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.
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.
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.
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.
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. :(
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.
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:
an RPG
a First Person game
a Third Person game
a Tower Defense
a Domination game
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:
Beta Testers (no max or minimum, I need all I can get!)
Terrain Editors 1-2 (I don't need many, but my terrain could use a facelift.)
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.)
Ability and Item creators 1 (Don't really even need one, but help is help.)
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:
That you're interested
What position you're looking to fill
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.
EDIT: Release date just estimated; 20th of August. If you'd like to help before then, send me an e-mail or PM.
TurnclockEventsLocalVariablesConditionsActionsTimer-DestroyCurrenttimerwindowPlayerGroup-Pickeachplayerin(Allplayers)anddo(Actions)ActionsCamera-Panthecameraforplayer(Pickedplayer)to(Player1facing270.0degrees)over0.5secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningCamera-Lockcamerainputforplayer(Pickedplayer)Visibility-Reveal(Region((Centerof(Anyunitsin(Entiremap)ownedbyplayer1matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)),1.0))forplayer(Pickedplayer)for15.0secondsandDoNotcheckclifflevelUI-HideCommandPanelfor(Playergroup((Pickedplayer)))UnitGroup-Pickeachunitin(Anyunitsin(Entiremap)ownedbyplayer(Pickedplayer)matching(NoValue),withatmostAnyAmount)anddo(Actions)ActionsUnit-Pause(Pickedunit)Unit-Make(Pickedunit)UncommandablePlayerGroup-Removeplayer4fromPlayerwithTurnPlayerGroup-Addplayer1toPlayerwithTurnTimer-StartTurnClockasaOneShottimerthatwillexpirein15.0GameTimesecondsVariable-SetCurrenttimer=(Laststartedtimer)PlayerGroup-PickeachplayerinPlayerwithTurnanddo(Actions)ActionsTimer-Createatimerwindowfor(Laststartedtimer),withthetitle("Time until "+((Nameofplayer(Pickedplayer))+"'s turn is over:")),usingRemainingtime(initiallyVisible)Variable-SetCurrenttimerwindow=(Lastcreatedtimerwindow)Camera-Unlockcamerainputforplayer(Pickedplayer)UI-ShowCommandPanelfor(Playergroup((Pickedplayer)))UnitGroup-Pickeachunitin(Anyunitsin(Entiremap)ownedbyplayer(Pickedplayer)matching(NoValue),withatmostAnyAmount)anddo(Actions)ActionsUnit-Unpause(Pickedunit)Unit-Make(Pickedunit)CommandableGeneral-Wait15.0GameTimesecondsTrigger-RunTurnclock2(CheckConditions,Don'tWaituntilitfinishes)
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
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.
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@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!
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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!
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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.
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.
0
@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.
0
@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:
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:
(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.
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@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.
0
@BorealisD: Go
I suggest taking your triggers and units to a new map. Sounds like an editor bug to me.
0
@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:
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. :(
0
@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":
0
Could I get some code? I could probably fix it but I don't really understand what you mean.
0
@KingRadical: Go
Which is why I'm all about the triggers. xP
0
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:
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:
'S it I suppose. If interested give me a PM on either this site or the site I linked to (my site) telling me:
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.
EDIT: Release date just estimated; 20th of August. If you'd like to help before then, send me an e-mail or PM.
0
@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.
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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:
Now the loop start trigger:
now the trigger itself:
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
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@BruMeister: Go
If you don't want a psuedo-load, you can load a colonist like so:
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.