Interesting Foolish_Fool, haven't toyed with custom hit boxes yet gotta look into those. Doing barrel rolls with triggers is certainly possible, but trying to keep trigger count down as much as possible.
Splashy, when i said custom animations, 75% of that was BARREL ROLL.
Had there not been restrictions on copy written content we would have added a quest that the player "DO A BARREL ROLL" 500 times, with this music playing:
Time: 3 months, 2 solo, the last month was when I hit it hard and got a buddy of mine to jump on board and work on UI with me.
Special: Custom Models/ animations (very basic just barrel rolls), unique control scheme (WASD), space to boost forward or side to side if Q or E are pressed.
Not quite ready for prime time release but getting pretty close:
It plays like asteroids with a behind the ship angle. Advanced upgrade trees adjust everything from movement, health, energy regen, skills, to weapons. Money is used to buy upgrades and new ship types.
Easy Peasy. Add a trigger fire on map start, add the action "show/ hide terrain", I think you can figure it out from there ;)
@ Crainy Not half bad. The first 28 seconds were a little too low/ blank. Also it feels as though it's going for a lot of emotional impact but we don't know why, some fast cutaways from the dark templar's face to some kind of event would show he's reflecting on something, but the fact that he's just standing there very close to all his buddies getting massacred throws the whole thing off.
Might work better if he were removed from the combat completely, maybe play the animation of him limping covering his arm as he reflects on the epic battle he narrowly survived.
So my mod is quickly balooning with all sorts of integers, reals, bools, all that jazz. When i click a variable slot now, it takes several seconds to load up all the hundreds of variables, not to mention it's getting harder and harder to find the desired value.
Is there any way of shortening this default list so it doesn't take so long to load? A lot of my variables are set and it would be nice to not have to sort through them every time or wait for them to load into the main list.
Just gave the permanent thing a shot, no go. Even turned the unit into a hero just to see what would happen. Is the fact i'm creating the unit through triggers having an affect on this?
Ugh, FINALLY figured it out. Because i had a trigger that modified the unit's speed on creation, apparently that overroad even speed modifiers that happen multiple times over time since creation.
I've got a behavior that periodically applies an effect that applies a behavior that reduces movement speed. Ideally I'd like the speed to reduce over time with a stack count, but i can't even get the initial hit to take effect.
I'm using the same behavior modifier and effect delivery system that the marauder slow does. I suspect it could be an issue with the location but I've tried everything.
I see the behaviors next to the unit portrait when i click on it, so i know it's on the unit it's simply not affecting the movement speed.
What you want to do is create a player group variable and a player ID variable (int). Set the player id value to 1 for player one and set the player group value to function "convert player to player group". In the player value, put in the player ID variable.
In many events such as key presses, you can't simply plug in a "1" value, for the player. Instead you have to use "player from player group". For player group plug in the player group variable you created earlier and leave it set to player 1 (this never changes).
Plug your int value wherever a player number is asked for. Between these 2 variables you should never have to put a value for a player, always use one of these two variables.
Isolate all your player specific triggers into one folder including the 2 variables you made above, the player group and the int value (of the player number). Now just copy and paste that folder for every player in the game. Because the player group is linked to the player int value, just change the value of the int and everything should update to be for the new player id number.
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Interesting Foolish_Fool, haven't toyed with custom hit boxes yet gotta look into those. Doing barrel rolls with triggers is certainly possible, but trying to keep trigger count down as much as possible.
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Splashy, when i said custom animations, 75% of that was BARREL ROLL.
Had there not been restrictions on copy written content we would have added a quest that the player "DO A BARREL ROLL" 500 times, with this music playing:
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@Magi66: Go
Time: 3 months, 2 solo, the last month was when I hit it hard and got a buddy of mine to jump on board and work on UI with me.
Special: Custom Models/ animations (very basic just barrel rolls), unique control scheme (WASD), space to boost forward or side to side if Q or E are pressed.
Not quite ready for prime time release but getting pretty close:
It plays like asteroids with a behind the ship angle. Advanced upgrade trees adjust everything from movement, health, energy regen, skills, to weapons. Money is used to buy upgrades and new ship types.
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I'd hold off till after judging. Seems odd to not allow entries up till the turn in moment but not till after judging.
Should have an official word on this matter soon i'm sure as many people will be pumped up to finally publish.
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Win or lose guys, it's gonna be awesome to finally release our maps!
Can't wait to play 'em all!... That and not to be stressing mah balls off trying to get this thing ready for hte deadline ;)
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I live in PST, it's a little under 8 hours from now I believe.
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Ha, thanks programmer, my eyesight ain't so goods ;)
Well my stress level just got a buff to intensity but at least the duration got nerfed :D
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I just reread the page after freaking out and it doesn't say 12am.
Can anyone confirm with a link that we only have 8 hours?
BTW here's the main page link, it doesn't specify time on Sept 11th contest
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@Victiln: Go
Easy Peasy. Add a trigger fire on map start, add the action "show/ hide terrain", I think you can figure it out from there ;)
@ Crainy Not half bad. The first 28 seconds were a little too low/ blank. Also it feels as though it's going for a lot of emotional impact but we don't know why, some fast cutaways from the dark templar's face to some kind of event would show he's reflecting on something, but the fact that he's just standing there very close to all his buddies getting massacred throws the whole thing off.
Might work better if he were removed from the combat completely, maybe play the animation of him limping covering his arm as he reflects on the epic battle he narrowly survived.
0
So my mod is quickly balooning with all sorts of integers, reals, bools, all that jazz. When i click a variable slot now, it takes several seconds to load up all the hundreds of variables, not to mention it's getting harder and harder to find the desired value.
Is there any way of shortening this default list so it doesn't take so long to load? A lot of my variables are set and it would be nice to not have to sort through them every time or wait for them to load into the main list.
Thanks in Advance!
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Check the box "use texture path" and erase the box to be totally blank. Then just import your assets and textures as you please.
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@Jinxxx123: Go
Just gave the permanent thing a shot, no go. Even turned the unit into a hero just to see what would happen. Is the fact i'm creating the unit through triggers having an affect on this?
0
Ugh, FINALLY figured it out. Because i had a trigger that modified the unit's speed on creation, apparently that overroad even speed modifiers that happen multiple times over time since creation.
0
I've got a behavior that periodically applies an effect that applies a behavior that reduces movement speed. Ideally I'd like the speed to reduce over time with a stack count, but i can't even get the initial hit to take effect.
I'm using the same behavior modifier and effect delivery system that the marauder slow does. I suspect it could be an issue with the location but I've tried everything.
I see the behaviors next to the unit portrait when i click on it, so i know it's on the unit it's simply not affecting the movement speed.
Any help is appreciated!
0
What you want to do is create a player group variable and a player ID variable (int). Set the player id value to 1 for player one and set the player group value to function "convert player to player group". In the player value, put in the player ID variable.
In many events such as key presses, you can't simply plug in a "1" value, for the player. Instead you have to use "player from player group". For player group plug in the player group variable you created earlier and leave it set to player 1 (this never changes).
Plug your int value wherever a player number is asked for. Between these 2 variables you should never have to put a value for a player, always use one of these two variables.
Isolate all your player specific triggers into one folder including the 2 variables you made above, the player group and the int value (of the player number). Now just copy and paste that folder for every player in the game. Because the player group is linked to the player int value, just change the value of the int and everything should update to be for the new player id number.