Just thought I'd let anyone who reads this know that I'm still working on the game.
I've just finished up making a new High Templar ability that takes the form of a fast, high damaging fire attack. I've had some difficulty sorting out the behavior stacking, but I think it's working out okay.
As well, I've been adding 'Matured' Zerg units like the Torrasque and Raptor and Kukulza and such. As well, I'm giving them different textures using the texture swapping method. (Well, the Torrasque has the omegalisk...but yea, same difference haha)
Besides that, I still need ideas for the new objective technologies. Trying to link them together with a sort of 'description' that gives the tech a way to actually work, like a name, would also be really helpful.
Here's my current list, let me know what you think.
Nevermind. Solved my own problem in like a minute. Derp.
For anyone curious, I was using the right line but the wrong variable. Had randpercent set up as 10, as a real, reading it as .1 or 10%, when the game saw it as literally 10. That always set it to the highest possible resources, hence the appearance of not changing. Sorry to waste anyones time in reading this.
This probably has some stupidly simple answer, but I tried what I thought would work and I can't see any other obvious solution.
Set (Unit) (Resources) to (Resource Amount) is the action I tried, under Set Unit Property. It did nothing.
Here's the actual line.
Unit - Set (Picked unit) Resources to (((Picked unit) Resources (Current)) * randpercent)
randpercent is an already declared variable (Real) that is a random number between .1 and 1.1.
I'm trying to create a visual effect for Terran units having shields. Right now, I have it set up so that the 'SolarShield' from Protoss is created, autoscaled, and scaled down to 'usually' fit the unit that's been given shields... but for alot of the units, it's either too skinny and too tall, or not tall enough and too wide, or... you get the issue, I think.
What I mean to ask is whether or not it's possible to create a shield that 'hugs' the units model, so it fits it perfectly instead of being a circle. I'll keep looking after posting this, but if anyone knows please let me know.
And resources, as well. I know of the current flaws, and I am indeed trying to find solutions for it. The temple itself is difficult, since it's a doodad and it's in a very 'terrain' oriented location. (Oh, and don't worry about ambiguity for these things, lol. they're likely to change anyway. just keep the secrets you've thought up private, is all. Thanks for the effort though; for reference I guess it would be for the best to simply keep as much as we can secret) If you have any ideas for relocating it or something, I would appreciate it.
As for the prisoners and the cave, they're very minor bonuses and I'm likely not to try moving them.
The issue with drawing from a list is that then people can memorize the list, and then people who have played more have an advantage that isn't 'skill' based.
That method is actually what I tried right off the bat, but it didn't work.
Why?
Got me. It just didn't. It still doesn't. I think it's just something with the model, or texture, or something. Maybe I'm doing it wrong? I hope not...it's pretty simple, lol.
If you can get it working for the Fire Medium model, please let me know.
Edit: Well.
I just tried it again because I figured "Why not? It would only take like 20 seconds."
And it worked.
I don't...I'm so confused. Ugh. Whatever. ><
I've been trying to swap the texture of the Fire Medium doodad for the past 3 hours with literally no visible success. I've had success following your tutorial, and when swapping the ghost's textures, but for this I've had so much trouble...
I set the Textures Declarations+ as best I can, but I think that might be where the issue is. In the model previewer, the textures are called Flame3_Diffuse and Flame3_Emissive, so I tried both Flame3 and Flame3_ as the prefix. Neither worked. As well, I tried using main, main.diffuse, and main.emissive for each of the slots with no success there either. I'm trying to apply the 'blue' fire texture to replace the regularly orange. Is this possible? =x
Nah, I got it working. =) You're welcome to go check it out if you want. The version with all the fixed bugs is up now. I'm working on something else related to the upgrades we were discussing... Check it out. ;D
Which do you think looks the most like what a Mercenary Ghost would look like, do you think?
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Just thought I'd let anyone who reads this know that I'm still working on the game. I've just finished up making a new High Templar ability that takes the form of a fast, high damaging fire attack. I've had some difficulty sorting out the behavior stacking, but I think it's working out okay.
