Lookin for a copy of the Human male and female models, with textures, and a ridiculous amount of armors and weapons, figure rather than importing way too many different models I'd try to save some space by just using those two, then equipping them with armors and weps as needed. Would also make a great mod file for all those rpg makers out there.
Hey so I gots a dude who is burrowed, and I gave him a self launch missile effect to be able to move to the target point (I don't want to enable natural movement) and all's fine and dandy, workin great, but when he's done, he can no longer unburrow... I can't seem to find out why that is, any ideas?
Nevermind, it was the "wait until stopped" apparently using the LM makes the burrowed ability think he's still moving even though he's stopped, not really sure why, but thas whats happening
Either or is fine, if you're not comfortable with sharing I'll just add prefixs to everything, just make sure to add everything with the same prefix per ability, might be a little more difficult that way but tis up to you buddy.
sure, looks easy enough, is it HotS enabled or should I be making these in WoL? if I can do HotS, then with that throw abil I could even let you pick up bodies, nothing scarier than walking along and having a body thrown at you from down the hallway.
This game has 6200+ ratings and currently being played by hundreds everyday. I am looking for someone who could create abilities for The Thing (a single but powerful unit for one player only)
If anyone is interested in having his name in the game and having your work played by thousands of players, hit me up.
I can help you out if you'd like buddy, just let me know what you're looking for and I'll send you back some examples.
so I want to make a buff that gives vision of the target unit for the casting player as long as the buff is on the unit, now I made this simple by just checking the share vision flag, what I want to know is if I can set the vision radius to the casting player, like, as long as the buff is on the casting player can only see 2 radius around the unit even if the unit's vision is 5 radius
also just wondering, does the share vision flag only share it to the casting player or to all players?
Well blizzard obviously managed to get it to work properly with their Swarm Hosts, so I'd just sort of like to replicate that in a more efficient manner? theirs does missile effects and spawn animations and all of that stuffs
starting to think it's bugged, and the unit rally field overwrites the target location field
EDIT:
Totally finally found it out (I think), so the rally field just takes the rally instructions of the designated unit, and applies it to the rally ability of the spawned unit, so if the spawned unit does not have a rally instruction, it's used instead as a replacement for the location offset.
However, if the spawned unit has the rally ability, it will be spawned at the regular offset, then issue a rally order to the target point, though I'm not sure, but it does appear to be super bugged.
When taking the swarm host spawn ability, and just giving it to a unit (say zergling), and giving said zergling a rally ability, it will spawn the "swarm eggs" at the rally point.
Seems to only work properly when used with swarm hosts for some reason :S
I am also in the same sinking ship. I try to make it spawn at the caster then rally to the caster's rally point, and it instead just spawns at the rally point.
there is a LOT of repetition in these, and they're all 4 minutes long, that's probably going to take up a lot of map space, for their intended use I'd recommended lowering the count on your repeats and shorten the duration to around 2, also keep in mind that in maps they'll probably loop a lot, so a stronger and shorter intro would probably suit you better.
Haha I meant the status UI in game, the one that pops up above the unit itself, for some reason the default HotS ones dont show shields, which suuucks.
The entire issue is due to your arrays which are not even needed for the intended purpose that you're using them for. Currently you have setup mulitple copies of the same dialog and then saved them to a variable for each player; this is incorrect as dialogs and items are already done on a per player basis. Don't use triggering player for the index of the saved dialog variables. Think of it as currently you have 2 dialogs and your showing/hide each players dialog rather than what its supposed to be as one "master" dialog that is showing/hide at the option of the player.
He's so right, just set the dialogs up once, give them each unique dialog item variables, or a 1 column array, then with all your triggers you can adjust them specifically, using "convert player to player group (triggering player)" to have said dialog item adjust for only that player.
Any changes one player makes to a dialog, will only affect that player, unless you trigger otherwise.
In your case, you want to change "pages" then make each "page" a panel dialog item type, then set each one of those Panels up to a variable with 1 array. So first page would be "Variable A[1]" second would be "Variable A[2]" etc, on panel creation (for every panel past 1) hide it on creation for all players. Now when the dialog pops up, it will only display any item within dialog panel 1. Then make your next page button, but attach it to the dialog itself, not a panel, from there you can easily make a trigger that will change the active page, for only the player using the dialog.
It should be pretty simple to make a Event: player uses dialog item Condition: Dialog item is Next button Action: If then else If: (Variable A[TriggeringPlayer]) < Max Pages Then: Hide Page (Variable A) for Triggering Player, Set Variable A = Variable A +1, Show Page(Variable A) for Triggering Player
Then do the reverse for the previous button.
With that logic you should be able to handle the rest, just keep in mind that things like dialogs don't need to be made for each player, as they can be easily edited to display for individual players.
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Lookin for a copy of the Human male and female models, with textures, and a ridiculous amount of armors and weapons, figure rather than importing way too many different models I'd try to save some space by just using those two, then equipping them with armors and weps as needed. Would also make a great mod file for all those rpg makers out there.
