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    posted a message on Anyone able to do a tutorail on aplying textures to a model for me?

    In reply to ZombieZasz:

     
    The carnifex one is the one I am trying to work with currently. 
    Posted in: Artist Tavern
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    posted a message on Anyone able to do a tutorail on aplying textures to a model for me?

    There are some nifty Warhammer 40k models in the assets area. They textures are not already apllied to the m3 model. I am not sure how to apply them. Would somone be willing to do a video walkthrough of one of the files? If somone wants to make a quick buck, I may also be willing to pay somone just to apply one of the basic textures to a bunch of the models. I really would appreciate the help. I don't know how to use the data editor to apply .dds files at all.

    Posted in: Artist Tavern
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    posted a message on Bi-Weekly Mapster Community Testing Intro!

    I would like to submit my map Rule of the Dollar 2342. A space strategy map with space and ground components divided into 13 planets.

    Posted in: Map Review
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    posted a message on How to make weapons fire at diffent target

    I have large BC unit that has multiple weapons, I want them to be able to target and fire indepedntly of each other, so the bc could fire missiles at wraiths why using its primary weapon on a bc, any way to make that happen?

    Posted in: Data
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    posted a message on (Paid) Making multiple weapons work properly on some spaceships

    I am working on getting multiple weapons to work correctly on ships in my space diplomacy map. Will pay someone who is willing. PM me and I will send the excel sheet over with details then we can discuss price.

    Posted in: Team Recruitment
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    posted a message on (paid) Looking for somone to help apply some dds, other textures to some models from the assets page.

    @Deadzergling: Go Hey Dead,

    I have tried the tutorial before, but I am always down to try again with a real person instead of a tutorial.

    Posted in: Team Recruitment
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    posted a message on (paid) Looking for somone to help apply some dds, other textures to some models from the assets page.

    I have been looking at some of the models other people have graciously made public. Some of the m3s have multiple texture packs, and I am to inept with the editor or model tools to apply them myself. I am looking for somone who will apply the texture to the m3s for me so I can just import them with a native texture. PM lonestarkiller for details.

    Posted in: Team Recruitment
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    posted a message on (WIP) Assault on Novus

    Hey everyone,

    I am remaking some of the old Rule of the Dollar games from brood war. I remade rule of the dollar 2342, and am now beginning development of Assault on Novus, which is the spiritual successor to the old siege map Assault on Castor.

    This map was unique because it had both a space and planetary element to the siege, where the two sides each started with huge advantages on one area, but not as huge in the other.

    The Imperials, the attackers in this scenario, started the space part of the siege with massive momentum, and it was all the vorchanan (the defenders) could do the salvage some of their inital fleet and defend some of the more important landing zones.On the planet the Vorch had every major strategic land mark heavily guarded and a large starting army. Imperial troops would drop in the first few landing zones they had in remote areas and try to draw Vorch troops into battle before taking one or more cities. Eventually the Vorch would get enough ships to try and counterattacking space, roughly around when they Imperials should be developing a few footholds.

    This scenario is really fun, and I feel like could be built on in SC2 with some new elements. Please let me know what you think about these twists on the aforementioned scenario, and feel free to add ideas of your own!

    1.: Utilizing sc2 ediotr to create a new class of commando troops who cant be hit by aircraft and static defenses that try to circumvents gates, sabotage aa defenses and hamper landing ships. 2. A balance of power bar that tracks the progress of each side throughout the siege. Based on the balance of power each side would get different reinforcements and req points. 3. Dynamic space combat where a variety of ships fulfill different roles. As space combat progresses more landing zones will open, but the line of combat will move, which will leave vulnerable logistics ships and transport open to raids by fighters. Orbital bombardment, drop troops and other orbital abilities will be able to be used at different points to try and turn the tide. 4. Req point based reinforcements that can requisition certain "armies" who fulfill different roles. Maybe you will spawn a bunch of commandos and overwhelm the soft targets off the opposition, maybe you will bring in a new battle group to orbit. Req points could even be balanced around the Balance of power mechanic that controls the automated spawns. If you requisition to much, your balance of power may be reduced. 5. Projectile based weapons to threaten larger units in space combat. This will allow certain ships to safely maneuver and fire, while larger ships wont be able to brought into combat until these weapons are disabled at the planet or space size of things.

    Posted in: Project Workplace
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    posted a message on Rule of the Dollar 2342 (WIP)

    Hey everyone, I have been working a remake of the broodwar game, Rule of the Dollar 2342 ,on and off again for some time. ROTD is a space diplomacy/war map based around mankind's return to the starts after a world war. Most of the action is on the human actors, five corporate super powers, and the leader of humanity the Imperator. The focus of the game is on the attempts by these corporations of earth (COEs) to gain enough power to revolt and usurp the Imperator. Conflict between the humans occurs in the back drop of expansion by two powerful alien races, and humans have to manage their wars with one another or risk mutual annihilation. The COEs CAN join the alien races, but at the cost of making alliances with other humans.

    The game play features 13 partitioned areas on the map each representing a different planet in the local cluster. Players must balance space warfare, orbital control and planetary warfare to gain enough resources to invade Earth and take the imperial palace.

