hmm, that one looks nice. Not that easily implemented tho. I will actually think about it tho. Should be possible with the SC2 engine actually, so not impossible.
hmm, i guess i could implement something like "choose if you want to play Creep or builder", and have the computer player by default for the creeps.
Nothing annoys me more then a map i can not play unless someone else does as well, i like multi player, but hate forced multi player.
It would be hard to play as creep while doing it solo tho, as i do not think you can create an AI that actually mazes well.
Well, pretty simple question. I wanted to do a nice TD map and thought about some aspects that are fun. Then i decided it was a better approach to just ask others ;-)
So here is the basic idea behind the map:
- it will be a 1-4 player map
- it will be a mazing TD, not just mindlessly placing towers on edges
- it will have a basic story behind it
Thinks i want add to this for sure are:
- an endless wave at the end to hunt for a high score
- high score that will be saved
- 4 themes that differ greatly, think Elemental TD screen shots around here, just more visual appealing ;-)
- random starting point, so if you play solo you do not get the same theme every time
Now it is up to you. Whatever you feel like, be it visuals, gameplay, game modes... whatever.
What would you like to see in a mazing TD map to enjoy it?
How much time would you like to spend playing? 20min? 40min? 60min?
How do you want multi player to work?
Actually what ever you can think about, just let me know to get a basic feeling.
I have been tinkering on a map and had to change around some tiles first. After i was pretty much done i went ahead and changed another tile (one i did not use at all actually) to something else. After this change the water is not showing up anymore while in editor. It DOES however show perfectly fine once the map is started.
Well now this is a water heavy map, so i pretty much need it to show up in the editor to tweak it. Any ideas how to get it back? Replacing the water with new water does not work as well btw.
Been asking this in a few topics, all of which seem to be dead by now. Maybe i was not specific enough, so ill try to make sure everyone knows what i mean lol.
Problem description:
I have a tower (doodad model) with an attached turret. This turret is inactive and constantly spinning. Attached to the turret are a few other models, so they look like orbiting the base tower. This tower actually works, so no help needed there. The problems come after i want to morph it into an upgraded Version (apart from more damage it also has an additional model orbiting).
There are two ways to upgrade a Tower like this:
- with a train ability, set to destroy itself after finish. This actually does work, as shown in the video further down. The upgraded tower is working and looking like it should. It does however take an additional supply while building, also it has that supply as a demand to even hit the button. Since i am having a supply Limit in my map this is actually a problem. Once i am at the limit i can not upgrade a tower anymore, since i am "missing" the supply. Even tho it is destroying itself afterwards.
- with a morph ability, witch does not have the supply issue AND just feels right. The actual problem is here tho. Most of the time (ill elaborate that further down) the tower morphs into the upgraded form, but loses the spinning animation. The models just stand there and do nothing anymore. Everything else seems to work great. Since i also use the turret as a base for the Towers beam weapon, and the beam is coming out of the turrets spot, i am sure it is actually created with an actor.
What i have been doing:
- setting about every actor to create after morph (i will spare you the details, as there are multiple tutorials around for that, i just followed them 1:1)
- trying to check and uncheck whatever flags i could find (using the german editor proves difficult, as most translations make zero sense and just sound funny and do something completely unrelated to their name)
- reading tutorial after tutorial
What makes this even more strange:
I said "most of the time it does not work". Well when i started to fraps my testmap it worked for the very first time. One time for 2 out of 3 towers. The second time only for one out of 3 towers. And as soon as i shut fraps down it does not work for any of them at all. Just as if the visual effect was tied to lag / FPS.
To end this i attached my testmap, feel free to edit whatever you feel like. What i request is just to get it to work. Tell me what i did wrong, what did i miss? I am fully aware that the actors events might look a little strange by now. I left in all my attempts to solve the issue, so you can see what i already tried.
Also here is a short video for those that want to see it before checking the map itself.
Somewhat related question: I have a tower with a turret set to always idle (read: disabled the weapon). So this turret is permanently spinning, that is until i morph the tower to its upgraded form.
If i build it directly, it works. If i use the train ability to create it, it works as well. Just not if i use morph.
Got all attachments and turrets created trough actors, everything is working actually, the beam coming out of its top, the 4 models i attached to the turret itself, but it is no longer spinning :-/
Seems to be working visually, yet the turret is not spinning anymore now. Everything shows up and is working like it should, just no spinning animation on the turret anymore, neither idle nor in fight.
