• 0.945971563981043

    posted a message on Foster Clan Campaign Feedback

    40 minutes is alright. I would say try not to ever go longer than an hour in game length.

    Posted in: Map Feedback
  • 0.945868945868946

    posted a message on Foster Clan Campaign Feedback

    Here is the video:

     

    Posted in: Map Feedback
  • 0

    posted a message on Help with AI rebuild

    Does the AI have sufficient resources (minerals/gas) to rebuild? Do they have the tech requirements? For example you need an engineering bay to build a missile turret.

     

    Side note, I've found players generally don't like a rebuilding enemy AI. So keep that in mind when making a level.

    Posted in: Triggers
  • 0.945834653151726

    posted a message on Foster Clan Campaign Feedback

    Hey! I just finished playing through your map! It was great. I made a video of my play through which gives my impressions as well as possible improvements. I'll post a link when it's all uploaded n whatnot. I think you did a lot of stuff right. I played on medium, and I think the difficulty was appropriate. The terrain was nice in both visuals and flow. The game length was perfect as well, I generally aim for 20-30 minutes for a campaign level play through and this hit that nicely. It's a great first mission as well in that it doesn't introduce you to a million brand new things all at once as some campaigners will do. 

     

    You did have a few small English errors, but it was great overall. Anything that was wrong, you can just say they were too drunk to speak correctly! :)

     

    Well I'm bad at thinking of more stuff to say in retrospective, so I'll just stop now and let you watch the video when its ready!

    Posted in: Map Feedback
  • 0

    posted a message on How to select a worker constructing a structure? (Peon in Warcraft 3)

    Terran buildings have this. Is this for Zerg?

    Posted in: Data
  • 0

    posted a message on psa - 'Unit Filter' - discussion

    I've never had issues with the first and I've used it a lot. On my phone so I can't treat. Wondering why you use timer elapsed of 0 instead of map initialization. You should throw a debug message at the very bottom of the actions to make sure this is even running.

    Posted in: Triggers
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    posted a message on [SOLVED]Edit Weapons for Battlecruiser

    You should have several tile sets to choose from after doing the Standard (wing of Liberty) part. I think the default is sometimes blank, which is the black. But you should be able to choose something else.

    Posted in: Data
  • 0

    posted a message on [SOLVED]Edit Weapons for Battlecruiser

    Add campaign dependencies, and look for the Hyperion.

    Posted in: Data
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    posted a message on where can I see the ai logic?

    There were also a few campaign levels which have trigger based AI. I believe the ghost nukes and the Diamond back moving backwards while attacking were two such examples. Should probably be able to find them in the later HoTS levels.

    Posted in: Data
  • 0

    posted a message on [solved] Asking for advise - One Big Mod or Mod + Parts?

    If you are sharing it for people to download, just make sure they can download all the files they need at once. 

     

    I wanted to try out a new mod someone had made on sc2mapster and when loading it, it was like "You need x mod to open this mod". So I download x mod, and try to open the original mod again... "you need y mod". Download that... "you need z mod"... Super annoying. Eventually got it working but sheesh.

    Posted in: Data
  • 0

    posted a message on Delete files

    In reply to Alleyvipersc2:

     Why not make models for the Unity store?
    Posted in: General Chat
  • 0

    posted a message on [closed] How to toggle a Dependency in-game?

    You can use "issue order" to unit to change auto cast state. However, it's on a per unit basis, and the player could probably just turn it back on. I assume you want it so the player doesn't get that choice. In which case your best bet may be to either (1) skip autocast, and use a behavior which activates the ability when a suitable target is found (the behavior would have a period effect which searches the nearby area for suitable targets, or whatever is relevant). You could then remove that behavior if you don't want it to fire automatically. Or (2) Have a second copy of the ability which is basically the same, but one has autocast and one doesn't. You can use triggers to "enable/disable ability for player" so that only the one relevant ability is active. 

    Posted in: Data
  • 0.948914858096828

    posted a message on How do you make a unit that spawns another random unit upon death?

    Easiest way would probably be triggers.

     

    Event - unit dies

     

    condition - unit type of unit (set it so the triggering unit type is your chest unit)

     

    Then the event would be a create unit (your neutral unit). Create it at the position of triggering unit (the chest)

    Posted in: Data
  • 0

    posted a message on [Solved]Set unit Facing speed or Facing while moving

     

    This map in marauders. That's a twin stick shooter, right?

     

    Posted in: Triggers
  • 0

    posted a message on [Solved]Set unit Facing speed or Facing while moving

    Looking at aciddragoon's recent marauders map could probably help.

    Posted in: Triggers
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