So I am building a DOTA-like map with three lanes and running into issues of my spawn waves walking right past the cannon. In the top lane for example, I have two cannons at the very top point of the lane and units that are walking towards the bottom half of the lane are walking right past the cannon. I've tried increasing the unit's visibility range, attack range, etc. But they still walk past the cannon. Is there anything I can do to the cannon itself to make it "more visible" to the units? I have already changed its size and footprint.
One of the things I'm trying to figure out is a way to set up my SCV so that it can only build buildings (submenu 2/3) while it's in a certain region, and build other buildings (submenu 4) when it's in another region. I have seen this done on Desert Strike, where cannons/bunkers/crawlers can only be built on the main battlefield. I am looking to do something similar. Any assistance towards the right direction will greatly be appreciated (this might even belong in the trigger section?)
I checked out your description, I think our maps are going to be very different :) Can't wait to see yours though, and I'm glad the community is pushing towards new map types to give us all something to play.
That will work for me - I'll figure out a way to ensure that the SCV can only build within those regions so that I don't have to do a check of the building count per region. Thank you much!
So I've been building my map as a 1v1 map for testing purposes with hopes of easily converting it to a 3v3 map.
Currently I have this trigger:
Events
- Timer - Spawn Timer Expires
Actions
- Unit Group - Pick each unit in (Baneling Nest units in T1: P1 Building owned by Player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
-Unit - Create 2 Baneling for player 13 at (Center of T1: Top Spawn) using default facing (No Options)
So naturally I have this event for various units depending on what structures are in the building areas. I have three specific building areas defined per team.
T1: P1 Building
T1: P2 Building
T1: P3 Building
T2: P4 Building
T2: P5 Building
T2: P6 Building
What I want to do is update this action so that it just counts the number of buildings in all three regions owned by all three players and spawn the correct number of units based on the buildings in all three regions. I was going to go about it by just copying the actions I already have and changing the region and player values, but I was hoping there was an easier way to do this since I will ultimately have 24 structures in the game. Thanks.
I just recently started learning how to use the Galaxy Editor after coming up with an idea to make a DOTA + Tug of War style map. I have the basic foundation laid out and have made great progress towards the end goal of having a very fun and balanced map that will try to actually take into account various scenarios and making sure a player has fun even if another player is purposely trying to sabotage the game. I'm trying to recruit a couple of seasoned editors to help guide me along the way since I feel that everything that I have been working on is being done in a basic, crude and probably non-efficient manner.
A few things I would love to have if anyone is interested in helping/joining the team:
Someone to make the map pretty.
Someone to clean up my logic and make it more efficient on the map.
Someone to help convert the map from a two player map to a six player map and setting up the routines accordingly.
And of course I would love to have testers involved that are interested in this type of a map. In its current state (all of five days old), I have the Tug of War aspect completed and have been balancing units with several of my friends. I am still having some issues with unit pathing (if they stray off the lanes) and have been troubleshooting that for the last couple of days. My goal is to start introducing heroes and items into the map by this weekend in order to start developing fun and balanced heroes while including the strategic aspect of controlling what units spawn in the lanes.
The end goal of the map is to give players the option of whether they want to concentrate on building structures that will add units to their spawn waves, or if they want to play as the hero - level up and purchase items. I have ideas to balance it where if someone hates the DOTA aspect of the game, but loves the Tug of War aspect (think Desert Strike) can have fun. While if someone cares less about building and just wants to play as a hero, can have fun as well. It will be a 3v3 map as opposed to the popular 5v5. The main reason being that I stopped playing DOTA as a whole because of its dependency on 4 other completely competent players. My biggest gripe with DOTA and any of its variants was the fact that if someone was purposely sabotaging the team, the game was forfeit. I hope to build in ways to eliminate that from happening, which is the holy grail of any sort of game design.
So if anyone has the free time or wants to be involved with a map that I hope to make a huge success one day, please shoot me over a PM. I'll be happy to share what I have done so far and would love to get feedback and help on making it a very polished gaming experience.
OK so I decided to just make a trigger for a unit if it goes idle to just move towards anything in hopes it triggers another region, but my idle unit just stays idle. It seems like the game completely thinks this unit doesn't exist (yet it'll attack anything that comes near it, and even if it moves into another region or out of a region while attacking, it won't trigger the event).
So I've tried over a dozen different combinations of regions, points, etc. and I'm still having an issue with this.