I did not think about that... pretty sure i do not have this. Ill check that out after i get back home. Thanks a a lot! Still confused on what i have to create and copy,.. kinda still having the idea in my head that all this is ONE tower... so i still think i can just create "the tower". And not about 50 extra parts lol
A recap sounds like a great way to implement this. People that just want to copy paste can do it.... and people that want to learn what each action does can as well. I think it would be cool if you could do it like this:
To attach the turret you need:
1. attach the model to part X (you need to attach to a specific point [like turretZ] BECAUSE,...)
2. then you have to change the actor of XY to ZZ, this will do XX and is needed to archieve this and that BECAUSE,...
Or simple: Leave out everything but the because lol. Explain what you did and WHY and WHAT each step really does (you did the "what" part a little here, that was actually the most useful info for me!)
kinda gave up now. I can get your Bunker to rotate the attachment and shot beams out of it. But i can NOT duplicate this behavior to my own tower. Since i am using a doodad as a base i have to attach a hard point to it... i took the auto turret model that has a turretZ point. Also the turret is showing up and i can make it small enough to not see it anymore. But whatever i try... i can not attach anything on the autoturrets turretZ spot. Nothing will show up,... shooting the beam out of something should be working by now, but i am stuck at attaching that golf ball to my auto turret. Copied about everything from the test map and double and triple checked.
Ill go along with 38dedo here and say THANK you for your work here, but id also like to understand what i am doing and not just copying your work every time i try a new Unit / Tower idea. If you find the time to do this "orbiting stuff" Tut and could combine it with the needed explanations, that would just be pure ownage :-)
Cant get this to work, sounded easier then it seems to be. Looking forward to your concept map. Pretty sure this would be a cool effect a lot of people would like to use!
Edit: Was able to implement this into your Attachment tutorial map now, kinda need to add and change a lot of stuff, but got the balls orbiting the turret and shooting. Looks awesome. Now i hope i can implement this into my own towers as well, without breaking them lol
0
hmm, that one looks nice. Not that easily implemented tho. I will actually think about it tho. Should be possible with the SC2 engine actually, so not impossible.
0
hmm, i guess i could implement something like "choose if you want to play Creep or builder", and have the computer player by default for the creeps. Nothing annoys me more then a map i can not play unless someone else does as well, i like multi player, but hate forced multi player.
It would be hard to play as creep while doing it solo tho, as i do not think you can create an AI that actually mazes well.
0
Well, pretty simple question. I wanted to do a nice TD map and thought about some aspects that are fun. Then i decided it was a better approach to just ask others ;-)
So here is the basic idea behind the map:
- it will be a 1-4 player map - it will be a mazing TD, not just mindlessly placing towers on edges - it will have a basic story behind it
Thinks i want add to this for sure are: - an endless wave at the end to hunt for a high score - high score that will be saved - 4 themes that differ greatly, think Elemental TD screen shots around here, just more visual appealing ;-) - random starting point, so if you play solo you do not get the same theme every time
Now it is up to you. Whatever you feel like, be it visuals, gameplay, game modes... whatever.
What would you like to see in a mazing TD map to enjoy it? How much time would you like to spend playing? 20min? 40min? 60min? How do you want multi player to work? Actually what ever you can think about, just let me know to get a basic feeling.
0
i feel silly now... sure that worked. Thanks.
0
Uhm, just checked. Actually it is not even showing up if i make a new map. Now i am really confused :/
0
Hi there
I have been tinkering on a map and had to change around some tiles first. After i was pretty much done i went ahead and changed another tile (one i did not use at all actually) to something else. After this change the water is not showing up anymore while in editor. It DOES however show perfectly fine once the map is started.
Well now this is a water heavy map, so i pretty much need it to show up in the editor to tweak it. Any ideas how to get it back? Replacing the water with new water does not work as well btw.
Thanks in advance!
0
Already on page 3, looks like no one has a real idea how to solve this? :-(
0
Hi there!
Been asking this in a few topics, all of which seem to be dead by now. Maybe i was not specific enough, so ill try to make sure everyone knows what i mean lol.
Problem description: I have a tower (doodad model) with an attached turret. This turret is inactive and constantly spinning. Attached to the turret are a few other models, so they look like orbiting the base tower. This tower actually works, so no help needed there. The problems come after i want to morph it into an upgraded Version (apart from more damage it also has an additional model orbiting).
