Have a trigger add all these points/regions to a group during startup. Then in another trigger if an units enters range/area with conditions of building being in group have it randomly pick whether a good or bad unit appears at said point. Then remove the activated building from group.

    Posted in: Triggers
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    posted a message on A very strange bug please help me..

    I've had this happen before to me too. It's 2 problems I believe; pathing and footprint. Specifically with the mining workers and hive, it's because the hive is within the none pathing area of the mineral; I'm guessing your using a starting point to create the hive which ignores pathing when placing. Turn editor pathing on to see and make sure no builds are with the yellow of the mins. That should solve most of your issues. If that doesn't completely fix it then is pathing that you painted or place with the pathing tool.

    Posted in: General Chat
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    posted a message on Blast Masters: Recruiting Data

    Change in what i need now.

    Posted in: Team Recruitment
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    posted a message on It's True!!!!

    LMAO... oh the good old days.

    Coming to think of it, that was probably my very own expression when i was playing.

    Posted in: Off-Topic
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    posted a message on doodad tilting

    @Buster89: Go

    Buster were you successful in being able to tilt a doodad. Please let me know as my map absolutely requires it. Thanks

    Posted in: Terrain
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