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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    @Mephs: Go

    Looks really nice. I'm going to give it a try.

    Video critique - I was a bit distracted by the soundtrack, by the way. Maybe turning it down to a background level with more of the in game sound coming through. And I didn't read much of the explanation text because I was mostly focusing on the action. Perhaps a voice over dub would be much more helpful. Oh and I hate when peeps don't post soundtrack credits in youtube videos! ;) Sounded like a bad TechItch and the Prodigy rip offs?

    Posted in: Project Workplace
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    posted a message on Looking for Cinematics

    Hi,

    I'm looking for someone interested in doing cinematic promo for maps that I've been working on. If you are interested, please reply here or send me a PM with perhaps some examples of your work. Quid pro quo, you can find out about the maps I've been working (among other things) on my website @ http://5h0cktr00px0rz.org.

    -z

    Posted in: Team Recruitment
  • 0

    posted a message on Manmade cliff on top of Organic

    @ThatGuy0:

    Yes that would be it.  Thank you very much!

    Posted in: Terrain
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    posted a message on Manmade cliff on top of Organic

    I see it done on maps like Burial Grounds.  When ever I try to replicate something like this, the man made cliff just burrow down to the base level, creating a "hole" in the terrain surrounding the man made cliff has been built.  Nobody knows?  Hasn't anyone tried to put man made cliff onto a second level organic cliff and wondered WTF?

    Posted in: Terrain
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    posted a message on Manmade cliff on top of Organic

    How does Blizzard get a manmade clif to sit on top of an organic layer other then the base level?

    Posted in: Terrain
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    posted a message on Blue Shade on 2nd level cliff?

    @zenasprime:

    figured it out, I had "show pathing" enabled in the "view" menu. Must have randomly hit the hot key for it unknowingly.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Blue Shade on 2nd level cliff?

    All of a sudden I'm getting a blue shaded polygon on all second level cliff.  This is occurring on any map I open up.  I was thinking I hit some visual setting but I cannot find anything remotely linking this phenomenon to one.  Has anyone else encountered this and if so what did you do to return it back to normal?  If this is a bug or some sort of corruption, what should I do?

    Thanks,
    -z

    edit...  seems to be occurring on third level cliffs that border a second level base as well...  :(

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Release] Catalyst

    @Eiviyn: Go

    Great looking map and awesome design. I'm looking forward to trying this out. :)

    Posted in: Project Workplace
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    posted a message on Win Conditions?

    Eureka! We've gotten it to work. It turns out that if there are any Neutral player units in the region, they would give us false feedback on our test runs. Also, more importantly, there was a missing line in the Determine Winner Trigger that was causing some hick-ups that we found and fixed. So all it good for the moment. Now on to playtesting! Thanks guys and kudos to Xelaran for helping us with the pseudo-code scripting!

    -z

    Posted in: Miscellaneous Development
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    posted a message on Win Conditions?

    @Xelaran: Go

    Sure here is what we have so far...
    Variables:
    Win Region = Region 001 <Region>
    _winner = 0 <Integer>

    Trigger: Determine Winner
    :::::::::::::::::::::::::::::::::::::::::::::
    Determine Winner
    Events
    Timer - GameTimer expires
    Local Variables
    p = 0 <Integer>
    foundOne = false <Boolean>
    Conditions
    Actions
    Player Group - For each player p in (All players) do (Actions)
    Actions
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    HasUnitInRegion(p)
    Then
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    foundOne == true
    Then
    Trigger - Turn Sudden Death On
    Else
    Variable - Set _winner = p
    Variable - Set foundOne = true
    Else
    VictoryFunction(_winner)

    Condition Definition: HasUnitInRegion
    ::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    HasUnitInRegion
    Options: Condition
    Return Type: Boolean
    Parameters
    p = 0 <Integer>
    Grammar Text: HasUnitInRegion(p)
    Hint Text: (None)
    Custom Script Code
    Local Variables
    lv = false <Boolean>
    u = Any Unit <Unit>
    Actions
    Unit Group - For each unit u in (Any units in Win Region owned by player Any Player matching Excluded: Air, Missile, Dead, Hidden, with at most Any Amount) do (Actions)
    Actions
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    (Owner of u) == p
    Then
    Variable - Set lv = true
    Else
    General - Return lv

