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    posted a message on Suggestions for my map design!

    @seanybabyx2: Go

    Well I could probably think of something with time but right now I have my own map stuff to think about. What I mean is really subjective though. Just some mind food I suppose.

    Hope your map turns out great!

    Posted in: Map Suggestions/Requests
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    posted a message on Cool Abilities?
    Quote from zenx1: Go

    railgun zergling face hugger deploy turret (marine builds turret and uses it as stabilized defence) sticky grenades

    The Zerg face-hugger really got me thinking. Zerg swarm! :P

    I'm thinking the man-able, but portable, turret will be one of the more popular choices though.

    Thanks for the great suggestions!

    Posted in: Map Suggestions/Requests
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    posted a message on Cool Abilities?

    So some may have noticed that I locked my map thread. Mostly because at this early stage it was a bit of a misstep to post anything about it, even a help thread.

    That being said, I am struggling with abilities to put on heroes.

    Which is where the thread, here, comes in.

    • They should be realistic, keeping in mind this is a future scenario on an alien planet, so a little fudging of facts is more than okay.
    • Finally, there need to be abilities for natives and aliens separately. The way to think about this is that natives are drastically less technologically advanced than the aliens, and even with what little they have learned since the aliens arrived they are still more than neanderthal compared to the aliens.

    So what are abilities you'd like to see in a map like this? Perhaps just what you think would be cool to see your hero/alien do. They don't necessarily have to be "cool" or unique, but the unique-r the better.

    Posted in: Map Suggestions/Requests
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    posted a message on Suggestions for my map design!

    @seanybabyx2: Go

    If you want to be original, having both is more original than one or the other.

    If you ask me, though, to be really original you need to have some sort of requirement system for getting resources. I don't know how or what; just a suggestion.

    Posted in: Map Suggestions/Requests
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    posted a message on Jumping the Everyone (E) Camera

    @Psyballa: Go

    No, I don't have access to my editor at the moment (updating) but I'll try to explain it the best I can.

    So, create a player group variable. Similar to:

     player group = Empty Player Group
    

    Empty player group should be the default. If not, just leave it alone. The default value is what you want.

    EDIT: make SURE it's outside your other triggers if you have to call it more than once.

    Make sure you've added the players to the player group either during the map initialization or during a separate trigger that runs before this one.

    Then go back to the trigger and:

    Player Group - Pick each player in (player group) **[see just changed it here]** and do (Actions)
                Actions
                    Camera - Pan the camera for player (Picked player) to (Start location of player 1) over 2.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
                    General - Wait 2.0 Game Time seconds
                    Camera - Pan the camera for player (Picked player) to (Start location of player 2) over 2.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
    

    (etc)

    If this does not help, post any and all triggers and variables associated with what you're trying to do and I'll see if I can't help you further.

    Posted in: Triggers
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    posted a message on Jumping the Everyone (E) Camera

    @Psyballa: Go

    Since no one has gotten back to you yet I will, although I realize you were talking to Rice.

    Yes, it pans all players cameras. To change to a specific player group just change (All players) to your own player group or instead of using an action to call all players just use the pan camera action and pick a specific player.

    Posted in: Triggers
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    posted a message on Difficulty with Cliff Brush Tool

    @BorealisD: Go

    I suggest taking your triggers and units to a new map. Sounds like an editor bug to me.

    Posted in: Terrain
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    posted a message on [Trigger Conditions] Dialog item exists

    @SylphCraft: Go

    Well, you could set an integer variable and then add or subtract 1 depending on how you're trying to make the trigger work, then just do:

    General - If (Conditions) then do (Actions) else do (Actions)
                If
                    integer to stop trigger == 0
                Then
                    General - Break
                     (or)
                    General - Skip remaining actions
                Else
    

    EDIT: I spoke too soon, I tried to make a crude trigger based on the information given, which would move a dialog item on acquiring of target, but I couldn't even get that to work.

    Hope you find help. Sorry I couldn't be any help. :(

    Posted in: Triggers
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    posted a message on [Trigger Conditions] Dialog item exists

    @SylphCraft: Go

    So you're trying to make a movement system or just trying to move the dialog box with the screen or?

    I'm not entirely sure and I'll see if I can't solve it, but in the meantime try adding this right after "wait .01 seconds":

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    dialog item == No Dialog Item
                Then
                    General - Break
                     (or)
                    General - Skip remaining actions
                Else
    
    Posted in: Triggers
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    posted a message on [Trigger Conditions] Dialog item exists
    Quote from SylphCraft: Go

    ....

    Edit: My problem is that i have a while loop that changes the properties of a dialog item over time. But if the dialog item is removed while the loop is still active it causes errors unitl the loop runs out

    Could I get some code? I could probably fix it but I don't really understand what you mean.

    Posted in: Triggers
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    posted a message on Acquiring Unit with another Unit

    @KingRadical: Go

    Which is why I'm all about the triggers. xP

    Posted in: Triggers
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    posted a message on Intersteller War; Need people to help out.

    Basically just a Top vs. Bottom technically-wise. However I plan to make it playable as a number of things.

    It can be played like:

    1. an RPG
    2. a First Person game
    3. a Third Person game
    4. a Tower Defense
    5. a Domination game
    6. a Survival game

    There are more ways, and some ways are sort of "added together", but they really don't significantly improve or add to the game in more ways than the ways said above.