As well, I've been adding 'Matured' Zerg units like the Torrasque and Raptor and Kukulza and such. As well, I'm giving them different textures using the texture swapping method. (Well, the Torrasque has the omegalisk...but yea, same difference haha)
Besides that, I still need ideas for the new objective technologies. Trying to link them together with a sort of 'description' that gives the tech a way to actually work, like a name, would also be really helpful. Here's my current list, let me know what you think.
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Right, right... I'll add it to the list,
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I considered doing that, but the effort seems improportionate to the results....siiigh I guess I'll just stick with the sphere effect.
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Bump. Is this possible?
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So choosing from a preplaced list, or choosing from a random list?
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Nevermind. Solved my own problem in like a minute. Derp. For anyone curious, I was using the right line but the wrong variable. Had randpercent set up as 10, as a real, reading it as .1 or 10%, when the game saw it as literally 10. That always set it to the highest possible resources, hence the appearance of not changing. Sorry to waste anyones time in reading this.
0
This probably has some stupidly simple answer, but I tried what I thought would work and I can't see any other obvious solution.
Set (Unit) (Resources) to (Resource Amount) is the action I tried, under Set Unit Property. It did nothing. Here's the actual line. Unit - Set (Picked unit) Resources to (((Picked unit) Resources (Current)) * randpercent) randpercent is an already declared variable (Real) that is a random number between .1 and 1.1.
0
I'm trying to create a visual effect for Terran units having shields. Right now, I have it set up so that the 'SolarShield' from Protoss is created, autoscaled, and scaled down to 'usually' fit the unit that's been given shields... but for alot of the units, it's either too skinny and too tall, or not tall enough and too wide, or... you get the issue, I think. What I mean to ask is whether or not it's possible to create a shield that 'hugs' the units model, so it fits it perfectly instead of being a circle. I'll keep looking after posting this, but if anyone knows please let me know.
0
And resources, as well. I know of the current flaws, and I am indeed trying to find solutions for it. The temple itself is difficult, since it's a doodad and it's in a very 'terrain' oriented location. (Oh, and don't worry about ambiguity for these things, lol. they're likely to change anyway. just keep the secrets you've thought up private, is all. Thanks for the effort though; for reference I guess it would be for the best to simply keep as much as we can secret) If you have any ideas for relocating it or something, I would appreciate it.
As for the prisoners and the cave, they're very minor bonuses and I'm likely not to try moving them.
0
The issue with drawing from a list is that then people can memorize the list, and then people who have played more have an advantage that isn't 'skill' based.
0
Would you have to own both towers in order to teleport using them? As well, how would you feel if the two were in random locations on the map?
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Thanks for the quick response. =)
That method is actually what I tried right off the bat, but it didn't work. Why? Got me. It just didn't. It still doesn't. I think it's just something with the model, or texture, or something. Maybe I'm doing it wrong? I hope not...it's pretty simple, lol. If you can get it working for the Fire Medium model, please let me know.
Edit: Well. I just tried it again because I figured "Why not? It would only take like 20 seconds." And it worked. I don't...I'm so confused. Ugh. Whatever. ><
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Yea... it's really quite sad =(
And thanks for your opinion. =) Alot of people agree on #2 as well, so that decided it.
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I've been trying to swap the texture of the Fire Medium doodad for the past 3 hours with literally no visible success. I've had success following your tutorial, and when swapping the ghost's textures, but for this I've had so much trouble...
I set the Textures Declarations+ as best I can, but I think that might be where the issue is. In the model previewer, the textures are called Flame3_Diffuse and Flame3_Emissive, so I tried both Flame3 and Flame3_ as the prefix. Neither worked. As well, I tried using main, main.diffuse, and main.emissive for each of the slots with no success there either. I'm trying to apply the 'blue' fire texture to replace the regularly orange. Is this possible? =x
0
Nah, I got it working. =) You're welcome to go check it out if you want. The version with all the fixed bugs is up now. I'm working on something else related to the upgrades we were discussing... Check it out. ;D
Which do you think looks the most like what a Mercenary Ghost would look like, do you think?