• 0

    posted a message on Zeewolf

    The helicopter physics was copied from an asteroids map, then adjusted somewhat. While that works well, I'd like it to be more true to the original zeewolf, only I have no clue what math and physics formulas I should apply or how. Can anyone assist in that area?

    Posted in: Project Workplace
  • 0

    posted a message on Zeewolf

    Thanks for your reply/input. The landing is only intended for collecting captives or dropping off marines, but I see what you mean =) The targeting as it is, is using a 'scanning' region going out from the ship using the ships angle, so keeping something locked requires skill, especially in pvp. Ofcourse, guided missiles will keep a lock once fired. While this mechanism puts it very close to the original game, I do agree it's not perfect and can still be improved on. Changing the radius of the seeking region is about the only thing I can tweak with, but I don't want to make it too big either for obvious reasons.

    If people are interested in working on this project as well, send me a pm.

    Posted in: Project Workplace
  • 0

    posted a message on Zeewolf

    Based on the classic Amiga game Zeewolf II, this map will put you in control of a helicopter gunship (Banshee) using classic arcade controls. The aim of the game is still te be decided on, and although currently the idea is an arena-style environment where you have to accumulate a certain amount of points by destroying computer units and other players in the form of mini missions, im leaning more to redoing the map and turn it into a team fortress kind of thing. Perhaps both.

    Feedback is much appreciated.

    • Zeewolf is just the project name.

    Posted in: Project Workplace
  • 0

    posted a message on [SOLVED] Help setting facing, colour, un/upgraded model properties for placement model of a building ?

    This is exactly what I was looking for, thanks. I'm not sure it's anywhere in a tutorial, since I've looked for this a few times. Perhaps the topic title is a bit long which makes it harder to identify doing a search, so I'm going to add some search terms in my post and provide an easy tutorial based on the above posts, so everyone can do this. :)

    How to make 'custom' placement model.

    • Create a new Model. In the Art: Model field use the model of the normal unit/building.
    • Go to Actors and find the Placement Model Actor. In the Event: Events+ field add:
    Actor Creation
     >ModelName <your model>
     #SetTintColor {0,166,0 3.000000}
    Actor Creation
     >ModelName <your model>
     #SetOpacity 0.6
    

    Then go to the Actor of the Unit you want to have showing a different placement model, and enter your model in the Art: Model (Placement) field.

    Thanks again. :)

    Posted in: Data
  • 0

    posted a message on Adding a hero escort to AI attack wave?

    Maybe I didn't understand what it's supposed to go like..
    I thought you wanted spawn a group of 6 ghosts and 1 hero, and you want the hero to escort the ghosts?

    Posted in: Triggers
  • 0

    posted a message on Adding a hero escort to AI attack wave?

    I think it would be easier if you put all the units from the ghosts attack wave into a Unit Group first. That way the unit group that the Hero needs to escort is defined more specific. That may be the problem?

    Also: 'Pick each integer from 10 to 10' -Why would you do this? If its just player 10 you want to trigger I would just use the value 10 for th eplayer field each time. It will help you debug easier. What I do for debugging is set text messages to see if the trigger actually works, so you can find out if it's the actions bugging or something else failing.

    Posted in: Triggers
  • 0

    posted a message on Adding a hero escort to AI attack wave?

    Heya, It's all about putting the actions in the right order here.
    So you want it to look like this:

    AI - Set the target for player 5 attack waves to be escorting unit group YourUnitGroup with replace behaviour Replace Group. This version will leash.
    AI - Add Merc - War Pig (Merc Marine) [127.77, 158.29] to the next attack wave for player 5, the unit is specifically assigned to escort Cargo Truck (Barrels) [129.00, 161.70] offset by 2.5 towards 45.0 degrees.
    AI - Add Merc - War Pig (Merc Marine) [131.89, 159.18] to the next attack wave for player 5, the unit is specifically assigned to escort Cargo Truck (Barrels) [129.00, 161.70] offset by 2.5 towards 315.0 degrees.
    AI - Send the attack wave from player 5 to attack in 0 seconds and Don't Wait
    

    Each time you use AI- Send the attack wave.. no more units can be added to that attack wave, so just create an attack wave for the Hero and one for the attacking units.

    Posted in: Triggers
  • 0

    posted a message on map image lighting

    bump

    Posted in: Miscellaneous Development
  • 0

    posted a message on Gates open/close through triggers?

    Found the solution elsewhere, maybe it's ok to share it here?

    <<quote Icey #883>> Metal Gate Straight example:

    Ok so lets say you've created your map, and you've added the campaign dependency already. Now you'll click the Units layer, why the units layer? Because when we get to specifically asking the door to open/close, one of the easiest ways to do this is to issue them orders, just like you would a unit. So your doors need to be units, to be able to use that function. Luckily those working on the campaign have done this already for a fair few gates/doors.

    Now in the units layer, we pick a non-playing player like neutral, then in the bottom drop down menu select destructible, and look for Metal Gate Straight. For this example I've picked "MetalGateStraightHorizontal".

    Now we open up triggers and where you'd like the door to open in your code you add action - Issue Order, then you select under unit, the "MetalGateStraightHorizontal" you just placed, you keep Order with No Target for Order, and double click Ability Command, using the search box is the easiest way to find these, and you type "metal" this will bring up a short list of abilities related to the metalgate doors. You then select Open Door - MetalGateStraightHorizontalLowered (Unnamed) because you need to make sure to select an ability/order that matches the door type you're using. You then choose if you want this order to replace any existing orders for the door or after any existing orders or before, because the game will queue orders. After that you've done your very first door lowering command. Yay!

