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    posted a message on Would it be possible to allow Barracks to Land on each other?

    @BudSMoken: Go

    Lol wow, that is going to be quite a project.

    You may need to alter the footprints for this to work, like DrSuperEvil said. There may be one that already could work, however. Make sure that there are no building requirements for the "land" ability. Then, in the actor, you are going to need to mess with the high of an the barracks, based off of the high of the barracks that has already been placed down.

    When that is done, you need to make sure that barracks can't land on top of command centers or other buildings, or units. Not sure if a validator would do this, or if you are going to have to do that with the footprints.

    Posted in: Data
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    posted a message on Live Q&A sessions in HD, good idea/bad idea?

    Ya this sounds like a cool idea. I think what would be even more interesting is if there could be more than 1 experienced mapmaker on live at a time, communicating with eachother. Yes, it would create arguments, but that would be the point. If 2 mapmakers have 2 different ways of doing something, and they could add to eachothers ideas, I think they could come up with some really interesting stuff.

    Posted in: General Chat
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    posted a message on adding a visual to an ability

    @Tekaichi: Go

    Be careful, that's not 100% correct. Actors are what are controlling the models. Models are the actual visuals, actors just tell them what to do, such as the animations and when to create them. Don't be mistaken that the actor is the visual itself, it is not.

    Posted in: Tutorials
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    posted a message on My map factory (Star Drivers)

    @zenx1: Go

    Hey if I could make a recommendation, so you know how in like super smash bros everything is emphasized to point where it is unnecessary? Or any of those games with a ton of visuals that make no sense at all?

    Well, those make games AWESOME! Because there are so few units in your game, you don't really need to worry about a lot of lag from that. So I would recommend making some crazy visuals that like, create a bunch of cool models. I'm pretty good at this, so if you want me to send some ideas, I will.

    Also, how bout like a cumulative weapon system, where you buy stuff? (Unless you have already done this, which if you have I just now sound like an idiot haha). I'll explain what I mean anyways. So like, instead of having users pick stuff for their car at the begining, everyone starts with the same, basic, bland car. Then you can spend points you get to buy more stuff. So like you can buy visual and actual helpful upgrades for ur car. So you could make some really awesome abilities that you can buy with the points you earn. Don't make them give people too much of an advantage, just make them more cool looking and a "whoa, I want to play more so I can use that!" for new players. Then have like buy-able new cars, attachments, paint jobs, etc. Oh and add some flashlight features, and make it like those under the car neon lights, that would be sick.

    In my opinion, the way you should get points is by like every couple seconds that you are in first, you get 2 points. Every couple seconds you are in second, you get 1 point. Nothing for third, fourth, fifth, and whatever else. And then check and make sure that the game is full, or at least almost full, before you can get anything. So that way, you don't get anything if you are just going by yourself or with one other person.

    Another way to do this is by going you have to be in "6th to last" (first). So then if there aren't six people, you can't be getting the first place bonus) You could also make 2 game variants. One would be the competitive one, where you can't join as a party and then "boost". The other would be so like a party of 6 could join, but they wouldn't get any points. It would just be for fun.

    It would be under the same game just 2 variants checked by triggers when awarding points.

    EDIT: Oh and one more thing. There would be a dialog item that selects a building through triggers, which will contain all the upgrades and whatever. That way, people won't be forced to take away from gameplay, but they do have the option to shop. They can shop in between rounds, etc. And you can sell stuff for like 75% or something too? And make like a tech tree of attachments and stuff, kinda like Need for Speed Underground. That would be cool.

    Posted in: Project Workplace
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    posted a message on Mephs doing live mapping cast

    Just though ide mention it.