There are two ways to upgrade a Tower like this:
- with a train ability, set to destroy itself after finish. This actually does work, as shown in the video further down. The upgraded tower is working and looking like it should. It does however take an additional supply while building, also it has that supply as a demand to even hit the button. Since i am having a supply Limit in my map this is actually a problem. Once i am at the limit i can not upgrade a tower anymore, since i am "missing" the supply. Even tho it is destroying itself afterwards.
- with a morph ability, witch does not have the supply issue AND just feels right. The actual problem is here tho. Most of the time (ill elaborate that further down) the tower morphs into the upgraded form, but loses the spinning animation. The models just stand there and do nothing anymore. Everything else seems to work great. Since i also use the turret as a base for the Towers beam weapon, and the beam is coming out of the turrets spot, i am sure it is actually created with an actor.
What i have been doing:
- setting about every actor to create after morph (i will spare you the details, as there are multiple tutorials around for that, i just followed them 1:1)
- trying to check and uncheck whatever flags i could find (using the german editor proves difficult, as most translations make zero sense and just sound funny and do something completely unrelated to their name)
- reading tutorial after tutorial
What makes this even more strange: I said "most of the time it does not work". Well when i started to fraps my testmap it worked for the very first time. One time for 2 out of 3 towers. The second time only for one out of 3 towers. And as soon as i shut fraps down it does not work for any of them at all. Just as if the visual effect was tied to lag / FPS.
To end this i attached my testmap, feel free to edit whatever you feel like. What i request is just to get it to work. Tell me what i did wrong, what did i miss? I am fully aware that the actors events might look a little strange by now. I left in all my attempts to solve the issue, so you can see what i already tried. Also here is a short video for those that want to see it before checking the map itself.
http://www.file-upload.net/download-2798696/Broken-Morph.SC2Map.html
0
Somewhat related question: I have a tower with a turret set to always idle (read: disabled the weapon). So this turret is permanently spinning, that is until i morph the tower to its upgraded form. If i build it directly, it works. If i use the train ability to create it, it works as well. Just not if i use morph.
Got all attachments and turrets created trough actors, everything is working actually, the beam coming out of its top, the 4 models i attached to the turret itself, but it is no longer spinning :-/
0
Seems to be working visually, yet the turret is not spinning anymore now. Everything shows up and is working like it should, just no spinning animation on the turret anymore, neither idle nor in fight.
0
Works like a charm, thanks.
0
I did not think about that... pretty sure i do not have this. Ill check that out after i get back home. Thanks a a lot! Still confused on what i have to create and copy,.. kinda still having the idea in my head that all this is ONE tower... so i still think i can just create "the tower". And not about 50 extra parts lol
0
A recap sounds like a great way to implement this. People that just want to copy paste can do it.... and people that want to learn what each action does can as well. I think it would be cool if you could do it like this:
To attach the turret you need: 1. attach the model to part X (you need to attach to a specific point [like turretZ] BECAUSE,...) 2. then you have to change the actor of XY to ZZ, this will do XX and is needed to archieve this and that BECAUSE,...
Or simple: Leave out everything but the because lol. Explain what you did and WHY and WHAT each step really does (you did the "what" part a little here, that was actually the most useful info for me!)
0
kinda gave up now. I can get your Bunker to rotate the attachment and shot beams out of it. But i can NOT duplicate this behavior to my own tower. Since i am using a doodad as a base i have to attach a hard point to it... i took the auto turret model that has a turretZ point. Also the turret is showing up and i can make it small enough to not see it anymore. But whatever i try... i can not attach anything on the autoturrets turretZ spot. Nothing will show up,... shooting the beam out of something should be working by now, but i am stuck at attaching that golf ball to my auto turret. Copied about everything from the test map and double and triple checked.
Ill go along with 38dedo here and say THANK you for your work here, but id also like to understand what i am doing and not just copying your work every time i try a new Unit / Tower idea. If you find the time to do this "orbiting stuff" Tut and could combine it with the needed explanations, that would just be pure ownage :-)
0
Cant get this to work, sounded easier then it seems to be. Looking forward to your concept map. Pretty sure this would be a cool effect a lot of people would like to use!
Edit: Was able to implement this into your Attachment tutorial map now, kinda need to add and change a lot of stuff, but got the balls orbiting the turret and shooting. Looks awesome. Now i hope i can implement this into my own towers as well, without breaking them lol