In reply to ksnumedia:
Currently trying to really get the 3rd map on the rails. I've made a short videoclip with a modified game cinematic to show off some of it. Cheers!
In reply to ksnumedia:
I can understand what you are saying, however I do believe that, when I release models here that people may use them in their maps and so on. I mean, thats the point of releasing them right?
I'm not entirely sure if that is what has happened here though, maybe the offense has been larger than such a thing for you?
And as VarientTFoR says, most people are very explicit in crediting models to their creators or ven ask permission to use them
I have also noticed on some occasions that I saw a model of mine appear somewhere (sometimes with texture changes) and then I was like: "Would've been nice to credit to me" but alas. Sometimes I think that if its one model out of maybe 20 custom ones often times credits are then given in a more generalized way.
What I find worse is if I see a model popup which can clearly be destinguished as mine but has been altered in more than just a texture recolor and that someone would call it theirs. Fortunately I haven't seen that happen yet.
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.
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.
In reply to ksnumedia:
In reply to TaylorMouse:
In reply to TGM1997:
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.
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.