    Function: VictoryFunction
    ::::::::::::::::::::::::::::::::::::::::::
    HasUnitInRegion
    Options: Condition
    Return Type: Boolean
    Parameters
    p = 0 <Integer>
    Grammar Text: HasUnitInRegion(p)
    Hint Text: (None)
    Custom Script Code
    Local Variables
    lv = false <Boolean>
    u = Any Unit <Unit>
    Actions
    Unit Group - For each unit u in (Any units in Win Region owned by player Any Player matching Excluded: Air, Missile, Dead, Hidden, with at most Any Amount) do (Actions)
    Actions
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    (Owner of u) == p
    Then
    Variable - Set lv = true
    Else
    General - Return lv

    Trigger: Sudden Death (initially off)
    :::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    Sudden Death
    Events
    Unit - Any Unit dies
    Unit - Any Unit Leaves Region 001
    Local Variables
    p = 0 <Integer>
    winner = 0 <Integer>
    foundOne = false <Boolean>
    Conditions
    Actions
    Player Group - For each player p in (All players) do (Actions)
    Actions
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    HasUnitInRegion(p)
    Then
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    foundOne == true
    Then
    General - Skip remaining actions
    Else
    Variable - Set winner = p
    Variable - Set foundOne = true
    Else
    VictoryFunction(winner)

    Posted in: Miscellaneous Development
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    posted a message on Win Conditions?

    @zenasprime: Go

    Bumping cause were still stumped! (see above post) :(

    Posted in: Miscellaneous Development
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    posted a message on Win Conditions?

    @Xelaran: Go

    Okay so I'm having some trouble "HasUnitInRegion" condition definition.

    You suggested...

    "For Each Unit (u) in (Units in Region (MyRegion)) Do"

    but the closest thing I could figure out was...

    "Unit Group - For each unit u in (Any units in Win Region owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) do (Actions)"

    Do I have to create a condition definition for "UnitsInRegion" as well?

    In any event, the result has been a defeat for the player even if they have units in the region. What am I missing?

    Posted in: Miscellaneous Development
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    posted a message on Win Conditions?

    @zenasprime: Go

    I think I figured it out. I'll report back tomorrow. ;)

    Thanks guys.

    Posted in: Miscellaneous Development
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    posted a message on Win Conditions?

    Thanks a bunch for your help! I get your logic and follow the pseudo-code and I'm starting to get how to implement this as a trigger in the editor. I'm having some difficulty, however, finding how to implement "HasUnitInRegion(p)" in the editor. This should be a condition in the If Then statement right?

    Currently I have the following:

    Event:
    Timer - Game Timer expires

    Local Variables:
    p = 0<Integer>
    winner = 0 <Integer>
    foundOne = false <Boolean>

    Conditions:
    None

    Actions:
    Player Group - For each player p in (All players) do (Actions)
    - Actions
    - - General - If (Conditions) then do (Actions) else do (Actions)
    - - - If /* This is where I'm stumped */
    - - - Then
    - - - - If (foundOne)
    - - - - - Then -Sudden Death Placeholder
    - - - - - Else
    - - - - - - Variable - Set winner = p
    - - - - - - Variable - Set foundOne = true
    - - - - Else

    Posted in: Miscellaneous Development
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    posted a message on Win Conditions?

    @SBeier: Go

    Thanks for the reply. Yeah I was just starting to look into the triggers when I had to run out for an appointment this afternoon. You are right, however, that I've had very little experience with triggers thus far, though I've managed to implement a few items using them yesterday, so I'm starting to see how they work. It was a difficult mental leap to not want to development them in code instead of the pseudo-code that GE seems to push you towards. ;)

    My victory condition is this: The player who solely occupies a region at the end of a Timer wins. If at the end of the timer there are more players in the region then 1, it goes into overtime sudden death and the first player who is the only occupant of that region wins.

    Sounds pretty simple. ;)

    Thanks for your help. -z

    Posted in: Miscellaneous Development
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