@DrSuperEvil: Go Good, I'll move those things to the project map eventually, and the power system too. But first we need a power line structure I guess.
Just use one of the port zion towers or the antenna models for now
Edit: Here it is but I am still not 100% happy with the movers used on the missile effects. Maybe someone with more experience with tentacle movers could improve on it.
I really like it. I like the idea of color coding each unit in the error section, and how it becomes uncommanbdable. 1 thing, maybe the units should look like they are going into the unit, instead of sliding into the unit in 1 big crowd. Other than that, good job Dr.SuperEvil. You are amazing!
I purely did the mechanics. The colour tinting is so you can tell the different marines apart. It would be easy to add some visual effects but that was not what I was after. I made a multi unit merge that is robust enough to handle mad clicking and any number of any unit. Also alot of it can be modified to merge more types of units and make different product units.
To get them to individually move into the unit would just require removing the initial search and adjusting the backup system timers. I just thought people would want a quick merge because with an army of 20 going in one by one would take a while.
Infact half the bugs were caused by the initial search area overlapping if the ability was used simultaneously so if they go in one at a time I could remove some layers of complexity. On the otherhand it would cause issues with the enumeration of the area for valid targets when ordering to merge.
Edit: Here is a pic of my latest project. When completed it will open and close.
Let's make things happen around here. I just added SuperEvil's harvester to the project map. First thing I noticed it can't harvest in an expansion crowded with workers. When the worker finishes building it the player is unable do drag and select the worker again.
I AM FINISHED.
EDIT: Someone please tell me which one is the final version of the power line system so I can add it as well.
The grab missile effect lacks a mover, you forgot to copy/link it. You also forgot the textures. The Text actor seems to have got scrambled so need fixing. Either the photon cannon using Model actor or the Turret actor have got in some sort of knot so need to be removed and replaced with an identical version.
@DrSuperEvil: Go OK, I just copied the mover and the textures. Added the correct text for the income actor, but I dont know waht you mean with photon cannon actor or turret.
Either the actor called 1test Turret or 1test turret turret are giving problems for some unknown reason (probably the latter). I did tests using psi storm and the weapon turns to face the target indicating an actor problem. For some reason the turret is not being turned so the entire boom is being twisted when it moves as well as it not reaching the target properly.
And the Text actor still needs the UI: Test field to be corrected.
@DrSuperEvil: Go Damn I hate this bugged editor, simply copying entries from one map to the other causes all these errors. Do you mind fixing these bugs? Since you're the one that created it I think its a lot easier for you.
It needs line of sight to be able to harvest. If it can be built there, it can be blown up.
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Small status update. Added the sounds, now just need to try fixing the mover(s).
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@DrSuperEvil: Go Good, I'll move those things to the project map eventually, and the power system too. But first we need a power line structure I guess.
Just use one of the port zion towers or the antenna models for now
Edit: Here it is but I am still not 100% happy with the movers used on the missile effects. Maybe someone with more experience with tentacle movers could improve on it.
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Ok here is the merge system too. Had to add two extra levels of robustness to stop bugs by "mad dog" clicking.
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@DrSuperEvil: Go
I really like it. I like the idea of color coding each unit in the error section, and how it becomes uncommanbdable. 1 thing, maybe the units should look like they are going into the unit, instead of sliding into the unit in 1 big crowd. Other than that, good job Dr.SuperEvil. You are amazing!
I purely did the mechanics. The colour tinting is so you can tell the different marines apart. It would be easy to add some visual effects but that was not what I was after. I made a multi unit merge that is robust enough to handle mad clicking and any number of any unit. Also alot of it can be modified to merge more types of units and make different product units.
To get them to individually move into the unit would just require removing the initial search and adjusting the backup system timers. I just thought people would want a quick merge because with an army of 20 going in one by one would take a while.
Infact half the bugs were caused by the initial search area overlapping if the ability was used simultaneously so if they go in one at a time I could remove some layers of complexity. On the otherhand it would cause issues with the enumeration of the area for valid targets when ordering to merge.
Edit: Here is a pic of my latest project. When completed it will open and close.
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@DrSuperEvil: Go
Yea, I get your point. I was just thinking of things to think about in the future.
A small update pic of the zerg gate. When done it will auto open to zerg units and close when there are enemy non zerg.
Edit: Finished version is attached. Might go well in a campaign scenario.
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Let's make things happen around here. I just added SuperEvil's harvester to the project map. First thing I noticed it can't harvest in an expansion crowded with workers. When the worker finishes building it the player is unable do drag and select the worker again.
I AM FINISHED.
EDIT: Someone please tell me which one is the final version of the power line system so I can add it as well.
The auto harvester doesn't seem to work. Also the crazy horse doesn't hurt any damage.
The autoharvester in my map or the latest community project version? With the power line system just look for the last post of it by me. Or use this.
Edit: Consider using different prefixes for the mechanics behind units. I tend to use 1test alot for each first ting in a map.
Somehow the grab missile effect has been messed with. Seems something was not copied with the mover.
The turret does not seem to be turning at all. Problem is purely actors so either the Turret actor or the photon cannon actor
The text actor needs fixing and the textures need to be copied over period.
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I meant in the version that soul just posted. I built the autoharvester as close as possible to the minerals, but it didn't work
@DrSuperEvil: Go I'm going to fix that and add the power system.
EDIT: the Grab Missile unit is not turnable, the problem is elsewhere.
The grab missile effect lacks a mover, you forgot to copy/link it. You also forgot the textures. The Text actor seems to have got scrambled so need fixing. Either the photon cannon using Model actor or the Turret actor have got in some sort of knot so need to be removed and replaced with an identical version.
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@DrSuperEvil: Go OK, I just copied the mover and the textures. Added the correct text for the income actor, but I dont know waht you mean with photon cannon actor or turret.
Either the actor called 1test Turret or 1test turret turret are giving problems for some unknown reason (probably the latter). I did tests using psi storm and the weapon turns to face the target indicating an actor problem. For some reason the turret is not being turned so the entire boom is being twisted when it moves as well as it not reaching the target properly.
And the Text actor still needs the UI: Test field to be corrected.
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@DrSuperEvil: Go Damn I hate this bugged editor, simply copying entries from one map to the other causes all these errors. Do you mind fixing these bugs? Since you're the one that created it I think its a lot easier for you.
Tried via XML transplant? Also it is only 3 actors you need to fix, I already did a thorough checking over of it.
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@DrSuperEvil: Go XML would would have taken a little longer to finish, but now I realize its better to avoid bugs.
Here it is... one more time. I hope its fixed now. The Auto Harvester operates before it is finished, gotta work on that.