• 0

    posted a message on Questions on Occlusion

    Hey Pengu, thanks for the response. I have the Occlusion tagged as Hide and Show respectively for the example units I've been testing, but there is still a significant difference.

    Test 1) When I send in a Odin, the ceiling becomes transparent only when Odin-

    Okay, midsentence I checked the editor. For some reason, Zeratul and Kerrigan do not have Show on by default. Rrgh. Thank you for your help. I probably wouldn't have checked that for another two friggin days or something...sigh. Seriously though, thanks alot for your help. It cleared things up almost as soon as I started really checking for the flag on all of the units.

    Posted in: Data
  • 0

    posted a message on PLEAST TEST: Transcendence RPG

    Definitely fun. I couldn't get enough people together to actually play a game of it, so I played alone, but it was very fun regardless, if a tad impossible by myself, haha.

    I hope this rises in popularity very soon, so I can play it with others without having to try and organize a bloody party with my friends, lol =P

    Posted in: Map Feedback
  • 0

    posted a message on Questions on Occlusion

    Hey. I'm trying to make a cave with a ceiling that becomes transparent when a unit enters it. I have the cave set-up, but the transparency is acting strangely. Sometimes it'll work, sometimes it won't. What controls this? Any advice?

    Posted in: Data
  • 0

    posted a message on Perfection of Armistice

    What is Perfection of Armistice?

    Perfection of Armistice, abbreviated as PoA, is a newly released game that I created. It's in the beta of production and I have alot of plans for it in the future, but I was hoping to gather feedback on the balance needed, and any suggestions.

    Overall, the game is meant to be played as a sort of 'Adventure' game. Every game, a great many different factors are randomized and placed into the map, whether it be artifacts that spawn which give you an advantage, or a cave-in with trapped survivors. To delve into the core gameplay, though, it's very similar to a melee game. The game is started with only a black mask fog of war blocking your vision.

    After a wait period to see if anyone needs the tutorial, (I'd recommend it) the game begins by revealing circles of terrain on the minimap and selecting a 'deployment' unit. In the future, I intend to make changes to the deployment unit just as well as the rest of the game, but for now it acts as a 'calldown' ability to place troops. From there, players are encouraged to find minerals, build a base, and play in a manner similar to a melee game.

    Newly added units, random events, and other abilities strewn throughout the map make it more interesting than just melee. Some artifacts provide immediate bonuses, while some must be collected and used in another part of the map that must be controlled to use them. An AI may result in a serious threat one game, and not be there the next at all the next, providing instead an open opportunity to seize control of the games economy.

    Besides all that, there is also a system of powerful upgrades known as Objective Technologies. Each race has different 'tiers' of technologies, provided by killing enemy units. Within each 'tier' there are three types for each race that a player can kill. If a terran kills enough terran, they unlock an upgrade suitable for that. Likewise for killing zerg.

    Altogether, that's 33 obtainable objective technologies. This function changes gameplay rather significantly, from the testplays I've had with friends. Strangers, instead of eliminating a crippled opponent, will keep them alive to try and increase their objective technology for that race in order to deal with a different, more powerful opponent. The crippled player then has another chance to overtake the unknowing attacker, as he gains kills as well.

    Future Plans

    • Shinier UI! Yaaay!
    • More objective technologies and allow for more dynamic player choices.
    • More random events! More! MORE!
    • Altered Deployment functionality- players can build their own starter deployment-> one unit at a time.
    • Expanded F12 help menu.
    • Get a bloody artist to do the Loading Screen BG and the lobby pictures.

    http://i132.photobucket.com/albums/q25/MikeyIsMYNameNotYOURS/Untitled-1.png (Shiny Map! Yaaay!)

    Final Notes

    I've spent alot of time on this map, mainly just learning the editor, but that doesn't mean I don't want people telling me my map sucks. Any bug reports are welcome, any thought-out criticisms are welcome, and any balance issues are welcome as well. Balance is a tricky thing though, I think... especially for such a large game like this. If I get enough reports, I can change it though.

