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    posted a message on Tower Defense Tycoon: Millionaire Contest

    @armodillo: Go

    I got 2 million but think we have different versions. I played Secret Difficulty 4% with random upgrades and got 1.65 million buyout price and 300k Tower assets. Getting 1 million tower assets must be impossible on my version.

    Also, that doesn't even make sense. The park is worth over 1 million buy it gets bought for 20k lol.

    Posted in: General Chat
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    posted a message on Help - Height Validator

    @admielke: Go

    You can do it with behaviors. Say you have 3 floors. When a unit enters floor 1 he gets teh "floor 1" behavior via triggers. Then you have a validator that check if a unit has that behavior.

    Posted in: Data
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    posted a message on change vision block ingame

    @JimyStyles: Go

    That's the one

    Posted in: Triggers
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    posted a message on change vision block ingame

    @JimyStyles: Go

    I've used pathing blockers, in doodad or unit form, and if you remove them with triggers, the footprint stays. However, you can choose to "Hide/Show" them and the footprint will simple be disabled. Put one of those on your gate and hide it when it opens.

    Posted in: Triggers
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    posted a message on Colliding air units

    @Photoloss: Go

    Yes, it doesnt seem like teh pathing mode in teh mover does anyting at all. Only option is to block them with doodads or pathings..

    Posted in: Data
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    posted a message on Colliding air units

    @Photoloss: Go

    a) doesn't work well for me.

    b) sounds like the best idea right now, but i couldn't find the right validator.

    Also i would like to add that you can not completely stack units with the fly mover for some reason. They still have a small small distance between them. If i can somehow increase that distance this will be solved, but cant find anywhere to do that.

    EDIT: I compared my unit with the mutalisk and it appears that having a low acceleration combined with the fly mover, makes the units seperate while moving, after being stacked. But i dont want my units to fly over cliffs........

    EDIT2: I definitely want teh flock mover, but It appears this makes units flying automatically(??). Doesn't matter if i change the height map and pathing mode in the mover to ground, still walks up that cliff.

    Posted in: Data
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    posted a message on Colliding air units

    Really need some of my ground units to be using Collide: Flying to that they can stack and then seperate when idle. But not stack so much that 100 units fit into 1 units so that when you move them around it looks like a solid clump. They should still be able to collide with themselves to prevent this, so tehy should also have Collide: Ground, but that doesn't work, they can only have one Collide.

    Posted in: Data
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    posted a message on Safe For Bnet Words

    No words should be censored in any game that is based on killing other people, that's my opinion....

    Posted in: General Chat
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    posted a message on LotR Map - 2nd Age: Last Alliance

    @Laydown112: Go

    Well I have no idea about the map layout for that. I just know from the Wc3 map that was based off the movies.

    Posted in: Map Suggestions/Requests
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    posted a message on LotR Map - 2nd Age: Last Alliance

    @Laydown112: Go

    I really enjoyed teh LotR maps on Wc3 but the remakes that has been done for Sc2 didn't do it for me, mostly because of teh unfitting models. Marines as archers and vultures as Nazgûls? Get some cool models and you got yourself a map.

    Posted in: Map Suggestions/Requests
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    posted a message on Why does the editor seem so slow?

    @TacoManStan: Go

    Usually it gets faster if you restart your pc, because it builds up alot of background processes that you can't see. Have you tried lower settings in the editor? Maybe virus.

    Posted in: General Chat
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    posted a message on Why does the editor seem so slow?

    @TacoManStan: Go

    Not that slow for me, but actor events has always been slower than the rest of the editor (except when you open the previewer, that's slow).

    Posted in: General Chat
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    posted a message on What mod do you guys want?

    @Zolden: Go

    You made Heroes of Might and Magic, Zolden? I must point out that autoattacking is a huge problem, awesome remake otherwis xD

    Posted in: General Chat
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    posted a message on What mod do you guys want?

    @targaryen23: Go

    Zergling meat! Hahaha, I just have a cow farm but this sounds much better. You wanna post the map if you will not work on it anymore?

    Posted in: General Chat
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    posted a message on What mod do you guys want?

    @targaryen23: Go

    Remake Ceasar III ! I was in the process of doing so, but tired out cus it was just so huge. But I got most of the basic down:

    -Citizens walks on roads that you can place down. Special workers takes the shortest path on the road back to their building.

    -Farms can only be build on yellow grass. After 100% it sends a cargo guy to drop it at the closest storage magasine.

    -Markets will send woman out to the closest magasine that has food and get food from it. She can give this to houses she walks past and they can evolve to bigger houses adn house more ppl.

    -Every now and then, population raises if there are houses that are not full, and the workers are proportioned out to all buildings.

    Posted in: General Chat
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