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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    I simply copied over the abilities and such into my map and made player 6 an ally to all players. I'll see if the triggers on my map are screwing up, if so then it's me.

    EDIT: Trying to place an automaton and see if it works now.

    EDIT: No it wasn't the automaton, I had added it just now and it still doesn't work. Note that this is all on my map. Should I just let you check my map file?

    When I first copied the stuff over, it worked fine. Until I screwed around with the player properties.

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    Thank you very much, I'll try this now.

    EDIT: This works perfectly except for one thing, it disables Items from being picked up because the unit is given to Player 6 when right clicked. How do I make a validator on it so that it only works on Mechanical units? Other than that, it'll be perfect. I can add the fuel system to it and voila, realistic car system.

    EDIT2: Found the Target Filters on the ability, trying it now.

    EDIT3: It's working perfectly after I fixed the Filter. Thank you so much for all the help, I could have never done this by myself. As for the tank, I think I'll just leave it so that multiple people can control and shoot from it.

    EDIT4: So I forgot that player 6 was a computer player on my map, I implemented the ability and it worked at first. I then fixed the filter, "Perfect" I thought!.

    Then a few minutes later when I was renaming and fixing the computer AI in the Player Properties, for some reason it's screwed up now and won't even load the player. I have no idea what I could have done because I have no idea how those abilities work.

    And yes, I did try copying the abilities from your map back into mine again... No success. :(

    I did set the triggers to ally player 6 to the first 4 players.

    Posted in: Data
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    posted a message on How to Make a Skybox

    We've all seen them, Skyboxes in games such as Call of Duty. But for a game like Starcraft 2 where you stare down from the sky, why are they even in their?

    FOR CINEMATICS! Aha! Why have a plain and dull black sky when you can have a white and blue or green and purple sky.

    Unfortunately implementing these usually useless graphics are tricky, and I don't know how to do it.

    Anyone have a tutorial?

    EDIT: I've tried SoulCarverR's tutorial, either I'm stupid and couldn't make it work or it doesn't work. :|

    Posted in: Artist Tavern
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    Well, players will be able to build their own Bunkers. So it's not a problem leaving the default one and just making a duplicate for the Vehicles.

    I like the way the load/capture changes back to the neutral player when all units leave, that's spot on. So I'll try and make it so the ability you made changes it to player 5 (I have 4 players on my map). Then make it auto-cast when you right click on Mechanical Vehicles, in other terms it will be like the Cops and Robbers vehicle system.

    EDIT: Got the change to player 15 (hostile), now I just need to make it so that the player's unit doesn't exit controlled by Hostile. How would I do this?

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    How would I edit the abilities you gave me to make it only affect Mechanical attribute units? And how would I make it so that the ability gives it to an allied player who is controlled by all players? (This is what I believe Cops and Robbers does)

    It gives it to an allied controllable player then gives it back to an uncontrolled neutral after all units exit.

    Thank you for all the help you've given so far, I really appreciate it. SoulCarverR is offering to help me with making the tank system, it would be a very neat system for character/vehicle interaction. Most maps are either really in-depth vehicles with no characters, or mediocre character/vehicle systems.

    MassDestruction 2 for instance is really in-depth with vehicles, but you don't get to exit the tank and walk around as a character.

    To be honest, I do not have any idea how most of this stuff works. I'm the kind of mapmaker who comes on here and asks for help. Hopefully I'll be able to make tutorials one day, haha. ^_^

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    If I could simply add the control for multiple players, that'd be perfect. Then I could keep going with the Fuel systems.

    I had to look at tutorials and have NO clue how you did that, to be honest. I'm a very inexperienced mapmaker in that way.

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    I've already setup a periodic event, every 0.0 seconds it checks if Mechanical units have Energy.

    If not, they are given 1 Colonist Vehicle - Parked behavior.

    When the car loads a unit, it is given a On behavior I made, which just drains 0.25 energy a second. Then via triggers, it removed the parked behavior.

    I'll try implementing your ability into the map and see if it works, I'll also try giving control of hostiles.

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    Okay, that's a really nice vehicle system.

    Daleman with his Cops and Robbers maps uses that, but somehow he allows multiple players to control the cars, but to get into a vehicle it has an ability like that where the unit takes control. Note that players cannot control other player's heroes.

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    Thank you very much, I'll try it. Was watching Doctor Who for a bit.

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    I got as far as the Vehicle not working on Neutral controlled, but I'll keep going at in 15 mins or so.

    For now I've gotten the Tank model (Courtesy of Rulerian's MW Assets) and Data completed. However I haven't implemented anything Vehicle System related to it.

    After all this is over, I'll make a tutorial on a multiplayer vehicle system. Compile my limited knowledge and try to make something of it, ha.

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    I've decided not to do the whole turret thing, now I just want a working vehicles system.
    So I've got a bunch of triggers setup, all meant for 1 player per vehicle.

    The problem is neutral will not load the units, since I gave all the vehicles to Neutral.

    Should I give it to an allied AI? But how would I do that so that it wouldn't give vision?
    Please note I am not the greatest editor in the world, ha.

    In the ability, target filters allow neutral. So it's not that, right?

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    While this tutorial is good, It's missing some stuff.

    http://www.sc2mapster.com/forums/resources/tutorials/1164-data-trigger-mount-vehicle-system/

    I've got the basic vehicle down, with one slot.
    Is there any way to make it so two players can get in and one control it? Or is it only a way both can?
    I've made it so that one player unloads, the transport gains the Colonist Vehicle - Parked.
    If two people sit in there, wouldn't it apply the behavior if just one got out?

    Posted in: Data
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    posted a message on Creating a Vehicles Systems (Fuel, Enter/exit, etc)

    Okay, so I've been hoping to make a vehicle system for my map.

    I'm planning on having two vehicles only, a regular car and a Tank. I'm hoping if somebody could direct me to a tutorial.

    I hope to make it so that the Tank turret can be controlled by the second player in the vehicle and fired on the move, where the first player drives.
    While the car can only be controlled by the first person to enter and others can just sit in it.

    If nobody is in the vehicle I'd like it to go into an no-power state where it's immobile and incapable of doing anything except unloading/loading.
    The same where it has run out of fuel.

    If that is not achievable I'd just like a simple car/vehicle system with fuel, thanks!

    Posted in: Data
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    posted a message on Hero Items Dropping upon Instantly Move Trigger

    Thanks, I'll try that. I do have a hero group var.

    Posted in: Data
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    posted a message on Hero Items Dropping upon Instantly Move Trigger

    I know this is a mix of problems, but I figured it would be in the Data Editor more than the Trigger Editor.

    I have a problem where whenever my Heroes use the Teleports (Instantly Move Unit to Point), all of their items drop. It's not just equipped items.
    Note I am using the Hero Backpack and such above the Command Card.

    I'd really appreciate help.

    Posted in: Data
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