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    posted a message on Possible Killer Instinct Reboot?

    @Taintedwisp: Go

    Ah. Primal Rage. That too was an amazing game. I had endless fun with the orangutan character, farting and puking all over the place....

    Posted in: Off-Topic
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    posted a message on Possible Killer Instinct Reboot?

    @Mozared: Go

    To expand on what Taintedwisp said: Killer Instict was a combo based fighting game, one of the first of the 16 bit era to incorporate 3D models in it's character. They, of course, were not rendered real time, but instead pre-rendered sprites that did a good job of faking the 3D look. It came out around 1995 IIRC.

    It was a standard side scrolling fighter, common for the era. However, the focus of the game was combos. Combos, combos, and more combos. It had an ingenious system for linking special moves together, making large 40+ hit combos commonplace. It was rather easy to learn the moves of a character, but finding the best combos was requires a lot of testing. Also, it was the first game I remember having a special move just to break combo's. "C-C-C-C-C-C-Combo Breaker!!!!" became such a popular sound byte, that it still is used quite a bit now as a meme.

    It also had good voice acting and some original character ideas for the time. All in all, a very good game.

    Wikipedia Entry

    Posted in: Off-Topic
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    posted a message on Average Age

    31, Just about to turn 32. Been modding games on and off since Duke Nukem 3D back in the late 90's.

    Man, I'm old....

    Posted in: Off-Topic
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    posted a message on Possible Killer Instinct Reboot?

    @Taintedwisp: Go

    Wow. If its true, this is so win I can't even find words.... Personally, I LOVED KI as a kid, and would love to see it brought back. Thanks for the info.

    Posted in: Off-Topic
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    posted a message on [Data - Actor] Range Indicators (the best way)

    @Deadzergling: Go

    Thanks for the feedback. I cannot count the times I've used this method since I stumbled upon it. If you ever have need of this info, now you know where to find it! :)

    The XML in SC2 is where it's at, for sure. The better you get with that, the more control you will have over your map.

    Posted in: Tutorials
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    posted a message on [Data - Actor] Range Indicators (the best way)

    @BlacKcuD: Go

    Glad I could help :)

    Posted in: Tutorials
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    posted a message on [Actor] Is there an upper limit to actor timers?

    @DrSuperEvil: Go

    Yes. Actor creation creates the timer, and timer expiration will destroy the actor.

    Posted in: Data
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    posted a message on [Actor] Is there an upper limit to actor timers?

    No matter how long I set my timer for in my actor, it seems to kick off at 30 seconds. Not a huge deal for my map, but I'm just curious if there is something I'm missing.

    Thanks.

    Posted in: Data
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    posted a message on Cutscene Subtitles problem :(

    @xKenneth: Go

    Well, you can put them in another area, like the chat area. I've never tried that though.

    Posted in: Triggers
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    posted a message on Auto load

    @Kangaroux: Go

    Well, like you found out, I don't believe there is a way through triggers. I understand your fear of the data editor, but it really isn't all that bad once you start getting an understanding of it. Data is also a better solution to most problems, as its much less processor and network intensive. Whatever method you choose to use, good luck.

    Posted in: Triggers
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    posted a message on Show white dotted radius circle around unit?

    @xKenneth: Go

    Indeed I do. I even made a tutorial on it. Here you go.

    Edit: this is the way to make it work if you want the range indicator to work if the unit is selected, i.e. the siege tank. If you want the indicator to show up when you use an ability, there is a different method to that.

    Posted in: Triggers
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    posted a message on Auto load

    This thread has an example map that does exactly what you need, but through data. No triggers needed.

    Posted in: Triggers
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    posted a message on [Solved][Effect] I need a second pair of eyes please

    @DeProgrammer: Go

    You, sir, are awesome. I was working on a work around myself that was starting to get somewhere, but still hitting many roadblocks. I will definitely be crediting you for this. Thank you so much!

    Edit: Oh, and the actors you thought were for explosions, weren't. They are Site Ops, to attach impact locations to for the secondary grenades. So, The animDone event won't occur on those actors. Other than than, it's flawless, and exactly what I wanted to have happen. Again, Thank you!

    Posted in: Data
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    posted a message on [Solved][Effect] I need a second pair of eyes please

    @DeProgrammer: Go

    I have been having the same problem when using this method. I should add that I have tried a lot of different permutations, and this set up is the only one that allows the secondary grenades and secondary impact models to show.

    Edit (clarification): "This method" means the method suggested by DeProgrammer, "This set up" means the set up in the attached file on the OP

    Posted in: Data
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    posted a message on [Solved][Effect] I need a second pair of eyes please

    Hey all. Here's the issue: I have a cluster bomb grenade ability I'm trying to create. It almost works, with one small but very important problem. The desired effect is this: a thrown grenade hits and does area damage, also throwing out 4 smaller grenades that hit and do a smaller area damage away from the main impact. I have it all working except that the second damage effect isn't damaging at all. The initial impact and damage works, throws out the secondary grenades, and they impact as they should, but the damage effect doesn't damage. I've torn a good chuck of my hair out over the last few days trying to figure this out. Any help would be appreciated.

    I've attached a demo map of the setup, as it has a lot of parts and is easier to view than explain.

    Thanks in advance for your help.

    Posted in: Data
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