I'm trying to build a DOTA-like map with a tug-of-war element in it and I'm running into an issue where if the players start spawning units, some of them decide to stop moving when they get to the corner point of a lane rather than redirecting themselves to the next point. This doesn't happen to all of the units, which is why it's confusing me to all hell. It'll just be random ones that decide to stop moving for no reason.
In my current map state I have a top, center and bottom lane. I'm not worrying about the center lane right now since it's just a straight shoot from point to point, but my top and bottom lane is where I am having issues. Currently I have a point in the top left corner and the top right corner. When the units spawn via a trigger, I tell them to:
Create x units for player x at Top Spawn using default facing (No Options)
Order all units in last created units to attack targeting attack point: Top Left (Replace Existing Orders)
And then I have a region overlapping that Top Left attack point and in the region I have this trigger:
Unit - Any Unit Enters Top Lane
If Owner of triggering unit = player x
Unit - Order (Triggering unit) to (Attack targeting Attack Point: T2 Top Attack) (Replace Existing Orders)
Where T2 Top Attack = team 2's top base point
Again I can't figure out any rhyme or reason on why the unit decides to get stuck, but it sits on the actual corner point (I placed an observer right on the point to see if that's where the unit gets stuck at) and it's sitting in the region. My guess is that the unit engages in a fight right as it's telling it to direct itself to another lane, fights and then walks back to the point and has no command issued to it. Is there a way to narrow this down or troubleshoot it?
Or am I just using an awful way of telling units to go from one corner point, hang a turn and go to the next?
Many thanks in advanced, I've wasted two whole days trying to perfect my units pathing :(
Currently working on a custom map where the Tauren Outhouse will ultimately be the base that needs to be defeated. However, for some strange reason, banshees, tanks and vikings (I'm assuming other units as well, I haven't tested other races yet) are not seeing the Outhouse as a structure to attack. Ground units such as marines and hydralisks do, but nothing else does. Anyone have any idea what I'm missing? I've been combing through the data editor for quite some time now trying to see if there was a value I'm missing.
0
So I am building a DOTA-like map with three lanes and running into issues of my spawn waves walking right past the cannon. In the top lane for example, I have two cannons at the very top point of the lane and units that are walking towards the bottom half of the lane are walking right past the cannon. I've tried increasing the unit's visibility range, attack range, etc. But they still walk past the cannon. Is there anything I can do to the cannon itself to make it "more visible" to the units? I have already changed its size and footprint.
Thanks!
0
Hey all,
One of the things I'm trying to figure out is a way to set up my SCV so that it can only build buildings (submenu 2/3) while it's in a certain region, and build other buildings (submenu 4) when it's in another region. I have seen this done on Desert Strike, where cannons/bunkers/crawlers can only be built on the main battlefield. I am looking to do something similar. Any assistance towards the right direction will greatly be appreciated (this might even belong in the trigger section?)
0
@TacoManStan: Go
I checked out your description, I think our maps are going to be very different :) Can't wait to see yours though, and I'm glad the community is pushing towards new map types to give us all something to play.
0
@BasharTeg: Go
That will work for me - I'll figure out a way to ensure that the SCV can only build within those regions so that I don't have to do a check of the building count per region. Thank you much!
0
So I've been building my map as a 1v1 map for testing purposes with hopes of easily converting it to a 3v3 map.
Currently I have this trigger:
Events - Timer - Spawn Timer Expires
Actions
- Unit Group - Pick each unit in (Baneling Nest units in T1: P1 Building owned by Player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
-Unit - Create 2 Baneling for player 13 at (Center of T1: Top Spawn) using default facing (No Options)
So naturally I have this event for various units depending on what structures are in the building areas. I have three specific building areas defined per team.
T1: P1 Building
T1: P2 Building
T1: P3 Building
T2: P4 Building
T2: P5 Building
T2: P6 Building
What I want to do is update this action so that it just counts the number of buildings in all three regions owned by all three players and spawn the correct number of units based on the buildings in all three regions. I was going to go about it by just copying the actions I already have and changing the region and player values, but I was hoping there was an easier way to do this since I will ultimately have 24 structures in the game. Thanks.
0
I just recently started learning how to use the Galaxy Editor after coming up with an idea to make a DOTA + Tug of War style map. I have the basic foundation laid out and have made great progress towards the end goal of having a very fun and balanced map that will try to actually take into account various scenarios and making sure a player has fun even if another player is purposely trying to sabotage the game. I'm trying to recruit a couple of seasoned editors to help guide me along the way since I feel that everything that I have been working on is being done in a basic, crude and probably non-efficient manner.
