• 0.960556844547564

    posted a message on Reviving recently killed units through ability

    Have you looked into the coop mutation unit that revives dead units? Can't recall the name of it off the top my head... but it may help to look at.

    Posted in: Data
  • 0.962420693020986

    posted a message on InsaneBriefing Library

    Looks cool from the screenshots. I'll have to try it out.

    Posted in: Trigger Libraries & Scripts
  • 0.962885520125457

    posted a message on Hey Guys

    Just a heads up. For tutorials, the names in the wiki tend to be the same as the thread name. So you can search the tutorial name in the forums search bar, and you can usually find it.

    Posted in: General Chat
  • 0.965806001395673

    posted a message on SC Tactics - Terran Heroics by Gastu (Mapcraft 2017)

     

    Gameplay starts about 18 minutes into video.

     

    Here I play Gatsu's version 1 submission for Mapcraft 2017! Everyone be sure to test out the mapcraft maps and give feedback! You can find them on Jayborino's discord.

    Posted in: Map Review
  • 0.962852897473997

    posted a message on MapCraft - Single Player Mapmaking Contest

    Alright, my map is submitted. Also, it'd be cool if this post was stickied.

    Posted in: General Chat
  • 0.960831334932054

    posted a message on Alarak's Conquest custom campaign Feedback
    Quote from DaveSpectre122 >>

    In reply to VastanX:

     
    Yeah might be because of machine too, but the final cutscene didn't work in case Alarak didn't enter a small region which could occur really often, so i made the region bigger. The Nexus works fine tho. Also i made the mask black, but I'm struggling with the deselection, maybe i'm just blind, but I can't find it in triggers, if you know where to look, please let me know :) Also really thank for your help & feedback, it's very valuable.
     I suggest using the actions "Store Unit Selection" to begin a cutscene, and "Restore Unit Selection" when it ends. With this you can clear the unit selection, and the game will remember what was selected, so when it ends, the units will be reselected. If you don't need to restore it, you can use "Clear unit selection".
    Posted in: Map Feedback
  • 0.967684021543986

    posted a message on [Solved]Automated refinery (and other race ones too) not working.

     So I looked at your map Robinicus, and made two changes that seemed to make it work. Not sure if both are needed or just one. 

     

    1. Gave the player the campaign upgrade

    Tech Tree - Set Story Mode Lab Tech - (Vespene Gathering) Micro-Filtering upgrade level to 1 for player 1

    2. Removed a validator from the autoharvest behavior. There was a validator on the "Automatic Refinery - Auto Harvest Vespene" behavior that was checking to see if the player had a command center before giving the vespene. The validator was called "Autoharvesterharvest".

     

    Does that make sense, or should I explain more?

    Posted in: Data
  • 0.966228893058161

    posted a message on [solved] Moving units immediately after drop pod spawn

    For the immediately move part, you could spawn an empty drop pod with it's wait option off (for the animation). Then just use the create units instantly at the same spot the drop pod lands.

     

    As for two different types of units, you could use my above suggestion with more than one create units instantly. Or you could create the units, add them to a local variable unit group, create more units and add them to the same local variable unit group, then add that local unit group to the drop pod.

    Posted in: Triggers
  • 0.966037735849057

    posted a message on New War Chest Models

    In reply to R0binicus:

     That's tough. Definitely the zerg ones... Probably Ultralisk, Lurker, and Swarm Host. So three favs :P
    Posted in: General Chat
  • 0.965909090909091

    posted a message on New War Chest Models

    Super cool :D

    Posted in: General Chat
  • To post a comment, please or register a new account.