You can change the height of different types of water (press the 'Add water' button when adding water to make multiple water types show up). Add more water through the data editor to get different heights with the same water texture :)
You'll have to make your own AI for that :) Currently the existing AI is too dumb for that kind of stuff, anyways >_>
Upgrades apply for all units of an unit type for a player. You could try changing the owner from "unupgraded person" to "upgraded person" or doing a shitload with actors, behaviours and stuff like that.
Behaviour!? I can't even find Cost - Resource in a behavior... You must be talking about something else, which I need to know before I can help you...
The way I know works is through an upgrade. It'll work for all Archons then, though, does that matter?
I don't try to do that, the problem is that the first transmissions don't get sent. I copied all transmissions after the first one from the first one, but they work. It doesn't work when I duplicate them and make the first one not wait, and doesn't work when I wait 2 seconds between initializing the cinematics mode and sending the transmission. I guess it will work when I send them twice with wait between them, but that's obviously not what I want :)
Sounds are linked to actors who are linked to effects. Search for, in example, 'Ghost' and you fill find 'Ghost Attack', which has some sounds linked to it. Check 'Events' of those sounds to change at what events they react. Add events and almost entirely copy them from already existing events to make one sound work on multiple units.
Now the drop pod will fall down, but it falls apart really, REALLY late (like 9-8 seconds after hitting the ground), to fix this, you need to do even more complicated shizzle:
Every time I make a cinematic, the first transmission bugs out. It shows the portrait 'n everything, but not the actual text.
Cinematic 1:
Cinematics-TurncinematicmodeOnfor(Allplayers)overDefaultsecondsGeneral-ForeachintegerXfrom1toAmountofPlayerswithincrement1,do(Actions)ActionsCamera-ApplyCamera001forplayerXover0.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDon'tIncludeTargetCamera-FollowforplayerX(Unitgroup(Commander[X]))withthecameraandClearCurrentTargetUnit-Orderallunitsin(Marineunitsin(Entiremap)ownedbyplayer6matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(MovetargetingBaseStart)(ReplaceExistingOrders)Transmission-Sendtransmissionto(Allplayers)from(Commander[1]withFlash(DoNotoverrideportrait)playingTalk)playingNoSoundLinkwithname"Commander"andmessage"Keep running! We're almost there!"using(Cinematicportrait(CenterLeft))playingTalk(Add4.0seconds,Waituntilitfinishes)Camera-StopFollowingforplayerX(Unitgroup(Commander[X]))withthecameraandClearCurrentTargetSound-PlayMarine_EnterBunkerVOfor(Allplayers)(at100.0%volume,skipthefirst0.0seconds)Camera-Apply(Defaultgamecamera)forplayerXover2.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDon'tIncludeTargetGeneral-Wait2.0GameTimesecondsTransmission-Sendtransmissionto(Allplayers)from(Commander[1]withFlash(DoNotoverrideportrait)playingTalk)playingNoSoundLinkwithname"Commander"andmessage"Finally, we made it. Get that commu..."using(Cinematicportrait(CenterLeft))playingTalk(Add4.0seconds,Don'tWaituntilitfinishes)General-ForeachintegerXfrom1toAmountofPlayerswithincrement1,do(Actions)ActionsCamera-Makethecameralookat(PositionofBase[38.00,82.00])forplayerXover2.0secondswithExistingVelocity%initialvelocity,10%decelerationUnit-OrderMarine[69.53,80.87]to(Movetargeting(PositionofBase[38.00,82.00]))(ReplaceExistingOrders)General-Wait6.0GameTimesecondsUnit-RemoveMarine[69.53,80.87]fromthegameSound-PlayBunker_Whatfor(Allplayers)(at100.0%volume,skipthefirst0.0seconds)Unit-OrderBase[38.00,82.00]to(CommandCenter-UpgradeToOrbitalCommand)(ReplaceExistingOrders)General-ForeachintegerXfrom1toAmountofPlayerswithincrement1,do(Actions)ActionsCamera-Apply(Defaultgamecamera)forplayerXover2.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDon'tIncludeTargetUnit-MakeCommander[X]VulnerableCinematics-TurncinematicmodeOfffor(Allplayers)overDefaultseconds
Cinematic 2:
Cinematics-TurncinematicmodeOnfor(Allplayers)overDefaultsecondsGeneral-ForeachintegerXfrom1toAmountofPlayerswithincrement1,do(Actions)ActionsCamera-ApplyCamera001forplayerXover0.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDon'tIncludeTargetCamera-FollowforplayerX(Unitgroup(Commander[X]))withthecameraandClearCurrentTargetUnit-Orderallunitsin(Marineunitsin(Entiremap)ownedbyplayer6matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(MovetargetingBaseStart)(ReplaceExistingOrders)Transmission-Sendtransmissionto(Allplayers)from(Commander[1]withFlash(DoNotoverrideportrait)playingTalk)playingNoSoundLinkwithname"Commander"andmessage"Keep running! We're almost there!"using(Cinematicportrait(CenterLeft))playingTalk(Add4.0seconds,Waituntilitfinishes)Camera-StopFollowingforplayerX(Unitgroup(Commander[X]))withthecameraandClearCurrentTargetSound-PlayMarine_EnterBunkerVOfor(Allplayers)(at100.0%volume,skipthefirst0.0seconds)Camera-Apply(Defaultgamecamera)forplayerXover2.