Well, I want to disable the transparent Extractor that appears. I still want the placement model to appear under the cursor.
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Sep 22, 2011Posted in: Data
Which actor is responsible for showing the placeholder model that appears while placing Built On units?
Example: I need the actor of the transparent Extractor that appears on a Geyser while deciding where to build the Extractor.
Thanks for your help.
Aug 17, 2011Posted in: Triggers
That's how I was going to do it initially but I wanted to see whether there were any better ways to do this since it does feel a bit "hacky."
With regards to the catalog functions, how can I know the number of values in an array? I could look into the Unit Type's Weapons field but some units have one weapon and some have two.
Aug 13, 2011Posted in: General Chat
The problem is that he attributes the fact that his maps are not played frequently to Blizzard's Battle.net setup.
These thinly-veiled passive-aggressive "popularity sucks" posts such as this thread (and you can say that it is not so, as much as you want, but the truth is that it is about the popularity system).
To provide a more clear example of this: when a player loses a standard melee game, he proceeds to inundate the Battle.net forums with "my race sucks!!" That's exactly what Rodrigo is doing and it's annoying. I don't even know why this thread is still here. It goes against any sort of community spirit and should have been locked from the get-go.
Aug 6, 2011Posted in: General Chat
Quote from Thetubbygoat: Go
Ah yes, but Medivacs can still heal all other team bio units. Maybe allow other Protoss players to be able to warp in using allied Warp Prisms? It would be a nightmare to code but I think you can do it :D
We'll see how these changes play out for now as I really want to refrain from changing the core melee game mechanics too much (aside from the obvious Monobattle constraint). Remember, if you're really desperate for power, you can always load an ally's probe and have it build pylons at your target. I'm all for implementing changes to the map experience; but with the rules, we need to be a bit more cautious.
Aug 5, 2011Posted in: General Chat
A message to Monobattlers out there
The Day9's Monobattles Mod has reached version 1.26 now! I started the Mod from a request I've read on the Battle.net forums. Admitedly, I never expected any of the Team Monobattles mods to be some of the most played maps and I'm grateful that a good number of people have embraced the Monobattles format; I'm sure Day9 would be proud.
Albeit small, the tiny change I've made in 1.26 will change the way we play Monobattles for ever! Despite this, I'll always be on the lookout for feedback and suggestions so feel free to add yours below.
What makes Monobattles Awesome!
Anyway, let me begin by describing the aim of Monobattles: Monobattles are a idea made popular by Day9. Day9 issued a simple constraint, that is, for each player to select a single unit and build only that unit for the rest of the game. The magic of Monobattles is that the Melee format is left unchanged (collect resources, build units, kill structures) except for this tiny rule. By only changing this one rule, Monobattles give a fun, almost addictive twist, to the standard team melee games. This also means that Monobattles are easy to pick-up and intuitive for new players.
I've tried hard to keep the game true to its melee origins while enforcing THE single constraint of selecting only one unit. Unfortunately, as every Monobattler knows, I had to introduce some sort of limit to the Queen and up till now that's the only "extra" rule that existed. The reason for sticking so close to the rules is that, by doing so, I increase the competitive potential of Team Monobattles by tenfold.
I read a lot of comments on Monobattles and one popular comment is "Monobattles are for fun only!" I understand this and agree up to a certain point. But if you delve deeper into Monobattles you will notice that there is great potential for competitive teams to form around playing Monobattles. Many say that "picking random is the only way to play Monobattles" but I can say for certain that it is not true.
The most fun you can have in a Monobattle is when you have two teams of relatively skilled players who think out their strategy in terms of four definite units. These games turn out to be the most awesome games ever as one would see creativity, skill and teamwork like nothing you can see in a standard melee game. I still have yet to see any sort of competitive Monobattles action and I hope that the following change will entice people to hone their skills in Team Monobattles even further.
Go ahead, look at the minimap!
If I ask people to change any one thing from the mod, I'm sure many will just remove Warp Prisms outright. I'm not going to be that drastic so here goes. I hereby present the following two new rules to Team Monobattles:
- Warp Prisms can load allied Protoss units.
- Medivacs can load allied Terran units.
This should increase the possibilities available for Warp Prism/Medivac teams by a lot. I could give the same ability to Zerg Overlords with Ventral Sacs but I decided against that as all Zergs can build Ventral Sacs anyway and they also have extra mobility abilities in the form of the Nydus Network.
I'll closely monitor how Team Monobattles develop with these new rules and hope you enjoy your new found drop-attack tricks. I encourage you to try out the other Monobattles maps available on Battle.net (namely Extinction, Megaton and Arakan Citadel among others).
Also remember that the mod is freely available for any mapmaker so feel free to download it from Battle.net, take a look at it, change it or add it to your own map as a dependency. (For SC2Mapsters, you can download the mod file on http://www.sc2mapster.com/assets/monobattles/)
Good luck and enjoy!
P.S.: For American players, please be patient. The Megaton map is the old version of the mod and I will be uploading the latest one soon.
Aug 4, 2011Posted in: Triggers
I've had this problem for the past week now and I have no idea what else to do!! I was happilly doing triggers until at one point I couldn't use the Find bar any longer! When you hit Ctrl-W on a Trigger, a dialog box comes up which let's you select an action. The moment I type in a letter in the Find bar at the top, the editor crashes and the Blizzard Error Reporter comes up.
Theoretically, I could go on working on the map without ever using the Find bar but I've got a load of actions (not to mention a lot of work) that I couldn't possibly stay searching for using the lowly scroll-bar.
Jul 31, 2011Posted in: General Chat
Quote from Eiviyn: Go
I've played WoW for 5 years. I've seen how people will blame anyone but themselves. I feel that this applies to mapping, often maps aren't on page 1 because they're not very good, not due to the popularity system. Granted there are exceptions, but few and far between.
I was just going to write exactly this complete with "I play WoW" and everything. Eiviyn is a genius.
Sorry, but as someone who takes a more passive role in this community, I think this is the syndrome people here are suffering from. You've become too "popularity" hungry. What the hell? When you're creating a map, you should be putting learning and the other people in the community as a top priority. Just make your damn map, make it as good as you can and leave it there. So what if your map is not popular? After all, there's only a limit to the number of maps that can be displayed on page 1. Take something you've learned away from it AND offer it to the community as another avenue for learning.
There are some people here, some even prominent, that have been posting since SC2Mapster.com started, and all you've posted since then was any of the following two topics: "Hey, try my newest map!" and "Oh look, my newest map isn't popular. Popularity system suck!"
Seriously, is this the community effort you want? There's so many threads here, many with genuine questions, that remain unanswered. Why? Everyone's too busy trying to get popular.
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