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    posted a message on Videogame Economies

    @Mozared: Go Wow! That was a Great video. Definitely puts everything in perception. Thanks for sharing! :)

    Posted in: Off-Topic
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    posted a message on [Harvest Requirements] Limited Resources Gathering

    @DrSuperEvil: Go

    Thanks DrSuperEvil, that worked perfectly. :) It all makes since now, That was very easy.

    My first idea was to see if I could limit the maximum amount of resources the mule can gather overall. I'm not sure how to go about this or even if it is possible.

    Posted in: Data
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    posted a message on Videogame Economies

    I just watch this video on youtube about videogame economies. I though it was interesting because I think overall it's just a hobby and to see people to hand over 1000$ for a unique in game object is just insane to me. The cycle of improvements for videogames will be the down fall of any kind of virtual gaming economies.

    Embed Removed: https://www.youtube.com/v/cxf0aoDQDWs?fs=1
    Posted in: Off-Topic
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    posted a message on [Harvest Requirements] Limited Resources Gathering
    Quote from DrSuperEvil: Go

    How you disabling the ability?

    With a requirement. Here is the list of all the changes to make it work. :)

    Posted in: Data
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    posted a message on [Harvest Requirements] Limited Resources Gathering

    Well I solved the problem; However, When the mule losses the gather ability, It continues on gathering until I take them off the resource node.

    Posted in: Data
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    posted a message on [Harvest Requirements] Limited Resources Gathering

    Here is the idea, Instead of the Mule Timed Life Span destroying the Mule, The mules Gathering ability is removed thought the Requirements.

    My Question is, can the Requirements work on the individual level. Where One mule has lost the ability to gather while a fresh one still has time to mine before that MULE losses the ability to gather resources.

    Posted in: Data
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    posted a message on [Requirements] "Count Unit Kills " Is it working Backwards?

    Awesome!

    Posted in: Data
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    posted a message on [Requirements] "Count Unit Kills " Is it working Backwards?
    Killed: Counts the number of the alias killed by the player
    Kills: Counts the number of units killed by the alias belonging to the player
    

    The description in the Wiki is backwards it should be like this below

    Kills: Counts the number of the alias killed by the player
    Killed: Counts the number of units killed by the alias belonging to the player
    
    Posted in: Data
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    posted a message on [Requirements] "Count Unit Kills " Is it working Backwards?

    I've been playing with this requirement called Count Unit Kills and I manage to get it working but it is not working as I had first imagine it would.

    At first I thought the requirement would count the "kills" on a specific unit, Like the example below.

     CountUnit(Raynor,Kills) >= 2 
    

    But this is not so, and in fact it works on the counts of the specific unit (example zealot) being "killed" buy any of your units.

     CountUnit(Zealot,Kills) >= 2 
    

    And that what is throwing me off here.

    Posted in: Data
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    posted a message on The Hybrid as a playable race?

    A Hybrid race would be neat. One of my very first jabs at the editor was a attempt at making the xel'naga race for the game. It was a very crudely made map. I used the prisoner zealot for the Harvester and when they harvested the gas the green box went around his head. Here is a question? What kind of special talents will the hybrid race have as a race?

    Posted in: General Chat
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    posted a message on how do i change skins like this?

    Even though minor aspects in the tutorial seems very outdated the descriptive text is still reliant on how to set and apply textures.

    Posted in: Data
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    posted a message on Terran Macro Map

    Here is a look at my first Mod in 3ds max. It is Jim Raynor with a chaingun. The Mod is still in the works of being made but It is looking good. Now there are three modes to chose for Jim Raynor in this map Commando mode, Sniper Mode, and now Chaingun Mode. Each mode will have their advantages in holding back the Protoss. As for the map I have made a bunch of progress.

    http://www.sc2mapster.com/media/attachments/43/849/PicJimC.jpg

    http://www.sc2mapster.com/media/attachments/43/854/PicJimD.jpg

    Posted in: General Chat
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    posted a message on [Tutorial] SC2 kitbashing in 3dsmax

    @Leruster: Go

    Got it! Thank you very much!

    Posted in: Tutorials
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    posted a message on [Tutorial] SC2 kitbashing in 3dsmax

    WOW! Thank you for the Video! I wish I had been doing this earlier seeing how long this has been available and easy. I literally just started doing this today and I got one question. How do you put the Textures on the models? I get this error when I import :(

    http://www.sc2mapster.com/media/attachments/43/808/Error.png

    Posted in: Tutorials
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    posted a message on Some wiseguy keeps saying "scam"...

    I guess the word "donation" never has enter that guys vocabulary.

    Posted in: Off-Topic
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