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    posted a message on Is there a way to increase command card size?

    @Playmo: Go

    Well the idea is that you actually use only one section of the command card. Each "switch" button would disable the currently shown abilities, and enable another set of abilities. This increases your limit to almost 120 abilities. (I think). However, I'm not sure when you would ever want over 30 abilities on one command card. I mean, there is such thing as too complex. I think that maybe, if you are giving these abilities to a hero, make multiple heroes and split the abilities up. Even 30 just seems a bit... much. I would go with at most 15 a hero.

    But then again you never said you are using this for a hero, so idk. There are some other ways to do this, but I will need some more info first. The above strategy is what I recommend doing, if you really do need 30+ abilities.

    Posted in: Data
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    posted a message on HoX'N Development is now Online

    @l3utterfly: Go

    Define third person. There are many kinds out there. Will it be WASD? Diablo style, or just SC2 style with a third person view? Also, I would (kinda being a hypocrite here) recommend posting a video of at least what you have so far. I would say this, because it sounds like you would want some fairly skilled data editors... And they wouldn't really be interested without more info. (Well, at least I wouldn't think so. I'm not that good with the data editor so idk). Anyways, that is my advice.

    So far it looks cool though. Perhaps just a single screenshot of the terrain you have so far? Once again, just shooting out ideas. People tend to disagree with me a lot, so don't feel like what I am saying is at all accurate lol.

    Posted in: Team Recruitment
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    posted a message on Tofu (Project TMA) Official Thread

    @iSaintx: Go

    Lol I was just being nice. They... alter their graphics I would agree with you, they don't really improve them. However, they do technically "improve" their graphics, I don't think that Cod4 was "officially" HD, whereas MW2 and Black Ops are. (Not sure about WAW either)

    And don't get me wrong, I think that what they do with COD, making virtually the same game every year and calling it "new", charging $60, is BS. However, they are making a full FPS game in 1 year.

    And yes, I understand that projects can EASILY take 9 months. Especially when you have lives, which it appears the makers of this game do.

    The issue I have is how much they stressed how long it has been in the making... I was just, idk, turned away from the map a little when I saw that. Once again, looks like a fantastic map. Better than Smashcraft? Do be honest I couldn't tell. Smashcraft is great, so just by saying that it has potential to be better than it is a huge compliment.

    Once again, NOT ripping on the map itself AT ALL! It looks GREAT! One of the best. However, it still looks like to be ONE of the best, not THE best. I simply think the presentation was a little much. That is all. Didn't mean to offend anyone...

    Posted in: Project Workplace
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    posted a message on Halo Forge + SC2 Galaxy Editor = Epic

    @Victiln: Go

    Haha ya, you can't really call the forge system an editor at all. I just like the idea of how you place objects with it. You can truly make some nice terrain with that, whereas because the galaxy editor is meant for RTS, you can't really make any buildings to enter. Well, at least not without doing some serious editing.,

    Posted in: Off-Topic
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    posted a message on Cactorunit error in my map

    @Demonicus2009: Go

    Well it sounds like somewhere you have 2 actors attached to one unit, or one unit attached to one actor... Both would create a similar error. Usually the editor won't let you do this, so I'm not sure where it is coming from, unless you are assigning actors to units through triggers, which I would recommend not doing. You can create a unit with no actor attached to it, and then assign an actor to it through triggers... Still a bit risky in my opinion. I would stick with only creating actors at points, not assigning them to a unit.

    Other than that, I don't really know where the error could be stemming from. if you could give some more info, I (and others) might be able to figure out where the error is actually stemming from.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Halo Forge + SC2 Galaxy Editor = Epic

    So I have been thinking of the rather limiting aspects of the Sc2 Galaxy Editor. For one that is an RTS editor...

    So I was thinking that maybe what someone needs to do is combine the SC2 Galaxy Editor with the FPS aspects of the Halo Forge system.

    You would make the map the way you would want it. The editor would automatically do the FPS stuff, like decreasing detail as the terrain gets farther away, and making only what is in front of you rendered by the computer, etc.

    The terrain editor would be different, and a couple basic platforms to make workable platforms, in order to make buildings, outposts, and other COD/Halo terrain like things.

    Then the game could to the weapon drop system, and grenades and other FPS stuff.

    Now if only someone had the time, patients, and knowledge to go and tackle such a revolutionary project...

    What would this mean? What could people create, with such a basic but powerful tool? Why hasn't anyone done something like that before? What makes it THAT difficult? Is there something I do not understand about FPS programming, that would make this idea an impossibility?

    Just imagine... Being able to make a DOTA map... in COD? Where you are the hero? Imagine... It makes me sad that such a tool does not exist. And don't tell me it does, because I promise you, it DOES NOT.

    I mean does anyone remember orange maps from Day of Defeat? The terrain doesn't need to be amazing, just the gameplay. The terrain can come later...

