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    posted a message on Apply damage to unit via kill-score of other units

    In reply to DaveSpectre122:

    Making it manual then. I did try to use the set property before, probably got nothing from the variables to subtract, maybe making if then cases that identify the unit type and make integers for the amount to subtract. Sounds solid enough.

    In reply to DrSuperEvil:

    I'll do another search for that.

     

    Small update from my side, and for those who are interested. Yesterday late I used the deal damage action with the triggering units damage effect setting. While is wasn't the values I wanted. It did work in that each unit killed subtracted life from the target. 

    I'll update when I have new insights.

    Posted in: Triggers
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    posted a message on Apply damage to unit via kill-score of other units

    Hi Mapster,

     

    I'm venturing here because I'm facing myself a rough patch of trigger-editing.

     

    What I want to achieve is this:
    I have a map with a boss unit, very large in size and with a shit-ton of HP. However, the player needs to defeat that boss by killing other units on the field, and apply their killscore (or original starting life) as a number that should be subtracted from the healthpool of the boss.
    Example: Boss health = 1000, player kills 3 marines (with killscore of 50) --> boss health gets reduced/updated to 850.

     

    I have the required triggers in place that defines which players units, in what conditions should be counted for. I've used a textmessage check to see that it works.
    What I'm failing at however, is how do I get either the original life or killscore from whichever unit died and store it in a variable.

    I've tried using unit properties but all these come back with 0... (probably because the unit has 0 left upon death. And I can't find how to even get the kill score of a unit.

     

    Then there's part 2 of my struggle... How do I apply the number (50 from a marine kill) as damage to a specific unit.
    I've found a trigger called "Damage Unit (from Unit)" which sounds like it could do the trick, however this one reads effects... How do a convert my variable to an effect, if at all possible.

     

     

    If anyone has ever created some like what I'm looking for in the past, please let me know how that was done. Because I'm not sure if my direction is going to lead anywhere. 
    Small rant... SC1 Editor, simple as it might be.. was a whole lot easier in achieving this.

    Posted in: Triggers
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    posted a message on [Showcase] Taylor Mouse's Models

    In reply to ksnumedia:

     What he means to say is that the model represents Overwatch's Reyes (Reaper) beased on HotSwarm ghost model.

     

    In reply to TaylorMouse:

     Now I just have to ask, are you also planning on an Overwatch Widowmaker? (preferrably Talon skin)
    Posted in: Artist Tavern
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    posted a message on KSNumedia's Models

    Whoa those look cool. Nice job man! Now I know that this queation has been THE theme since warchest start but... Buildings?? XD XD

    Posted in: Artist Tavern
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    posted a message on [Announcement!] MAPORINO 2018 !

    Very exciting XD! Eager to see what maps there are.

    Posted in: General Chat
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    posted a message on Fantastic Creatures! And where to fight them!

    In reply to EDHRIANO:

     Aah, yeah I can relate to that. Cool Idea! good to see it come to fruition.
    Of course I dont mind, go right ahead
    Posted in: Project Workplace
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    posted a message on [Blender/Request] Placement/WarpIn models

    In reply to TGM1997:

     Hi man, I get what you are after. I've not yet really touched many unit-type warp-in models but I assume their principle is more or less the same as that for sructures with just a few different type of particle effects. Basically what you need to do is indeed swap the mesh for the Purifier Mothership, so that the model will appear as that one, but you'll also need to edit all the materials, particle effects and assign the proper textures.
    The one thing I have observed with unit warp-ins before is that the squarelike particles can be slightly off in size and location because of how its imported. You'd have to check on wether it funtions properly. Also don't forget to assign the new mesh to the armature (fairly basic but can often be forgotten, I would know)

    Hope this helps you a bit.
    Posted in: Artist Tavern
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    posted a message on Fantastic Creatures! And where to fight them!

    Hi Edhriano, Looking cool!

