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    posted a message on Push Priority - Is there a way to make it upgradeable

    Suppose you can use the morph ability to change it to another unit. Then you can modify all kinds of things, not just size and push.

    Posted in: Data
  • 0.947771274200811

    posted a message on [Solved] Waygate system - Right click unit B with unit A, causing unit B to cast ability on unit A

    Hi,

    Easiest way I see it is to make it a transport unit that can load units within 1 range.

    You can get the loaded units from trigger and then you can teleport them.

    That way you can also cancel the teleport when you right-clicked on it from far away.

    Posted in: Data
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    posted a message on Acceptable loading time

    From what I know, the increased loading time does not come from triggers nor file size. You map is four times larger than a map of mine and that just takes seconds to load. It comes from mostly actors and map size. If map size is bigger, the loading time will be longer, even if the map is empty. Also, you have a LOT of actors.

    What can you do? You have some unused edges on the map, so you could probably shrink it a bit. About actors i'm not sure. Up to you to see if you can reduce the number and use original effects and actors. For most of them you have only made small changes.

    Posted in: Miscellaneous Development
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    posted a message on Acceptable loading time

    Do you have a lot of doodads? Maybe you can set up points and create them with trigger after the game starts.

    Posted in: Miscellaneous Development
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    posted a message on Feederling Adventures

    Ok hei there everyone. I actually made this map in august but figured I can put it up here since I hv leaned so much from sc2mapster. Maybe it will get some more ppl to try it out. Most ppl I've played with doesn't rly get it (lol), but some I've played with understood and we had a great time.

    Ok, so this game resembles something I played 15 years ago, which was a cat & mouse game where you had to collect cheese. Well, this time you are a fragile feederling hunting for carrots! You start in a closed area with a lot of blocks and you must destroy them to create paths to get to the carrots. The cats walk randomly and they can only walk inside these paths, so you must think about how you set them up. The map and events are random, so every game will be different. The map size and difficulty also depends on how many players there are.

    There are 20 levels, each getting harder. If everyone dies, you revert back one level.

    In the beginning there weren't any abilities you could use, but after suggestions I have added four abilities. You get energy for them by collecting carrots, or charges from special events.

    Force Field blocks the path for cats. Force Field

    Mines can kill cats. Mines

    Teleport can.. teleport. Teleport

    Freezing freezes cats.. uses charges. Freezing

    Posted in: Map Feedback
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    posted a message on Change Probe's Buildings

    For the first, go to the ability and "Ability: Info" and just have the assimilator. For second, add the ability to the units ability and at command card. That should do it

    Posted in: Data
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    posted a message on Is this map to large?.

    Damn Kerrigan is hot, lol. Anyway I assume it is not finsihed yet. No pathing blocks in place so I could walk up and down the mountains and when I got to the top/edge, the camera flew away. Also the lava was a nice and warm, but didn't hurt me. As for the aiming, I would suggest having the camera a bit to the side as it is in "Dead Space", as I couldn't see what I was aiming at.

    As for the "lag", I was nonexistent when looking down into the ground, but lagged when looking in certain direction. This is because even when you are only looking at a mountain wall, for instance, you are still "seeing" everything behind it, i.e. the whole map. I remember someone making an fps had this problem, and it was solved by modifying the camera "field of view" or something, so that you could only see a certain distance. That way everything beyond that distance wouldn't "update", causing the lag.

    Posted in: Map Feedback
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    posted a message on Doodads changing height problem.

    Hi, I would need some advice on this strange problem. In the editor there are a number of terrain objects and doodads that can change the height of a unit walking onto them. What is bothering me is the terrain object "UmojanLabPlatformCellMassive Height 1", which has a circular model. The thing is, at first, when a unit walked out of the circle, up to a certain point, the unit's height did not change. I.e. it didn't fall down from the circle. But now suddenly it falls down. And I don't know what changed this. Something in the model, but I didn't change the model. Any ideas?

    Posted in: Terrain
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    posted a message on Problem with unloading units with wander behavior

    I have seen someone else had this happening but haven't been able to find a solution.

    My trigger creates a unit as cargo in a structure with a transport ability. It then unloads the unit. This unit has a wander behavior with a leash of 5 range. Instead of wandering around that area like the other units do, the unloaded cargo units starts wandering up to the top-right corner. This only happens because they have the wander behavior. What's going on?

    Posted in: Triggers
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    posted a message on Consume cargo unit to train new unit

    @TheFish7: Go

    I'm not sure how it can work if you have it on autocast. But when a unit is loaded you can issue an order to the structure to kill the unit and also train a new unit (Ability: Load Cargo Effect). That way a new unit will train for every unit loaded and there is no need for any confusing requirements. You also won't need any triggers. If you use one trigger you might as well all of them.

    Posted in: Data
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    posted a message on Is there a way to make r.click attack allies too if clicked?

    @Azzaaer: Go

    Well, it seemed easy enough to change the smart filters in the attack ability, but this doesn't work. Even if you change the smart priority to higher than the move ability it still didn't work. But there was another way: Make an ability that issues an attack order.

    1: Create an effect of type Issue Order (Call it Attack Ally or something) and set
    Ability : Attack.
    Player+ : Target
    Unit+ : Caster
    Target+ : Target Unit

    2. Create an ability of type Effect - Target and set
    Smart Priority : 100
    Target Filters+ : Enable Allies and Enemies
    Effect+ : Attack Ally
    Flags+ : Check Smart Command (so it uses it when right-clicking)

    3. Give the units the ability

    Or you can be lazy and use a trigger that orders the unit to attack anything that is being right-clicked, lol

    Posted in: Data
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    posted a message on "Unit is attacked" not working?

    @gerudobombshell: Go

    Yes, it does work. I was getting error messages but it was for something else. Anyway, I use "Unit takes damage" as the event instead, since the options are not gray there. Works the same also. Thanks

    Posted in: Triggers
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    posted a message on "Unit is attacked" not working?

    I have an event to "Unit is attacked" and it looks like this: Unit - Any Unit is attacked with Any Weapon.

    For the condition I need it to be player 14 so I pick "Owner of triggering unit ==14". However "triggering unit" is grayed out.

    For the actions I need "Damaging unit", but this one is also grayed out. "Attacking unit" is also gray, and the event says I should be able to use these. What's going on??

    Posted in: Triggers
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    posted a message on Problem with map testing

    @Exaken: Go

    Don't know if that did it, but after logging in to eu.battle.net it seems to be working.

    Posted in: General Chat
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    posted a message on Problem with map testing

    Until recently you were able to open the editor, test the map, minimize sc2, make some changes in editor and test the map again. When the game was running, the loading time was always much much less than if it wasn't running when you tested the map. But now I get error "You may not load this map with Starcraft II starter edition" bla bla bla and i have to quit the game and open it again if i wanna test it and keep reopening it every time i wanna test. I hope this is just some temporary bug.

    Posted in: General Chat
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