A few things I would love to have if anyone is interested in helping/joining the team:
Someone to make the map pretty. Someone to clean up my logic and make it more efficient on the map. Someone to help convert the map from a two player map to a six player map and setting up the routines accordingly.
And of course I would love to have testers involved that are interested in this type of a map. In its current state (all of five days old), I have the Tug of War aspect completed and have been balancing units with several of my friends. I am still having some issues with unit pathing (if they stray off the lanes) and have been troubleshooting that for the last couple of days. My goal is to start introducing heroes and items into the map by this weekend in order to start developing fun and balanced heroes while including the strategic aspect of controlling what units spawn in the lanes.
The end goal of the map is to give players the option of whether they want to concentrate on building structures that will add units to their spawn waves, or if they want to play as the hero - level up and purchase items. I have ideas to balance it where if someone hates the DOTA aspect of the game, but loves the Tug of War aspect (think Desert Strike) can have fun. While if someone cares less about building and just wants to play as a hero, can have fun as well. It will be a 3v3 map as opposed to the popular 5v5. The main reason being that I stopped playing DOTA as a whole because of its dependency on 4 other completely competent players. My biggest gripe with DOTA and any of its variants was the fact that if someone was purposely sabotaging the team, the game was forfeit. I hope to build in ways to eliminate that from happening, which is the holy grail of any sort of game design.
So if anyone has the free time or wants to be involved with a map that I hope to make a huge success one day, please shoot me over a PM. I'll be happy to share what I have done so far and would love to get feedback and help on making it a very polished gaming experience.
0
@GrimmySnarf: Go
OK so I decided to just make a trigger for a unit if it goes idle to just move towards anything in hopes it triggers another region, but my idle unit just stays idle. It seems like the game completely thinks this unit doesn't exist (yet it'll attack anything that comes near it, and even if it moves into another region or out of a region while attacking, it won't trigger the event).
Anyway have any idea or has run into this before?
0
Hey all,
So I've tried over a dozen different combinations of regions, points, etc. and I'm still having an issue with this.
I'm trying to build a DOTA-like map with a tug-of-war element in it and I'm running into an issue where if the players start spawning units, some of them decide to stop moving when they get to the corner point of a lane rather than redirecting themselves to the next point. This doesn't happen to all of the units, which is why it's confusing me to all hell. It'll just be random ones that decide to stop moving for no reason.
In my current map state I have a top, center and bottom lane. I'm not worrying about the center lane right now since it's just a straight shoot from point to point, but my top and bottom lane is where I am having issues. Currently I have a point in the top left corner and the top right corner. When the units spawn via a trigger, I tell them to:
Create x units for player x at Top Spawn using default facing (No Options) Order all units in last created units to attack targeting attack point: Top Left (Replace Existing Orders)
And then I have a region overlapping that Top Left attack point and in the region I have this trigger:
Unit - Any Unit Enters Top Lane If Owner of triggering unit = player x Unit - Order (Triggering unit) to (Attack targeting Attack Point: T2 Top Attack) (Replace Existing Orders)
Where T2 Top Attack = team 2's top base point
Again I can't figure out any rhyme or reason on why the unit decides to get stuck, but it sits on the actual corner point (I placed an observer right on the point to see if that's where the unit gets stuck at) and it's sitting in the region. My guess is that the unit engages in a fight right as it's telling it to direct itself to another lane, fights and then walks back to the point and has no command issued to it. Is there a way to narrow this down or troubleshoot it?
Or am I just using an awful way of telling units to go from one corner point, hang a turn and go to the next?
Many thanks in advanced, I've wasted two whole days trying to perfect my units pathing :(
0
@DrSuperEvil: Go
Dr Super Evil should definitely be counted as more than one human being.
Dr Evil on the other hand would be singular, but being super evil... that makes you plural.
0
That was it, thank you so much! You guys are awesome.
0
@TacoManStan: Go
That was my first assumption too, but Vikings won't attack it either. Mutalisks do though?
And thank you for the welcome. I hope to introduce the map that I am working on soon to everyone to get some feedback.
0
Hi all,
Currently working on a custom map where the Tauren Outhouse will ultimately be the base that needs to be defeated. However, for some strange reason, banshees, tanks and vikings (I'm assuming other units as well, I haven't tested other races yet) are not seeing the Outhouse as a structure to attack. Ground units such as marines and hydralisks do, but nothing else does. Anyone have any idea what I'm missing? I've been combing through the data editor for quite some time now trying to see if there was a value I'm missing.
Thanks in advance.