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    posted a message on Turrets - Targetting Differences

    @Shadowclaimer: Go

    Alright well Markers didn't seem to work, and Behaviors (from a couple threads) would've worked but not in the way I had intended.

    I guess I should clarify. I have a Battlecruiser with 5 weapons, I want each of those weapons to be capable of firing on any target (the same or different from the other turrets) and not just focus a single target, but I also don't want to force them to attack different targets, just be able to.

    Actually when ti comes to Validators and such couldn't I make it prefer a target with no turrets firing on it but if there's only one main target available fire on it?

    Solved with the help of http://starcraft.incgamers.com/forums/showthread.php?t=3898 for those curious.

    Posted in: Data
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    posted a message on Turrets - Targetting Differences
    Quote from shardfenix: Go

    @Shadowclaimer: Go

    Use markers.

    Use the search feature.

    My apologies, searching for anything related to turrets gave me a lot to wade through, I didn't specifically notice it (but I will admit I wasn't trying that hard)

    Thank you sir.

    Posted in: Data
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    posted a message on Turrets - Targetting Differences

    So my dilemma is that my unit has 5 different turrets, I want each of them to be able to target a different target instead of them all superfocusing the same target, is this possible?

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #1: Dawn of a new era

    Here's what I've been working on, its a Xel'Naga containment unit from a colony ship before the creation of the zerg and the protoss.

    http://img.photobucket.com/albums/v722/Ebonyassassin2/TheBeginning.png

    Posted in: Terrain
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    posted a message on [WIP] The Rapture

    Not available for download yet, will be once I get the inventory and save/load system finished.. items are hell in this..

    Posted in: Project Workplace
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    posted a message on [WIP] The Rapture

    Began mapping out abilities yesterday

    Chaosbane Missile finished (Paladin Ability)
    Updated the skill system quite a bit to steamline it
    Implementing Ignite to the Flamethrower weapon
    Messed with spawning code a bit
    Made it so that when it spawns your Marine it selects you (Minor but so helpful)

    Posted in: Project Workplace
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    posted a message on My Game's Interfaces [WIP]

    Reminds me of UFO2000's setup interface for your squads.

    Very beautiful, I absolutely love it.

    Posted in: Project Workplace
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    posted a message on [WIP] The Rapture

    Stat system properly working with no flaws now
    Flamethrower/Rocket Launcher are implemented, Rocket Launcher near done, Flamethrower needs tweaked a bit
    Starting "cinematic" implemented, some decoration bits done
    Optimized code relating to players, no long spawns none-playing characters

    Posted in: Project Workplace
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    posted a message on [WIP] The Rapture

    @Ghrabthaar: Go

    Ha there will be one of those missions eventually xD

    I'd like to do a variety of them, so far this one and probably an in depth take and hold one are in the future, also starting to form plans for a large scale multisquad one but I need to finish what I have before I begin work on anything else.

    Posted in: Project Workplace
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    posted a message on [WIP] The Rapture

    Eh the game itself is moreso a campaign with gameplay first and the story comes second, the story will roughly explain what you're doing and why, but won't take a huge portion of the game's time.

    Posted in: Project Workplace
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    posted a message on [WIP] The Rapture

    Honestly I've given up on cliche'd material for things, I've come to the conclusion it will be almost impossible for me to create a solid story that does not seem familiar to something laid out beforehand.

    So simply enough it begins with just basic military-esque missions, but eventually it'll branch out into more explanations of the story and you may find yourself teaming up with some heavenly forces that are still alive and resisting and such. Lots of potential.

    The first mission revolves around a larger city that's been overtaken, its one of the first real tests of the SANCTUS Project's abilities and they are tasked with setting up a forward base in the City Hall then proceeding to find survivors and escorting them out of the city. After all is said and done you begin closing the rifts that are allowing demons into the city and it ends with a final confrontation in the town square with their overlord if you make it that far. Hordes of zombies, cybernetic demons, mutants who sell their souls to the beast, etc. will all be your foes.

    I'm hoping to expand it later to include missions for varieties of players, smaller 2 player missions, all the way up to massive 14-16 player missions where your team is divided on objectives and pushed to their very limits, with the between game progression anything is really possible.

    Edit 2: Here's a gist I've typed up if you're curious, I keep tweaking it left and right but this is the basis.

    CEO of world's largest arms manufacturer has visions from the Archangel Michael about the end of the world only Heaven doesn't defend Earth against the onslaught, crazy prophets show up all over the world, he kidnaps a few and all their stories are identical word for word, and they all rant till they drop dead, they are similar to Flagellants of the Dark Ages.

    CEO begins to wonder and he begins using his own money and a large portion of his company's on "Classified Weapon Development for High Tech Combat Operations", company loses faith in him as time goes on, he gathers holy relics from around the world and tries to find what makes them "holy" and begins to follow the visions sent to him by the Archangel Michael.

    Eventually Project SANCTUS is completed, however he still keeps it underwraps as he is warned by Michael that Hell's agents ravage the world as they speak, and the 7 years of prosperity they have experienced are the beginning of the end. He gets removed from his own company after the Board of Directors gets tired of his foolish wastes of money and his secret pet projects. Project SANCTUS goes underground and all the associated property is stolen by the CEO and trained members of SANCTUS.

    World goes to hell quickly, 7 years of terrible disasters insue, then finally the Rapture begins and the battle of Armageddon starts, however none rally to the side of Righteousness and Heaven never comes to the aid of Humanity. Project SANCTUS goes into effect and they begin deploying special forces teams in a variety of locales to gather intelligence on their foes and begin training against the hordes. The visions of Michael stop and the CEO equips his own suit of power armor and goes out to begin fighting the hordes.

    Posted in: Project Workplace
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    posted a message on Attributes, Behaviors, and Triggers

    So the line of code "Add 1 to (Behavior) to Unit from Player" doesn't work apparently for attributes or something is drastically wrong with my attribute. When the unit levels up properly it gains the correct attributes and everything, however as soon as I try to add even a single point through triggers it fails miserably.

    Not sure what the issue is, I'm curious if anyone can take a shot at this and try it in their map and see if they can get attributes added through triggers right.

    Posted in: Miscellaneous Development
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    posted a message on [WIP] The Rapture

    Updates:
    Hero System implemented
    Custom Stat System implemented (Think Diablo 2 style)
    Some stripping done to the base map due to changes in future goals (Removed weapon creates and needing food to survive, and a few other things)
    Variables modified to allow Multiplayer to run smoothly (array-itized them)

    Stats:
    Strength (Melee Damage, Melee Crit Chance)
    Accuracy (Ranged Damage, Ranged Crit Chance)
    Endurance (Health)
    Willpower (Energy, Energy Regen)

    Posted in: Project Workplace
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    posted a message on Train System (Monorail Movement)

    @Hegemuffin: Go

    Completely missed it, I searched your post for one too xD

    Edit yea you're right I regret opening these triggers, I see "Sin" and my brain dies, the one thing I didn't learn in High School Algebra..

    Although after looking at the code this is pretty well done, kudos to you sir, I've figured out a few things I can mess with in regards to it that are awesome. I don't think I'll use it in any maps (I'm sure someone will remake Railroad Tycoon with something like this xD) but its still very awesome nonetheless.

    Posted in: Project Workplace
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    posted a message on Train System (Monorail Movement)

    Looks awesome, I'd love to see how it works trigger-wise.

    Posted in: Project Workplace
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