    If you'd like to just keep track of the game, I have an Update Tracker that will be up-to-date by at least one week depending on how long I decide to stop working on it or am having troubles with things.

    If interested in helping, I will be dropping the 1.0 update to the game a few days/weeks after the 1.5 update to SCII. So after that is when I will really need help.

    Positions Available:

    1. Beta Testers (no max or minimum, I need all I can get!)
    2. Terrain Editors 1-2 (I don't need many, but my terrain could use a facelift.)
    3. Unit Creators 1-2 (Again, don't need many. However you need to be able to either create your own models or know how to edit the models already in the game somehow.)
    4. Ability and Item creators 1 (Don't really even need one, but help is help.)
    5. Trigger Developers 3-4 (There are a LOT of triggers, so I need a ton of help.)

    'S it I suppose. If interested give me a PM on either this site or the site I linked to (my site) telling me:

    1. That you're interested
    2. What position you're looking to fill
    3. A map or other means of showing me your skill level for the position you're looking to fill.

    This is a non-paying deal. All you get is the gratification of helping and maybe creating a popular map.

    EDITED: If you'd like more information on the map itself, I have a video posted on YouTube. I redid the video itself so it has better presentation, as well as retooled the terrain significantly.

    Embed Removed: https://www.youtube.com/v/ybqSR5ORqyAfeatureplcp?fs=1

    EDIT: Release date just estimated; 20th of August. If you'd like to help before then, send me an e-mail or PM.

    Posted in: Map Suggestions/Requests
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    posted a message on Acquiring Unit with another Unit

    @BruMeister: Go

    I'll check later tonight (I have a data-cap on my internet :[ ).

    EDIT: messaged you on YouTube via my account CrazyJoe'sContraptions

    Feel free to hit my back whenever.

    Posted in: Triggers
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    posted a message on Help - Trigger for turn based game

    This can be done many ways, but here is one:

    Note: This is excluding all other actions and things you might want done during a players turn, this is just a turn system, that's all.

    Here are the variables:

        Variables
            Player with Turn = (Empty player group) <Player Group>
            Turn Clock = (New timer) <Timer>
            Turn Clock Window = No Timer Window <Timer Window>
            Current timer = (New timer) <Timer>
            Current timer window = No Timer Window <Timer Window>
    

    Now the loop start trigger:

    Start loop
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Trigger - Run Turn clock  (Check Conditions, Don't Wait until it finishes)
    

    now the trigger itself:

    Turn clock
        Events
        Local Variables
        Conditions
        Actions
            Timer - Destroy Current timer window
            Player Group - Pick each player in (All players) and do (Actions)
                Actions
                    Camera - Pan the camera for player (Picked player) to (Player 1 facing 270.0 degrees) over 0.5 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
                    Camera - Lock camera input for player (Picked player)
                    Visibility - Reveal (Region((Center of (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)), 1.0)) for player (Picked player) for 15.0 seconds and Do Not check cliff level
                    UI - Hide Command Panel for (Player group((Picked player)))
                    Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Picked player) matching (No Value), with at most Any Amount) and do (Actions)
                        Actions
                            Unit - Pause (Picked unit)
                            Unit - Make (Picked unit) Uncommandable
            Player Group - Remove player 4 from Player with Turn
            Player Group - Add player 1 to Player with Turn
            Timer - Start Turn Clock as a One Shot timer that will expire in 15.0 Game Time seconds
            Variable - Set Current timer = (Last started timer)
            Player Group - Pick each player in Player with Turn and do (Actions)
                Actions
                    Timer - Create a timer window for (Last started timer), with the title ("Time until " + ((Name of player (Picked player)) + "'s turn is over:")), using Remaining time (initially Visible)
                    Variable - Set Current timer window = (Last created timer window)
                    Camera - Unlock camera input for player (Picked player)
                    UI - Show Command Panel for (Player group((Picked player)))
                    Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Picked player) matching (No Value), with at most Any Amount) and do (Actions)
                        Actions
                            Unit - Unpause (Picked unit)
                            Unit - Make (Picked unit) Commandable
            General - Wait 15.0 Game Time seconds
            Trigger - Run Turn clock 2  (Check Conditions, Don't Wait until it finishes)
    

    This is a blanket trigger, just change the few places where player number matters to the correct player number.

    Here is the map in case you want to check my work or whatever: Basic Turn System

    Posted in: Triggers
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    posted a message on Acquiring Unit with another Unit

    @BruMeister: Go

    If you don't want a psuedo-load, you can load a colonist like so:

    Load Marine
        Events
            Unit - Any Unit Enters a distance of 2.0 from Medivac [123.83, 127.57]
        Local Variables
        Conditions
        Actions
            Unit - Change ownership of Medivac [123.83, 127.57] to player 10 and Change Color
            Unit - Order Medivac [123.83, 127.57] to (Medivac - Load (Medivac) targeting (Triggering unit)) (Replace Existing Orders)
    

    I used a marine and medvac, but the basic principle remains the same.

    EDIT: something important to note: the unit must change owner before loading. It will not load if you try to load your unit while the loading unit is still in the control of a separate player.

    Posted in: Triggers
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