0
Hey so I gots a dude who is burrowed, and I gave him a self launch missile effect to be able to move to the target point (I don't want to enable natural movement) and all's fine and dandy, workin great, but when he's done, he can no longer unburrow... I can't seem to find out why that is, any ideas?
Nevermind, it was the "wait until stopped" apparently using the LM makes the burrowed ability think he's still moving even though he's stopped, not really sure why, but thas whats happening
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@Vicboy: Go
Either or is fine, if you're not comfortable with sharing I'll just add prefixs to everything, just make sure to add everything with the same prefix per ability, might be a little more difficult that way but tis up to you buddy.
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@Vicboy: Go
sure, looks easy enough, is it HotS enabled or should I be making these in WoL? if I can do HotS, then with that throw abil I could even let you pick up bodies, nothing scarier than walking along and having a body thrown at you from down the hallway.
0
I can help you out if you'd like buddy, just let me know what you're looking for and I'll send you back some examples.
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@LosTacos: Go
Woo I was thinking of making something like this! glad to see I don't have to now, looks awesome man
Also, I expect that viking to be able to switch to robot mode mid flight and drop itself upon ground enemies like the goliath did but x10 badassery
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so I want to make a buff that gives vision of the target unit for the casting player as long as the buff is on the unit, now I made this simple by just checking the share vision flag, what I want to know is if I can set the vision radius to the casting player, like, as long as the buff is on the casting player can only see 2 radius around the unit even if the unit's vision is 5 radius
also just wondering, does the share vision flag only share it to the casting player or to all players?
0
@Zetal: Go
Well blizzard obviously managed to get it to work properly with their Swarm Hosts, so I'd just sort of like to replicate that in a more efficient manner? theirs does missile effects and spawn animations and all of that stuffs
starting to think it's bugged, and the unit rally field overwrites the target location field
EDIT:
Totally finally found it out (I think), so the rally field just takes the rally instructions of the designated unit, and applies it to the rally ability of the spawned unit, so if the spawned unit does not have a rally instruction, it's used instead as a replacement for the location offset.
However, if the spawned unit has the rally ability, it will be spawned at the regular offset, then issue a rally order to the target point, though I'm not sure, but it does appear to be super bugged.
When taking the swarm host spawn ability, and just giving it to a unit (say zergling), and giving said zergling a rally ability, it will spawn the "swarm eggs" at the rally point.
Seems to only work properly when used with swarm hosts for some reason :S
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@Zetal: Go
I am also in the same sinking ship. I try to make it spawn at the caster then rally to the caster's rally point, and it instead just spawns at the rally point.
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@Crewdroy: Go
there is a LOT of repetition in these, and they're all 4 minutes long, that's probably going to take up a lot of map space, for their intended use I'd recommended lowering the count on your repeats and shorten the duration to around 2, also keep in mind that in maps they'll probably loop a lot, so a stronger and shorter intro would probably suit you better.
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@felefix: Go
ummm, wouldn't it get confusing with everything named Marine? :S
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@Zero0018: Go
Haha I meant the status UI in game, the one that pops up above the unit itself, for some reason the default HotS ones dont show shields, which suuucks.
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@Zero0018: Go
haha looks like you got a little further than I did, I can't for the life of me make the custom status work properly, can't get it to show shields.
Simply make the bars first, the image of the "hero ui" thing that you use, has segmented bars built in, just make sure it displays above your bars
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He's so right, just set the dialogs up once, give them each unique dialog item variables, or a 1 column array, then with all your triggers you can adjust them specifically, using "convert player to player group (triggering player)" to have said dialog item adjust for only that player.
Any changes one player makes to a dialog, will only affect that player, unless you trigger otherwise.
In your case, you want to change "pages" then make each "page" a panel dialog item type, then set each one of those Panels up to a variable with 1 array. So first page would be "Variable A[1]" second would be "Variable A[2]" etc, on panel creation (for every panel past 1) hide it on creation for all players. Now when the dialog pops up, it will only display any item within dialog panel 1. Then make your next page button, but attach it to the dialog itself, not a panel, from there you can easily make a trigger that will change the active page, for only the player using the dialog.
It should be pretty simple to make a Event: player uses dialog item Condition: Dialog item is Next button Action: If then else If: (Variable A[TriggeringPlayer]) < Max Pages Then: Hide Page (Variable A) for Triggering Player, Set Variable A = Variable A +1, Show Page(Variable A) for Triggering Player
Then do the reverse for the previous button.
With that logic you should be able to handle the rest, just keep in mind that things like dialogs don't need to be made for each player, as they can be easily edited to display for individual players.
0
@Zero0018: Go
I just used one of the loading bars, then desaturated it to the colours I need, looks pretty good. Check out the look here: http://www.sc2mapster.com/maps/star-breaker/images/3-current-build/
the zerg loading bar to be exact
I've also desaturated the display to be the same colour as the player colour, which is why it's red