    I've pursued functionality for this map more than anything else, including making it pretty(except for the terrain), and I made it in the hopes that people would enjoy it. Rest assured production will continue on the map no matter what, annd...well, I hope the map takes a seat in the popularity list that I think it deserves. =) Look it up. You can search PoA, and it'll work.

    Posted in: Map Feedback
  • 0

    posted a message on Game Variant Teams Reset

    Despite how many times I've set the game variant teams, whenever I reload the map they reset themselves. Is there any way to stop this?

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on "Black Terrain" Minimap In Game

    That worked perfectly, thank you! =) Do you want a mention in the credits? ;D

    Posted in: Terrain
  • 0

    posted a message on Hero Icon Functionality Issues

    Thank you so, SO much, b0ne! That has solved the problem completely. =) Do you want to be in the credits? =o

    Posted in: Data
  • 0

    posted a message on "Black Terrain" Minimap In Game

    I don't want to mess up the terrain that I currently have...could I fix it without doing that? I wasn't the one who did the terrain, so I don't know what could have caused it.

    Edit: I swapped all of the changes over to the default Bel'Shir, but I'm still getting the issue. I'll try deleting minimap.tga.

    Edit2: Generating a new minimap.tga did not help either. I need advice.

    Edit3: Solved by moving the stats over to Char instead of Bel'Shir... for some reason the name of bel'shir was green despite being reset to it's default name...that tipped me off. It now works perfectly. Thanks for your help. =)

    Posted in: Terrain
  • 0

    posted a message on "Black Terrain" Minimap In Game

    I saw the other post about the 'Black Terrain' but that was editor specific. I can solve that issue easily just by opening a new map, closing it, and opening the afflicted map. No, the problem is that ingame, the minimap terrain is black. I couldn't find any information on solving this. The Minimap.tga appears with black terrain as well, and I've tried deleting it and remaking it. I'm getting really irritated, as the terrain on the minimap is quite shiny thanks to a friend who made it for me, Uplo. Does anyone know what the issue is?

    Posted in: Terrain
  • 0

    posted a message on Hero Icon Functionality Issues

    Do I need an MPQ editor or something to get to my assets.txt file? Where is it? :x I've published the map a few times before, so I figure that I should have one by now I guess. Or, if I need to add one, where would it go?

    Edit: You are right about it being only while I'm Zerg, by the way.

    Posted in: Data
  • 0

    posted a message on Hero Icon Functionality Issues

    So I'll start off by saying that I don't really have much to go on for this problem, and I'm not really sure what the problem behind the visual problem is.

    Mainly, the fact that the hero icon in the bottom right occasionally works, and occasionally doesn't work. I change nothing. It just seems to go on-and-off from a game to game basis. As well, the loading screen background seems to occasionally forget what resolution it's supposed to be. Is this normal?

    Posted in: Data
  • 0

    posted a message on Problem with 'Order is Valid' type trigger

    Well, I solved it, and pretty much every theory I had about the problem was wrong, and I still don't know for sure what the problem was caused by. When the game started, the unit using the ability for the computer only would die. It's an invulnerable unit, but it would die. ...Yea. I fixed it by destroying and recreating the unit, and now everything is awesome. My map is working again! =)

    If anyone is interested, it's Perfection of Armistice.

    Posted in: Triggers
  • 0

    posted a message on Problem with 'Order is Valid' type trigger

    Thank you so much for your reply! You'd think the forum is dead, or something, with the painful silence.

    As far as the suggestion goes, it has given me something to think about, at least. Now I know that the patch DID do something for sure, or it COULD have, at least. As for the ability, there's a catch. When a player uses the ability, it functions fine. The unit is built, and everybody is rainbows and ponies. But when, I think, a computer is ordered through triggers to use the ability, the computer thinks that it can't use it. Confusion. Any ideas? =)

    Posted in: Triggers
  • 0

    posted a message on Problem with 'Order is Valid' type trigger

    Last try... bump!

    Posted in: Triggers
  • 0

    posted a message on Problem with 'Order is Valid' type trigger

    Bump... Does anyone know, or should I try asking elsewhere? As an update, though, I tried having the computer actually use the ability instead of just the 'order is valid' comparison and then check if the unit was created, and it still did not work, so I suppose it isn't the Order is Valid?

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