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    posted a message on Why bother? (Map Makers)

    @tigerija: Go

    huh? they did put it up to top standards... it is worth 60... and you can 4v4 in ranks if you like.... 7v7 custom... its well worth the money, even with the BS map system

    Also, in the future, the MAP USER can charge for maps if they like...which IS a good thing for them, if they truly make a unique map (aka new textures, graphics...ect) then its wroth a few bucks if the MAKER so wants.

    Posted in: General Chat
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    posted a message on Variable that changes upon region

    text(variable[triggering player]) maybe? I know you need to turn the int into a string via the text function. might be the problem.

    Posted in: Miscellaneous Development
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    posted a message on Why bother? (Map Makers)

    @Bounty_98: Go

    "luckly" if thats how it should even be worded, not yet. We havnt released the map at all, in any way. But doesn't mean I dont know what you mean by that feeling. For anyone.. spending hours and hours on a map, and never get to play it with anyone... its just not right at all. I dont understand how they didnt think of this problem, I mean I can understand the popularity system for creating a game... but for joining a game....what were they thinking?

    and if it means anything, me and my friend play your map actually =D

    Posted in: General Chat
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    posted a message on Help! Can't figure out how to give unit an actor!

    From the actor, you have to link to the unit, Also, Check the model actor attached to the unit actor, make sure they are linked, and preview the model..make sure its working good.

    Posted in: Miscellaneous Development
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    posted a message on Why bother? (Map Makers)

    I know what you mean, and trust me, your SOOO not alone, Im spending close to 8 hours a day working on my teams map. I mean loads and loads of crap is being put into this... and as of right now... once its FINALY DONE, we wont be able to host and play... Blizzard really needs to work on getting the old game system back.

    The only reason there is motivation to finish my map...is we have big plans for promotion (we hope) for example we hope to give away a copy of half life 2 VIA a contest with the map... its sad that it comes down to such things just to get your map noticed.

    Posted in: General Chat
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    posted a message on Bug with Raynor Penetrator Round

    -Bump with an update-
    I found the Animation we want, its called "Stand unpowered Start" the problem is I tried to make it work by adding a "unbitDeath" event in his actor, to play animation "Stand unpowered Start" but does not work, any tips?

    Posted in: Miscellaneous Development
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    posted a message on Bug with Raynor Penetrator Round

    @Vigridi: Go

    that would be nice to know as well

    and i think you misunderstood my post, hes not allowed to walk after he uses the ability, its part of he ability (not a glitch) which is a good thing, it will make the ability easier to fix (if possible)

    But yes.... I havnt bothered to remove the anti-death behaver yet, but if that is the case, until we get a fix, make a trigger, if a player gets the behaver "incapacitated" then kill that unit via trigger. The issuse with this is, other players wont get credit for killing him =/ OR when he dies (with the behaver removed) Simply add a normal raynor unit here and insta kill him for the graphic (or use the add actor model) and place a death model.

    I also posted the first problem on the official forums... not a single post =/

    Posted in: Miscellaneous Development
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    posted a message on death respawn doesn't work twice for player 16 only?

    could you link the rest of it? for exmaple, what is your playerNum Car? also, what happens in your UnitRivive(lv_deiingHero) script

    Posted in: Miscellaneous Development
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    posted a message on Really stupid trig question - 2 units in region = kill command?

    @gorang: Go

    no joke, I love the power we have.. but it comes with a headache haha

    Posted in: Miscellaneous Development
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    posted a message on Really stupid trig question - 2 units in region = kill command?

    @Padiwanazure: Go

    I updated it in the 2nd post, its a dynamic unit group, so it remakes the unit group each im a unit enters, so if a unit leaves, they wont be included when the trigger runs again, so ahead of you =)

    @Xackery: Go

    I wouldn't use having alliance Enemy with player #, i would simply use units in region unit group. and mine dosnt have a problem =D

    Posted in: Miscellaneous Development
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    posted a message on Really stupid trig question - 2 units in region = kill command?

    @gorang: Go

    but it only will kill 1 unit , Yes it will only kill a unit if 2 are there, but it wont kill them both. There will always be a unit leftover.

    Posted in: Miscellaneous Development
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    posted a message on Problem publishing map - 5 dependancies 4 maximum?

    I have this problem all the time,
    Liberty story (campaign)

    Liberty (campaign)

    Liberty (mod)

    Liberty multi (mod)

    are the 4 you want,

    I put them in the above order to fix my glitch
    Before you switch it that way, I also did what you did, I switch both
    Liberty story (campaign)

    Liberty (campaign)

    to Challenges, so that it will let me remove both, I then re-add them, and place them at top. should fix your issue

    Posted in: Miscellaneous Development
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    posted a message on Really stupid trig question - 2 units in region = kill command?

    @RockJohnAxe: Go

    for someone who is just starting this editor, that IS "complicated" its not as simple as sc where thats all you have to say, you now if to get the units from the region via unit groups...and you cant just kill them, you have to pick them from a unit group to kill them fast... for a new user, its a lot to do.

    Posted in: Miscellaneous Development
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    posted a message on Really stupid trig question - 2 units in region = kill command?

    @gorang: Go

    im sorry gorang, but thats not whats happening it is only killing 1 at a time, but its killing tem so fast, it looks like that. I tried the code myself, it does not work the way the OP needs the code to work. [and that IS a unit group...] the proof of this is, all but 1 unit will die...

    Posted in: Miscellaneous Development
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    posted a message on Really stupid trig question - 2 units in region = kill command?

    @gorang: Go

    thts not what the code would do, it would kill unit 2 from hat unit group, aka the 2nd unit placed in that unit group, not 2 units.

    Untitled Trigger 001
        Events
            Unit - (Any unit) Enters Kill Zone
        Local Variables
     
        Conditions
     (Number of Living units in (Marine units in (Entire map) owned by player Player # matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 2
        Actions
                    Unit Group - Pick each unit in (Marine units in (Entire map) owned by player Player # matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                        Actions
                            Unit - Kill (Picked unit)
    

    same as my one above but moved the IF statmnt to the conditions...works a bit better

    Posted in: Miscellaneous Development
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