    Now intriguingly I bet you've noticed that there were no commands in that list to raise/close the door, right? That's odd! What's good to note is that what we did before was tell the gate to perform an ability. So what we're going to do is open up the data editor - Select the abilities tab, in search we'll type metal, to refine the list. In here there's a bigger range then what was showing up in Issue orders list, now the close door one we're after is called MetalGateStraightHorizonal, (as opposed to MetalGateStraightHorizontalLowered), which you should be able to spot in the list, take note of that name. Now because the editor is being annoying and not adding an ability that exists to the issue order list, we're going to have to do this manually. So it's back to the trigger editor, now where you want the door to close, add another Issue Order action, select your MetalGateStraightHorizontal door for the unit, and keep Issue Order with no Target, now double click Ability Command like we did for the last one, except this time, we're going to click the Custom Script radio button. Now you'll see an empty text box, in there we'll write the following -

    AbilityCommand("MetalGateStraightHorizontal", 0)

    What this does is, exactly what selecting the ability from the list does code wise, except we've selected an ability we know exists, but isn't showing up on the list.

    Now you just set the queue order you want for this order and you're done and dusted :) Repeat these two commands where you need them through your triggers.

    P.S. Hehe this is the easier one to explain :P <</quote>>

    Source: http://forums.wowgrunt.com/sc2/thread.php?id=68566872&forumID=11479&region=sea

    Posted in: Triggers
  • 0

    posted a message on Gates open/close through triggers?

    I don't get it either. I see the hidden close gate button, which is set as following by default:

    Command Type: Ability Command
    Requirements: (None)
    Ability: DestructibleGateDiagonalULBR (Unnamed)
    Ability Command:

    Note that the Ability Command field is empty and theres no choice to make there either.
    If I doubleclick the Close Gate ability under Buttons: and do a search for close, the only thing that comes up is SpacePlatformDoorClose (Unnamed)
    This is why we cannot create the trigger to close the gate I think.
    Opening the gate works fine... I've looked at the abilities, at the actors and what not, I can't figure it out!

    Posted in: Triggers
  • 0

    posted a message on Codename: Moebius

    Thanks for testing it =) I've been working on the first part some more making it more challenging/interesting, and I think this map is about done now. Go ahead and check it out people, and let me know what you think of it..

    Posted in: Map Feedback
  • 0

    posted a message on Codename: Moebius

    Codename: Moebius Europe

    Hey guys, this is my first map, and it's probably in the rc state atm.
    It's a 2-3 Player cooperative map.
    This project was created to explore various features of the campaign editor, hence the map contains gameplay similar to various singleplayer campaigns.

    The map starts out with a single (heroic) unit being dropped outside a Protoss base. The objective is to destroy the Protoss base using an RPG style gameplay. Your character has several abilities and can gain level ups. Before you reach the base you will have to defeat a scripted miniboss.

    Once you cleared the Protoss base, you will begin building a base and the game becomes a melee starcraft campaign, with a few campaign units available.
    The objectives now are to capture 2 ultralisks. You will follow and protect a vehicle through hostile terrain untill you get to the ultralisk. Then you have to weaken it, so the vehicle can coerce it back to your base where it will be locked in the ultralisk shackles. Do this for both ultralisks and you complete the campaign.

    In the gamelobby, set the difficulty to that of you and your friends' melee skill. For testing purpose, I would recommend not setting the Zerg beyond Very Hard or you might not make it through. They are relentless on this map =)

    Posted in: Map Feedback
  • 0

    posted a message on [Data] Working with Attachments (Beginner Difficulty)

    Hi I'm trying to make a turret for a bunker that has flamethrower effect http://forums.sc2mapster.com/development/data/16749-custom-bunker-turret
    So I was directed here and I finally tried out the tutorial. Only I have the problem that the beam doesnt come from the turret, but the bunker. I've checked all the actors setting etc twice now, but I must be overlooking an error. Maybe somone can point me in the right direction? Everything else works fine, it's just the beam is animated from too low a point and I can't figure it out. Great job on the tutorial btw. =)

    edit:
    I found that I can't set the index to 3, it keeps setting it to 0 for:
    Create a new Actor named SOpAttachDamage03 with Actor Type: Site Operation (Attachment)
    •set Attachment Query +: Direct > Damage [Index 3]

    edit: [solved]
    I had: •set Launch Site: Beam Example Site (Actor) set to Beam Example

    Still cant see the marine shield, but that's not important for what I want to accomplish. =)

    Posted in: Tutorials
  • 0

    posted a message on Custom Bunker Turret

    Hey all, I want to change the bunker weapon from Shrike Turret to a Flamethrower type of weapon. So I got the the bunker to always show the Shrike Turret by changing the behaviour Bunker - Shrike Turret requirements field to none. I then went to units Bunker -> Combat Weapons + and changed the Turret to: Perdition Turret and Weapon to: Perdition Turret Flamethrower. So I fire up the game and for some reason, the flames just come out the left side of the bunker regardless of the direction the turret is facing. The attacking units do get damaged even though theres no flames going toward them. How do I get the turret to shoot flames in the direction it's pointing at?

    Posted in: Data
  • To post a comment, please or register a new account.