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    posted a message on Who thinks they know their Starcraft Lore?

    @XxMayhemxX: Go

    Anything run by the Kel Morian Combine basically.

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene

    @Ardnived: Go

    Well 1:10 in my song is the final "Boom" but not the end of the song (the song is like 4 minutes) but it would just be a more lenient time allotment.

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene

    Can we have an extension to the 1 minute rule? Maybe a minute thirty.. <.<

    Posted in: Project Workplace
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    posted a message on Custom Inventory System and UI

    Fucking awesome, that's all I have to say.

    Editted: Once I used a higher definition on youtube was easier to understand ^^

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene
    Quote from SystemSe7en: Go

    Maybe I'll get off my ass and participate this time haha.

    @Shadowclaimer: Go

    How'd you record that?

    Fraps

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene

    I'm just entering so I can get some keys for friends xD

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene

    Preliminary, far from the current version =D

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene
    Quote from WraithChaser: Go

    Really, I would love to make one but I can't get a decent Recording Program that's free. . . FRAPS only does it for like 30 seconds. . . Gay.

    • cough*

    That's all I'll say.

    Anyway, I've got a preliminary version uploading to Youtube now, I have a newer much longer version in the works, in 30 I'll have a viewable preview, basically its just an epic Zerg vs Terran battle set to even more epic music.

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene
    Quote from vjeux: Go

    Yes it is :)

    (Let's hope I don't get sued because of what I just said :p)

    (If you do get sued over my video can I still possibly win? xD)

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene

    Are we allowed to use copyrighted music or anything with proper notes?

    Was kinda considering doing a music video.

    Posted in: Project Workplace
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    posted a message on [WIP]World War 2 - The War to End All Wars
    Quote from Kanaru: Go

    If it's relevant to your map, although the United States was isolationist originally, supplies such as weapons were still given to Britain and France to aid in the war by cash-and-carry (which means Britain and France would have to pay with cash and transport the supplies themselves). Germany knew of this so they attacked United States ships although they were still not technically in the war.

    Yea hence the gifting system, which is why I also contemplated the Act of War system noted at the bottom, so if you kept gifting money and weapons to Britain as the US their people would like you more, and then if Germany started sinking your transport ships it wouldn't be direct war (it would be an Act of War, and the player could force war then if he wanted to)

    Posted in: Project Workplace
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    posted a message on [WIP]World War 2 - The War to End All Wars

    Updated Nations and National units, tech tree still in process.

    Posted in: Project Workplace
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    posted a message on Naval Units
    Quote from rrowland: Go

    You could create a trigger that looks for any units casting the unload ability at stage Generic2 - Queue. Then compare the worldheight at the location they've selected with the height of the water and cancel the unload order (and possibly throw a custom error message) if the target location is under water.

    Did I ever tell you I love you? After seeing Reaper Madness I watched you play a lot of SC2 on your livestream, and now that you've posted here, you're my hero ;D

    You've effectively solved my primary problems.

    Posted in: Miscellaneous Development
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    posted a message on Naval Units

    @rrowland: Go

    The current system I'm using works, but I like yours a lot.

    Currently hitting a problem with keeping units from unloading their transported units in water..

    Posted in: Miscellaneous Development
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    posted a message on Naval Units

    I've done some playing around and so far the only way I could really do this would be to set some ground units that move at the base height of the water, and have ground pathing blockers on the sides of all the land on the map. This is a pita mind you and also makes Transport Ships and Amphibious Vessels a bigger pita.

    Is there a way using Movers or something to make a unit amphibious or naval?

    -Note-
    Went back and made ground units that have a base height of my water, put pathing blockers on shores, made unload/load have a 3-4 range so that way you could transport units properly. Going to have to modify the unload property to check for the height of the unload location to see if you can unload there or not, its a pitiful workaround (thanks Blizz, you should've guessed somebody wanted Naval units.. sheesh)

    Posted in: Miscellaneous Development
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