    My map is mostly feature complete although I am still working on upgrades that are not just direct damage upgrades.

    I am still in the process of bug smashing, and also experimenting with changes to my orbital entrance system. I hope some you guys get a group together and engage in some good old fashion player driven backstabbing!

    If you do go on the arcade and play it (search rule of the dollar 2342) I would greatly appreciate some screenshot because my computer does not properly screenshot anything in sc 2.

    Posted in: Map Feedback
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    posted a message on In game tutorials

    Hey i checked it out! It i s not quite what I am looking for, I want to do something similar to the map a Song of Ice and Fire

    Posted in: Triggers
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    posted a message on Removing actor from existing behaviors.

    Hello everyone, I am using thre psi dominator behaviour for a trigger right now because I like the way the behviour is applied to units in the radious etc, and its very easy to work with.

    However the effect where the units flash/vibrate/whatever every few seconds under the psychic dominator effect causes an immense ammount of lag on my map and I want to remove it.

    I am struggling on how to remove this actor from this behavoiur/effect and would appreciate some guidance!

    Posted in: Data
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    posted a message on In game tutorials

    How does everyone handle in game tutroails? I would like to make something that could be navigated, much like the pop up tutorial for a song of ice an fire, but I cannot find anyone's trigger library with a pop up tutorial. Right now I have very poorly implemented chat based tutorial system, and I would really like to learn how to make the cool "how to" pop ups that people can navigate back to later to read more about game mechanics.

    Posted in: Triggers
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    posted a message on Rule of the Dollar 2342

    Hey everyone, this is the first playable build of my map. In game instructions should be sufficient to play, but I will give you the caveat that the enter/exit regions for the planets have not been stress tested. If you haven an issue with the teleport trigger when entering or exiting please comment with the system name and whether or not it was entering or exiting.

    If you have any advice on how to trigger something better or balance suggestion please let me know!. Will also be trying to do some public games with full house around 730pm West Coast time tomorrow.

    battlenet://starcraft/map/1/261544

    Posted in: Map Feedback
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    posted a message on Player Attribute to determine starting faction

    I used the following trigger to try and determine which units on the map. It does not work. The player who select the Imperial forces attribute should end up with all of the units in the Imperial forces player group and so on. Can anyone look over my trigger and tell me whats wrong?

    Unitownership2

    Events TriggerAddEventMapInit() Local Variables Conditions Actions IfThenElse() if Comparison((GameAttributePlayerValue("1", 2)), ==, "1|0001") then UnitSetOwner((UnitGroupUnit(Imperial Forces, (UnitGroupCount(Imperial Forces, c_unitCountAlive)))), (PlayerGetPropertyInt(2, c_playerPropMinerals)), true) else IfThenElse() if Comparison((GameAttributePlayerValue("1", 2)), ==, "1|0004") then UnitSetOwner((UnitGroupUnit(COE Dragon, (UnitGroupCount(COE Dragon, c_unitCountAll)))), (PlayerGetPropertyInt(2, c_playerPropMinerals)), true) else IfThenElse() if Comparison((GameAttributePlayerValue("1", 2)), ==, "1|0007") then UnitSetOwner((UnitGroupUnit(COE Alphan COE Alphan, (UnitGroupCount(COE Alphan COE Alphan, c_unitCountAlive)))), (PlayerGetPropertyInt(2, c_playerPropMinerals)), true) else IfThenElse() if Comparison((GameAttributePlayerValue("1", 2)), ==, "1|0008") then UnitSetOwner((UnitGroupUnit(COE Google, (UnitGroupCount(COE Google, c_unitCountAlive)))), (PlayerGetPropertyInt(2, c_playerPropMinerals)), true) else IfThenElse() if Comparison((GameAttributePlayerValue("1", 2)), ==, "1|0005") then UnitSetOwner((UnitGroupUnit(COE Hammer, (UnitGroupCount(COE Hammer, c_unitCountAlive)))), (PlayerGetPropertyInt(2, c_playerPropMinerals)), true) else IfThenElse() if Comparison((GameAttributePlayerValue("1", 2)), ==, "1|0006") then UnitSetOwner((UnitGroupUnit(COE Tau Ceti, (UnitGroupCount(COE Tau Ceti, c_unitCountAlive)))), (PlayerGetPropertyInt(2, c_playerPropMinerals)), true) else IfThenElse() if Comparison((GameAttributePlayerValue("1", 2)), ==, "1|0003") then UnitSetOwner((UnitGroupUnit(Remnant, (UnitGroupCount(Remnant, c_unitCountAlive)))), (PlayerGetPropertyInt(2, c_playerPropMinerals)), true) else IfThenElse() if Comparison((GameAttributePlayerValue("1", 2)), ==, "1|0002") then UnitSetOwner((UnitGroupUnit(Zyntorni, (UnitGroupCount(Zyntorni, c_unitCountAlive)))), (PlayerGetPropertyInt(2, c_playerPropMinerals)), true) else

    Posted in: Triggers
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    posted a message on Pre Game Lobby

    @Knallertton: Go

    I have 8 factions I want playable that have units on the field. How to get the trigger to transfer control a certain factions units to the person that selects them in the faction selection field? I have every part of the trigger down accept that action.

    Posted in: UI Development
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