    Hes doing it now, not sure for how much longer though.

    http://www.livestream.com/mephssc

    Posted in: General Chat
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    posted a message on Cactorunit error in my map

    @voodude2008: Go

    Really? Usually it just creates 2 actors on top of each other, but not attached... That's interesting, never heard of that before. Good to know, good to know.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Changing a unit's attack range

    @Snappybean: Go

    Ya, I actually read somewhere that the insane AI will do things like target all melee units with marauders, position their tanks and whatever else perfectly, and then on top of that will navigate small splash vulnerable units away from larger splash attacks like siege tanks... It's actually ridiculous. Oh, and I also heard that they are adding a CANNON RUSH and some BUNKER RUSHING, and even some REAPER RUSH, SIX-POOL, VOID RAY MASS, and other cheese options to the easy AI, in order to prepare bronze players more for their experience.

    Actually not that bad of an idea in my opinion. Although I think what I was looking at was from like a year ago, and those things never actually came through... Kind of disappointing, would have been funny.

    Posted in: Data
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    posted a message on Applying attack/armor upgrades

    @Snappybean: Go

    Hehe, +1, lazy = awesome

    Posted in: Data
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    posted a message on Changing a unit's attack range

    @Snappybean: Go

    I actually don't think so. I think it is primarily APM restrains, and some ridiculous micro. For example, I am fairly sure the insane AI manipulates target priorities, so units do the maximum amount of damage they possibly can. So like, you might notice that some ranged units will sometimes attack an already dead unit, if the unit died before the missile could reach the unit? Well I think that insane AI is programmed so that never happens... Not entirely sure how it works though, that may not be accurate.

    I'm like 99% sure they mess with the target priorities though, not sure about the missile stuff.

    Posted in: Data
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    posted a message on Baneling Question

    @DragOnGamer626: Go

    Not noobish, except it's not a trigger.

    If you are new to mapmaking you might not understand this, but basically the baneling actor has an event that causes the baneling actor to use that animation when the centrifical hooks upgrade has been researched. If you look at the actor, you should find it in there.

    Posted in: Triggers
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    posted a message on The Market: At a Fork in the Road

    Alright, so my computer HAS NOT been fixed, but I have begun working on the map (as of yesterday), but progress is slow due to my laptops incapability of doing anything but making a decent melee weapon...

    However, I am making progress, the poll needs more feedback, and if anyone has any questions, comments, suggestions, ideas, hate mail, w/e, post it below.

    Posted in: Map Feedback
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    posted a message on Make it stop D:

    @garrawr: Go

    You have to put in the unit death response.

    Event: Unit Death Response: Destroy

    Posted in: Data
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    posted a message on The Royal Wedding

    Haha, no, the royalty of England has NO power. AT ALL. Some other countries royalty can INFLUENCE the government, but still have no real direct control over anything.

    But that is not the case in England. They do nothing. AT ALL.

    Their only purpose to be there and be rich.

    (Technically that isn't true, they are there to symbolize what as England's glorious past of monarchy, and almost be the true government's "advisors". There was some sort of agreement a while back when England first became a democracy. The monarchy would step down, only if they would have the role of advisors and still hole their titles. But the "advisor" role has almost entirely died out, although it does linger in some other countries)

    Posted in: Off-Topic
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    posted a message on Changing a unit's attack range

    @HellZergSC2: Go

    The damage and actual weapon properties are handled through the damage effect.

    The weapon itself is what handles when and how the weapon is used, such as the weapon speed and range.

    Like I said, just think of the weapon stats as controlling when the weapon is applied, the launch missile effect (for ranged attackers) being how it is applied, and the damage effect being what it does when it is applied.

    That should get you started in understanding how the weapon system works.

    Posted in: Data
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    posted a message on Hand of Humanity (Campaign) introduction

    @Terhonator: Go

    Word of advise for future mapping projects (and this one):

    Get gameplay pretty much PERFECT. Then do terrain. Gameplay is much more important in the long run.

    Also, don't be mistaken. Making cliffs, unpathable doodads, and other GAME ALTERING terraining should be done first. I'm talking about texturing and adding things that don't change gameplay.

    Then, when you post for testing, make sure to mention that you haven't done anything with the terrain yet.

    Posted in: Map Feedback
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