Oh, uhh, anything as long as all the terrain looks like it fits together. At first I thought a forest would be good but since the story of the game is still in infancy I could work it around pretty much any kind of terrain.
For everyone in the thread, you can view the concept of the game here. The outside part is supposed to be the outside of the room.
To summarize, it's kind of a "once you enter you can't leave" story right now. I plan to work in some better story elements but for now that's what I got.
As I have explained previously in this comment much but the concepts are still in their infancy. Main reason why this is a one time is I believe by the time I've worked up a more matured game I should be able to work on any other terraining myself. If any of you would like to be brought on as the terrainer, that is, I'd be more than happy to do so.
As it stands, it's still in pre-alpha so no hurry and again it doesn't have to be great or anything.
As you had mentioned most maps are abandoned and so I cannot guarantee this will be any different. I am very hopeful to have enough inspiration and time to keep up on it, however.
As for the map, pretty cool! I do indeed enjoy them, especially the forest part! A little less hilly though would be pretty close to perfect, honestly. I'll contact you once I've entered late-alpha early beta to see if you're interested.
If you'd like to keep updated on the status of the map, feel free to at this and associated pages regarding previous, current, and future development goals.
I am looking for a one time terraining job to be done by a semi-professional or professional terrainer. It doesn't need to be great, just good enough.
If anyone is interested I can't offer money, but I'll see what I can do to meet any other request you may have for doing this job for me. I would like to think I'm pretty okay with triggers so that's out there.
Do not place any units, doodads, models or actors within the "room triggering" region. Do not reshape, widen, heighten, lower, or shrink any terrain within the "room triggering" region.
I'd prefer that doodad in the upper left of the terrain in "room triggering" stayed for triggering reasons. Do not remove doors or walls unless you plan to put something better in it's place. Please note that I'd prefer doors to remain the same.
Do not terrain over units, regions, and points out of the bounds of the map, and do not edit the hero holding cell.
The middle and the outside regions of the map should be separated with water. Preferably, with uncrossable water that you can't see past. I simply forgot to do this before uploading to this thread. Also, the room triggering region currently is not shown, simply show it. Apologies for both of these mistakes.
Another option is creating a dummy unit of the same type with no bounty and swapping them out when the timed life is over and killing the dummy unit.
Another (but more risky) solution is to change the bounty of the unit through catalogs and keep the value stored within the local trigger, wait for the timed life, make the bounty 0, and then after like .0001 second make it's bounty the stored bounty again.
EDIT: Do you know how 360 is viewed as a real? I want to check the facing of a point but all that shows on the bank is 0 and -90...I have no idea what -90 is though....
EDIT+: Figured out the initial error. Leaving the thread up in case something else pops up or if I need help with something related. Will close when confident the problem and any other related problems are 100% fixed.
I am trying to load strings from my bank file. Every time I do, I get to a point and the string values simply stop loading. Is there a cap on how much of a string you can load from a bank at any time?
Currently, it stops at the 781st value within the stored string.
Additionally, this is what the debugger prints after it stops:
You'll need a lot of things. I'd suggest looking through the assets before attempting to do it yourself.
But basically, you create a dialog.
In the dialog you create buttons for each asset to upgrade (making sure to use the maximum amount of buttons for the maximum amount of attributes to be upgraded by any player at one time) and then hide or display the buttons the person will need when they open the dialog to level.
Then, basically, change the dialog items for each player to reflect what they can and cannot level up. For instance, say you have health, energy, and armor, but player 2 can only upgrade health and armor. So in the initialization stage of this system you'd set player 1 to have 3 dialog items, and each will display their respective health, energy and armor. While player 2 would get two dialog items, again with their respective upgrade.
Then in triggers create a system to handle upgrade requests. Something similar to my recently abandoned project found here.
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@njordys: Go
Oh, uhh, anything as long as all the terrain looks like it fits together. At first I thought a forest would be good but since the story of the game is still in infancy I could work it around pretty much any kind of terrain.
@OutsiderXE: Go
I've removed the triggers for security purposes. Nothing against anybody I just don't want it released this early.
@njordys: Go
For everyone in the thread, you can view the concept of the game here. The outside part is supposed to be the outside of the room.
