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    posted a message on Blast Masters: Recruiting Data

    As the title says I'm looking for someone with a very decent knowledge with data. Mainly a triggering guy myself and this will probably be the only major ums project for me. There is only a single type of units in game (high customized) and I’d like to keep as much as I can in data as the triggering is getting quite complicated already.

    Blast Masters is basically a space-age tps sports game in my attempts to recreate the great lost game of rokkitball. If you’ve interested in helping send me a pm. I’d hopefully like a data guy that can help with most if not all of what I need but if you can do one part completely that’s works too. If you know a like on how data works with triggers that a bonus.

    What I am currently looking for (please keep in mind a tps style gameplay):

    • An ability/attack (activated by mouse hold) that creates a force effect pulling in a specific unit to the cast. Force must be an arc or rather cone in front of the direction the caster unit is facing. Effect must uniformly drain energy when in effect and visually use a curved beam like the sentry uses.
    • Something very similar to the “straight shot” attack from wingednoserings http://www.sc2mapster.com/forums/resources/data-assets/16059-wingednoserings-data-assets/). Not looking for trace lines. Basically a rocket that can be avoided or move into that hits the first unit (with height range) or expires. Damage must drain energy to 0 like emp. Aimable in a tps whether by using casters camera angles or getting x,y,z from a previous trigger.

    For those that can contribute fully completed work, I will happily provide loading screen credit, banning permissions, first contact for add-ons/expansions, and free marketplace access; ask if you have any other requests? PM if you’ve interested.

    Posted in: Team Recruitment
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    posted a message on Simplfying minimum(multiple values) and variables

    Hey all,

    Im trying to simply my trigger as much as possible just to weed out unnecesary crap and help at all with lag. Two questions:

    1. The minimum action only allows you to compare two values.; however i need to find the min. of 9 values. Is it cleanest to have a min function within another min funtion (ie like a tree) or is there another way.

    2. Just started with variables and im really liking them, but the actual question are do variable HAVE to be set by action including if the variable value changes each time the trigger is run but what determines the variable is the same. Case is point is i need to store the value of a distance between points: so do i have to have a action with set variable= distance between points or can i just put in the variable itself that it equals the distance between points and it will update each time the trigger runs.

    Thanks

    Posted in: Triggers
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    posted a message on [Challenge] Make a Protis Sniper and Academy

    He needs a cloak of course. Best idea would be to have non energy using cloak like dts that only cloaks when he's not attacking; so you see him attacking but go to try and kill him, he just turns tale and cloaks auto as long as hes doesn't have another target. If he did have a melee sword weapon it would be so cool see him suddenly appear, slit a marines throat, and instantly vanish. Visually decloaking would be like wavy horizontal lines likes he's phasing in and out of exsistence (ie fringe like lol)

    Need a toss sniper rifle, something visually like the old mothership attack with the elongated detached beam. Not like a ray were its connect at both ends but a bolt of energy (purple colored). Also needs the properties like the raynor gun where it kills every unit alobg the path of the plasma bolt.

    +1 for female unit. Loved to here a selendis type voice for a usable unit.

    Another idea for a spell would be like a possesion that forces the sniper into the body of a single enemy unit and be able to control it without your enemey knowing it.

    Or what about instead of the purifier version of a nuke, have the sniper sacrifice itself tassadar style suiciding itself to combine all energies in a very large damaging wave with similar stats to a nuke.

    Posted in: Project Workplace
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    posted a message on Teleport using pathing
    Quote from Forge_User_11283377: Go

    Dark side of this is that you have to remove this kind of "flag" if the teleport is canceled or finished, which results in other triggers to check this situations... Does someone have an better idea for this (at least a bit) bad way?

    I have actually done a vary similar system that copies the old warcraft portals wihtout issue. There is no need to put a flag- you can add in for the conditions for the event to check if the original target position for the order equals one of the portals and then reverse it with a not condition. That way the event only fires when the original destination is not the portal but still allows the trigger to redirect the unit for the "smart pathing".

    I do however have the portals in another trigger as i have 8 portals working identical to the old portals so its basically 4 pars of two way portals. I just use a wait condition before redirecting the unit after it is teleported

    Posted in: Miscellaneous Development
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    posted a message on Let's talk about money...