    Is this the Maporino project btw? I always wondered :)  I can also see many more heroes come together in a big brawl XD

    Posted in: Project Workplace
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    posted a message on Starcraft: Time Splitters - Campaign Feedback

    Thanks guys!!  :)

    Posted in: Map Feedback
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    posted a message on Starcraft: Time Splitters - Campaign Feedback

    Hiya guys !

    Proudly I present the first two maps together with a mission launcher fully released.

     

    They can be found here

    Main download folder

     

     

    Currently awaiting approval

    Posted in: Map Feedback
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    posted a message on Starcraft: Time Splitters - Campaign Feedback

    Hi fellow Mapsters.

    I hope to bring out an update to the second map over the weekend. Asside from the fixes as pointed out by VastanX, I also changed the Harbinger. Feedback ability is removed and in its place it receives the Psionic Discharge ability. This ability lets the harbinger charge up for a few seconds during which it has also increased speed to posifion it tactically. After the charge it unleashes a devastating blast of psionic energy around itself. 

     

    While it doesn't spcecifically impact the second mission. Several other changes are also implemented in the mod. This already affects skirmish play. The Biocrafters Crusader is changed to the Proton Crusader, which loosely translates to being a very power flamelike tank, Protoss style. Also the Biocrafters Behemoth is changed to take over the role of fhe crusader. While retainings it siege range, the weapon now deals well with armored targets, used to be structures.

    Posted in: Map Feedback
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    posted a message on Starcraft: Time Splitters - Campaign Feedback

    In reply to VastanX:

     
    Quote from VastanX >>

    I played in normal and cursed a couple of times ... so the level is fine.

     
     Hahaha, that one way to describe it haha.
    Posted in: Map Feedback
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    posted a message on StarCraft: Darkness Returns (Campaign)

    Hi Hultmanable,

     

    I've taken a go at this just this morning. Cool to see Zeratul,
    I'm not much familiar with the system that you seem to have built with the backpack and items and stuff (maybe I should've played the replicant to understand) But it was quite the info to take in, and like aliencommander points out, I also had an issue where I did pick up the power cell with the major, but when I got to the escape pod a message popped up saying I didn't have it, I then put it on the ground again, picked it up with my character and then it did work.

    I really liked the vibe from the planet you created. I ended up getting slingshot into the mines straight away. Am I correct in saying that there was a choice of what mission to take? The mines or the Arena thing? Because after I completed the game I went back to the editor to check as I though I hadn't seen all of the map yet.

    I found difficulty during destroying those missile turret slightly easy (and yes, I just said that as probably the worst player out there)
    Especially because you can train quite a powerfull army with all the elite units. I didn't equip any items btw during this because I was not quite clear on them at the time.

     

    Lastly, minor thing, there's pathing blocking even after the missile turrets are destroyed.

    Posted in: Map Feedback
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    posted a message on Starcraft: Time Splitters - Campaign Feedback

    In reply to VastanX:

     Hi VastanX,
    Thanks mate for highlighting some issues. Oohh, the Vaporizer getting stuck, thats bad news... I'll let it come out from the left where it should have more space to move, and see if I need to create a failsave if a pylon happens to be in the way. I'll also check the Golems on that too btw. I though I had fixed most tooltips, but alas.. I'll fix that.
    Aah the warning screen... I myself hadn't seen it pop up last playthroughs myself, but I should've checked.
    With the minerals, I'll fix the pathing, but the replenishment is intentional, I'll create a tooltip highlighting that so it's clear that it is intentional XD
    Once again, Thanks!
    [Edit]: for everyone who has played it, can you please let me know what you think about difficulty? This helps me greatly in gaging how to set up AI. Thank you very much.
    Posted in: Map Feedback
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    posted a message on Starcraft: Time Splitters - Campaign Feedback

    In reply to ksnumedia:

     Haha nice. i hope you will like it. And if you do, then next mission I've got planned will be interesting too.
    I'm eager for the feedback.
    Posted in: Map Feedback
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