    Posted in: Off-Topic
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    posted a message on Periodic Search Driving me CRAZY

    @Zantai: Go

    Unfortunately I do not think that there is a trigger that can be set to trigger when an event is used, I think that it must be an ability.

    However I have discovered a much more efficient and flexible way of doing this, and I will be making a video tutorial and posting it here because I think that the "Unit enters a range of "Specific Unit"" trigger is a commonly desired trigger. I will post the video later today.

    Posted in: Data
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    posted a message on Call of Duty Map Pack

    @deathkad: Go

    Battlefront 2 is actually my favorite game of all time.

    And FYI they are making a new one, and a Lego Star Wars 3. But I'm not sure who is making it, because I think who made the original Battlefront games went out of business? I'm not sure though.

    Posted in: Off-Topic
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    posted a message on Periodic Search Driving me CRAZY

    @zeldarules28: Go

    Ah, thank you. I hope that is the problem, because currently it is just set to nothing. Not sure if the ability can actually be run with no effect assigned to it or not...

    Posted in: Data
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    posted a message on Periodic Search Driving me CRAZY

    Alright so here is my issue.

    I created a behavior (buff) that periodically (.25 seconds) runs a search effect. That search effect will check and see if there are any (I will use marines as an example" marines in the area. If there are, it will apply a behavior to the unit THROUGH A TRIGGER. This is important, it needs to be through a trigger.

    The way I have been trying to do this is the following:

    Behavior (buff): Runs the effect "Check for Units" every .25 seconds.
    Effect (Search Area): Runs effect "Check for Marines" for every unit in its search radius.
    Effect (Set): Runs effect "Issue Dummy Order" with validator "Check and make sure unit is marine"
    Effect (Issue Order): Issues an order to run "Dummy Ability".
    Ability (Effect Instant): An empty ability that can be tracked with triggers.

    Here are what I think could be the problems:

    - Instant effects can't be empty, they must have an effect assigned to them.
    - I have the target/source/caster sections messed up some how
    - The trigger isn't recognizing the order being "issued" because it was issued by a behavior, not a user.

    If anyone could help me out, that would be great.

    Posted in: Data
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    posted a message on Help with unit corpses decaying/dissapearing

    @Demonik420: Go

    Ya, what EchoedRequier said is your best bet if it is for cinematic.

    However, if you want it for actual game play, I would look at the terrazine tanks from the campaign that never disappear and figure out how their animations work. Then simply duplicate it for the zergling.

    If the decay is part of the animation, you can go into the editor and chop off the end of the animation, making it so that they never disappear. However, if you do that, make sure they aren't deleted from memory, because then they will just disappear with no dissolve animation when they are deleted.

    Posted in: Data
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    posted a message on We are TIRED of the damn Advertisement video

    @Mozared: Go

    Yup, same with me. I'm using Chrome, and I get nothing.

    (Chrome = Best Browser)

    Posted in: General Chat
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    posted a message on Tofu (Project TMA) Official Thread

    Just to be clear, I would like to point out that a new Call of Duty comes out every year. Granted, there are technically 2 companies working on it, but still. You are using all of the components that Blizzard provides, and you still came up with what looks to be like a "meh" map.

    BTW, I would have been far less harsh if you would have been less arrogant and cocky in your video. It is good. It is very good. So are hundreds of other maps.

    Why I bring up Call of Duty, is that they make a full FPS game every year, updating the graphics and UI and everything. You did... a little bit. You are one person, they are a company. Still, do not expect people to go crazy over something that is average.

    Once again, I would have been less harsh but... to be honest the video kinda ticked me off a bit. Can't really put a finger on why it did, it just did. Sorry.

    Edit: Sorry, I didn't see 2 people were making it. That makes it.. More impressive?

    BTW, do not get me wrong, it is a very good map, like I said. I simply think you took the whole "9 months in the making" thing a little too far... Once again, I am sorry. I'm just being honest with you.

    Posted in: Project Workplace
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    posted a message on Simple noob question

    @Usernameisntworkingright: Go

    One trigger with that will not cause lag. In general ,triggers like that will cause more lag than an equivalent through the data editor.

    However, the difference is normally noticeable until you really start getting a lot of those triggers in one map, working at once. You always want a trigger to be triggered the least amount of times possible to get the job done the way you want it to.

    There is no arguing that, it is a fact.

    FYI most WASD systems lag ridiculously on lesser computers, your computer and other better computers you can't tell this though.

    Posted in: Triggers
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    posted a message on Simple noob question

    @Usernameisntworkingright: Go

    No, don't do that. That will produce tons of lag. Every time a unit enters the range of ANYTHING the trigger has to check to make sure the data type is convertable, and then make sure that it is a unit. Then, after that, make sure it is a zealot. Just give the zealot the behavior I was talking about, much less lag that way.

    I would recommend never messing around with using an any unit function when there is another way through the data editor, for it will cause less lag.

    Posted in: Triggers
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