    For a 5 or 10 mission campaign style minigame i don't think it would spend anything for. Maybe its just me but when i think campaign i think of a long set of missions with a big arcing story that would need a minimum 25-30 missions to be worth investing in (maybe wol ruined me). I don't quite like the idea of getting strung along in the campaign with a cliffhanger at the end of each paid 5 set of missions. Kinda of depends on how its setup tho.

    On the other hand i think its completely acceptable to have like 2 free intro missions with a huge cliffhanger that really makes you want to by the set, and maybe about $1-1.50 per 5 mission pack as 20 missions for $5 sounds fair to me.

    The other options would be to do subscriptioned based kinda like wow, while development wise you would have to design maps far in advance. Depending how big it was, for something like that i think $5 a month would be fair as the amount of content delivered would be dependent per player/buyer on how fast they play.

    On the minigame side of it, i think it would be best to have something like a lite free version such as the unupdated photon cycle, then with the upgraded version (like it is now) being like an extra $2-5. Something set up like this i could definetly see myself buying the upgraded version for $2-3 without even a second thought.

    Posted in: General Chat
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    posted a message on Doodad Walling Issue

    That has to do with the "footprint". Doulbe click on the doodad to make sure the footprint isn't disabled, otherwise add one in the data editor; a simple 1x1 should work if its standard sizes (ie no scaling).

    Posted in: Data
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    posted a message on Shooting while jumping?

    Just a quick question to test the waters before i start a new tps map project. I'm going to add some type of jump preferably using data than trigger (or whatever possible) and i absolutely need my unit to have the ability to rotate, look, as well as shoot WHILE in the middle of a jump. Is this even possible ? - from what i've seen the jump is only a visual.

    Posted in: Data
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    posted a message on Favorite quotes

    "If at first you don't succeed... Then skydiving isn't for you"

    Posted in: Off-Topic
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    posted a message on is here any map that has swarm guardian unit ?

    Star strikers has a guardian custom unit with ablities and all.

    Posted in: General Chat
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    posted a message on [Help] Road / Decal question

    Has anyone found a solution for this. I've run into the same issues and either raising the terran or the decal above the height of the road still does nothing.

    Posted in: Terrain
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    posted a message on 2 simple events... can't get a working condition

    Far as i know there can only be one triggering event so you would need to find one that encompasses both. Conditions can have an "or" and then an action dependent upon if one or either is true. You can use a larger scale trigger somthing like map initialization or "unit is given command" and have the conditions check which command is given and respond accordingly.

    Posted in: Triggers
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    posted a message on Need Protoss Ability Ideas

    Immortal -Stomp Blast: Immortal charges its cannons for 2-3 seconds, both cannons flip over behind to aim at ground and blast the ground once together stunning enemies in range for a few seconds.

    Archon -some sort of self destructive wave damage effect when it dies would be cool

    Posted in: Map Feedback
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    posted a message on Intelligent use of teleporting areas

    Sorry but thats not the issue here, having a trigger recognizing a move or attack command and then comparing two distances, 1 via normally movement and 1 via the portal movement, is easy.The issue is that even with a min function in conditons to find the shortest distance you can only enter two routes. Now you can use if/than/ else for actions but you then compare 36 possible routes in comparion with the original movement.

    Posted in: Triggers
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    posted a message on Intelligent use of teleporting areas

    How long does your comparison have to go on for. Like you i need to compare multiple different portals (8 for me). Is there anyway to have the conditions look for like the shortest distance through a min function or somethings because otherwise i can only thing of comparing every possible route just to find the shortest. Its for a very large map 8 spawn map so it must be lag free. I get everything for the event and action and already have a working verison for just 1 gate, but 8 definitly complicates things.

    Posted in: Triggers
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    posted a message on Right click "move" trigger

    Oh thx god. Finally managed to get it after a weeks worth a struggle and had finally come over the the dark side of mapster :). Thx Basher your idea was right except that the "target unit" has to be in conditions.

    I just put the trigger as "unit issued order to move" and conditions as" targeted unit is specific unit for trigger unit" and it works great.

    Posted in: Triggers
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