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDon'tIncludeTargetGeneral-Wait2.0GameTimesecondsTransmission-Sendtransmissionto(Allplayers)from(Commander[1]withFlash(DoNotoverrideportrait)playingTalk)playingNoSoundLinkwithname"Commander"andmessage"Finally, we made it. Get that commu..."using(Cinematicportrait(CenterLeft))playingTalk(Add4.0seconds,Don'tWaituntilitfinishes)General-ForeachintegerXfrom1toAmountofPlayerswithincrement1,do(Actions)ActionsCamera-Makethecameralookat(PositionofBase[38.00,82.00])forplayerXover2.0secondswithExistingVelocity%initialvelocity,10%decelerationUnit-OrderMarine[69.53,80.87]to(Movetargeting(PositionofBase[38.00,82.00]))(ReplaceExistingOrders)General-Wait6.0GameTimesecondsUnit-RemoveMarine[69.53,80.87]fromthegameSound-PlayBunker_Whatfor(Allplayers)(at100.0%volume,skipthefirst0.0seconds)Unit-OrderBase[38.00,82.00]to(CommandCenter-UpgradeToOrbitalCommand)(ReplaceExistingOrders)General-ForeachintegerXfrom1toAmountofPlayerswithincrement1,do(Actions)ActionsCamera-Apply(Defaultgamecamera)forplayerXover2.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDon'tIncludeTargetUnit-MakeCommander[X]VulnerableCinematics-TurncinematicmodeOfffor(Allplayers)overDefaultseconds
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Maybe give your variable a NAME? >_>
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You can change the height of different types of water (press the 'Add water' button when adding water to make multiple water types show up). Add more water through the data editor to get different heights with the same water texture :)
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I'd like to see some missions where there's a possibility you can lose. Like escort a group of ppl.
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You'll have to make your own AI for that :) Currently the existing AI is too dumb for that kind of stuff, anyways >_>
Upgrades apply for all units of an unit type for a player. You could try changing the owner from "unupgraded person" to "upgraded person" or doing a shitload with actors, behaviours and stuff like that.
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To me it looks like behaviours are temporary... Adding an ability that constantly provides the behaviour should work.
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- Check the Actor (Events + has a LOT of info about events and changing and stuff like that)
- Baneling unit Stats - Supplies (change to 0)
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Will be pretty easy once the full game is out because you'll have models of Goliaths, firebats, etc. And this is soooo easy to make... :P
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Behaviour!? I can't even find Cost - Resource in a behavior... You must be talking about something else, which I need to know before I can help you... The way I know works is through an upgrade. It'll work for all Archons then, though, does that matter?
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I don't try to do that, the problem is that the first transmissions don't get sent. I copied all transmissions after the first one from the first one, but they work. It doesn't work when I duplicate them and make the first one not wait, and doesn't work when I wait 2 seconds between initializing the cinematics mode and sending the transmission. I guess it will work when I send them twice with wait between them, but that's obviously not what I want :)
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Sounds are linked to actors who are linked to effects. Search for, in example, 'Ghost' and you fill find 'Ghost Attack', which has some sounds linked to it. Check 'Events' of those sounds to change at what events they react. Add events and almost entirely copy them from already existing events to make one sound work on multiple units.
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What you need to do is:
Now the drop pod will fall down, but it falls apart really, REALLY late (like 9-8 seconds after hitting the ground), to fix this, you need to do even more complicated shizzle:
I know, it's a lot of work, but hey, it works! :D
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Every time I make a cinematic, the first transmission bugs out. It shows the portrait 'n everything, but not the actual text. Cinematic 1:
Cinematic 2:
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I want Light triggers... Imagine all the maps with awesome ambiance would come out of that... *drools*
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Then we'll need a button for 'Singleplayer' too! :)