To summarize, it's kind of a "once you enter you can't leave" story right now. I plan to work in some better story elements but for now that's what I got.
As I have explained previously in this comment much but the concepts are still in their infancy. Main reason why this is a one time is I believe by the time I've worked up a more matured game I should be able to work on any other terraining myself. If any of you would like to be brought on as the terrainer, that is, I'd be more than happy to do so.
As it stands, it's still in pre-alpha so no hurry and again it doesn't have to be great or anything.
As you had mentioned most maps are abandoned and so I cannot guarantee this will be any different. I am very hopeful to have enough inspiration and time to keep up on it, however.
As for the map, pretty cool! I do indeed enjoy them, especially the forest part! A little less hilly though would be pretty close to perfect, honestly. I'll contact you once I've entered late-alpha early beta to see if you're interested.
If you'd like to keep updated on the status of the map, feel free to at this and associated pages regarding previous, current, and future development goals.
0
@Darttagman: Go
Pretty sure this is the problem. There is no unit to trigger the event because the event is an expired timer.
Unless I am missing something.
also
can be a little hinky. You may want to define the unit instead of using "Last Created Unit", but that's just my opinion.
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I really wish I had the internet to play with you all. Sounds freakin' awesome!
One thing and I know this is probably a pretty silly question but...do you do singleplayer games for map night?
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I am looking for a one time terraining job to be done by a semi-professional or professional terrainer. It doesn't need to be great, just good enough.
If anyone is interested I can't offer money, but I'll see what I can do to meet any other request you may have for doing this job for me. I would like to think I'm pretty okay with triggers so that's out there.
Thanks in advance!
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I would like to request, if I may.
Appreciate it if someone actually makes either! :)
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@MaskedImposter: Go
Another option is creating a dummy unit of the same type with no bounty and swapping them out when the timed life is over and killing the dummy unit.
Another (but more risky) solution is to change the bounty of the unit through catalogs and keep the value stored within the local trigger, wait for the timed life, make the bounty 0, and then after like .0001 second make it's bounty the stored bounty again.
0
@Drunkenseagull: Go
What exactly are you trying to accomplish? There might be an easier (and/or less trigger intensive) way to do it.
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@Shieldnutzz: Go
Ah, thank you! Got it working now.
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@unclesatan: Go
Ah. Alright, thank you.
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@SoulTaker916: Go
Trying to make a gate open when a unit is within range and close when a unit is out of range via data.
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I used to remember how to do this, but I haven't done work in the editor so long I forgot....
I know I need to have a behavior that watches something...and then two buttons maybe to open and close the gate?
Please be as detailed as possible.
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@unclesatan: Go
Bah, sucks. Thanks!
EDIT: Do you know how 360 is viewed as a real? I want to check the facing of a point but all that shows on the bank is 0 and -90...I have no idea what -90 is though....
0
@unclesatan: Go
EDIT: PMing it to you.
EDIT+: Figured out the initial error. Leaving the thread up in case something else pops up or if I need help with something related. Will close when confident the problem and any other related problems are 100% fixed.
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Okay, problem 2.
I am trying to load strings from my bank file. Every time I do, I get to a point and the string values simply stop loading. Is there a cap on how much of a string you can load from a bank at any time?
Currently, it stops at the 781st value within the stored string.
Additionally, this is what the debugger prints after it stops:
Whole of the string is somewhere around 3900 characters long.
Any ideas? Everything else related to pulling data from the bank works now, but this....
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@pokenoufl: Go
You'll need a lot of things. I'd suggest looking through the assets before attempting to do it yourself.
But basically, you create a dialog.
In the dialog you create buttons for each asset to upgrade (making sure to use the maximum amount of buttons for the maximum amount of attributes to be upgraded by any player at one time) and then hide or display the buttons the person will need when they open the dialog to level.
Then, basically, change the dialog items for each player to reflect what they can and cannot level up. For instance, say you have health, energy, and armor, but player 2 can only upgrade health and armor. So in the initialization stage of this system you'd set player 1 to have 3 dialog items, and each will display their respective health, energy and armor. While player 2 would get two dialog items, again with their respective upgrade.
Then in triggers create a system to handle upgrade requests. Something similar to my recently abandoned project found here.
Hope that helps.