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    posted a message on Removing all existing actors when..

    @Koronis: Go

    The way i would go about this is to rework your system. Rather than having them be removed by a behavior have them added by a behavior. You can later remove this behavior or have it expire on a timer. That way you wont have two conflicting systems trying to do the same thing.

    Posted in: Miscellaneous Development
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    posted a message on Tutorial Request; Spawning System.

    @zeldarules28: Go

    awesome! now i understand how to make this work. Neverending supply of enemies! Yessss! thank you =]

    Posted in: Tutorials
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    posted a message on Signature Workshop

    @Beasttamer: Go

    Hey beast, sounds like fun. You could make me a signature if you want.

    Things i'd like you to incorperate? A zergling sitting on a hydralisk's head, some dice like the starcraft2 random icon, and both Happy04 and SirNewbzAlot 290. Anything else? I don't really care! I like your work and if you think you'd enjoy doing this one go for it! If not, well I won't be heartbroken xD

    Color scheme if you're curious? I like purple. I like the style of the zeratul image you posted so if that's how you like to draw do it like that! xD

    Posted in: Art Assets
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    posted a message on [Data] Mineral Editing Fast map style

    @PatchOne: Go

    PatchOne if you want, you could PM me your tutorial and i can grammar check it for you before you post it. Automated grammar checks are generally not as good as a translation by a person, and they generally get confused by game terms.

    Posted in: Tutorials
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    posted a message on vampisme in starcraft 2

    @superzip: Go

    Rough translation?

    I am new to making maps, but there's a map idea from warcraft 3 that I want to remake in starcraft 2.

    The basics; Vampire unit is an ultralisk who can buy units to scout, explode, and other things. It will have the same abilities as the warcraft 3 map such as farsight, stun, invisibility, and another undecided ability.

    Human unit is a marine or zealot who builds walls. The walls start out as pylons and can be upgraded into bunkers, followed by command centers, and eventually planetary fortresses where it gains the ability to attack. The unit also has the ability to make missile turrets, flame turrets, and psi disruptors.

    The teams will share SCV workers with which they can mine minerals, but the human player has an advantage that he is able to mine vespene gas while the vampire is not.

    Is this what you meant?

    Posted in: Miscellaneous Development
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    posted a message on Camera - Disable Middle Mouse

    @JTG2003: Go

    there's a map on bnet right nwo with a system exactly like what you metion you want. It's called sanctuary RPG or something like that... it's on the second page and it has three heroes, one is a zealot one's a marine and i think the other's a medic. You shoudl be able to contact him for help... but to be honest that type of camera is incredibly frustrating and it actually makes me not want to play a map like that. Camera control is a must if your game runs in a full 3d environment.

    Posted in: Triggers
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    posted a message on Tutorial Request; Spawning System.

    @Cerosia: Go

    I already checked out that list my good sir, and there is only one spawning system and that is for a tower defense type map. I do not need this type of spawn as it is based on waves and not conditions like I mention I need. Thank you very much if you do decide to look into my request but when someone says they already searched it would be nice not to assume they are wrong just for the reason that it makes answering easier. It's just kind of rude considering... I don't mean to offend, simply stating that you shouldn't just think people are wrong because they need help.

    @Brinan: Go

    Yes, I agree, my ideal spawn systems will be used to create an ORPG feel in my map. Monsters roaming the map and segregating into different areas, resources staying stocked in forests and mountains which keeps the rate they can be harvested down and cuts down on the amount of crafted items that can be floating around at any time. Respawning bosses that don't just pop up right after being killed allows you to use stronger bosses and divvy up loot between team mates after the battle without feeling rushed to get out of the way or get prepared for the next boss. Cuts down on boss farming as well.

    Posted in: Tutorials
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    posted a message on Tutorial Request; Spawning System.

    I haven't been able to find one on sc2mapster and I tried a couple searches on google and i only came up with a spawn system for starcraft 1 that was dependent on buildings being placed in certain regions. I'm not even sure if that would translate over to starcraft two.

    If it helps, here's exactly what I want to happen. Perhaps it may help someone other than just myself.

    Enemy Spawn system;

    Region A is a large region with Region B, C, and D inside of it but the smaller regions do not overlap. When a unit is killed in Region A, it checks the current number of zerglings in region A, and if the number is less than a specified number, say 20, it spawns enough zerglings randomly in region B, C, and D to get the number up to 20. The Zerglings are forced to patrol between their spawn location and a random spot in another one of the regions B, C, or D. If a unit is spawned in a subregion (B, C, or D) it will never be instructed to patrol in that region, only one of the other two.

    Alternate Spawn System.

    Regions A, B, and C, are small regions with slight overlap located inside region D. When a specified unit type dies (more than one unit type would be great for this) in region D, a unit is spawned randomly in either region A, B, or C. The unit spawned has a 70% chance of being an ultralisk and a 30% chance of being a brutalisk.

    Timed Spawn System.

    Region A resides within Region B. When a unit is killed in Region B, wait 2 minutes then spawn a unit in region A.

    Posted in: Tutorials
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    posted a message on Phoenix behaviour.

    @edcbabe: Go

    there's an attack while moving flag somewhere. That's what you're looking for. Keep the facing direction forwards, and you might have to mess with the unit's movers to allow it to move while facing the wrong direction. If you dont come to a conclusion soon send me a private message and i'll look into it more, i'm simply too tired right now.

    Posted in: Miscellaneous Development
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    posted a message on Correct weapon attack animation.

    @Sceptilesolarbeam: Go

    the explosion animation displays only sometimes because your effects arent set to 100% and depending on the size of the target and how units tend to spray their shots randomly at it, someitmes it winds up partially inside the model you're attempting to kill.

    I don't think the high templar actually has an attack animation, but you could set it to play the spell cast animation instead. I believe this woudl be done through actor events but i coudl be wrong.

    Posted in: Miscellaneous Development
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    posted a message on How do I make an equipment menu?

    @Crockeo: Go

    it seems you didn't watch the tutorial, that shows you how to make it button activated.

    Posted in: Miscellaneous Development
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    posted a message on Fallout-inspired Post-Apocalyptic RPG

    @DarkForce9999: Go

    Borderlands is a terrible game with diablo sized imbalances. It's all about luck and not about skill due to randomness. I dont think he is interested in a map based on randomness and excess at all times. Fallout is about scarcity, there arent tons of enemies, but there is definately even less stuff that's friendly to you. I agree with his direction, and the two universes dont really work together.

    Posted in: Project Workplace
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    posted a message on How do I make an equipment menu?

    @Crockeo: Go

    OneTwoSC can be hard to understand at times but he's how i learned how to make items and the process works well. If you dont like your items using random models at random angles add me on msn and i can give you a step by step on how to make your items use a specific model once you've followed this guide.

    http://forums.sc2mapster.com/development/tutorials/4364-video-data-items-loot-tutorial/

    Posted in: Miscellaneous Development
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    posted a message on Too tired... Mouseover Tooltip?

    How do i set it to display a line of text when i mouseover a unit/item? Furthermore... i figured this out at one point and i have it on a unit i no longer want it to be on... So if you can tell me how to remove it that will work just perfectly as well. I will be able to figure out the rest from there.

    Posted in: Miscellaneous Development
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    posted a message on Anybody need a tutorial deigned for newer users?

    @zeldarules28: Go

    How about a tutorial for item recipies similar to SotIS's mechanic for combining items to make more powerful ones? I think alot of RPG maps that i've seen on bnet could really use item upgrade systems rather than just drop and replace.

    Posted in: General Chat
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