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    posted a message on [Solved] How validate damage effect to specific unit type with specific alliance state?

    You mean if I in field Tech Allias of Marine add some units they are will also validate as "Marine" and same unit type will dont attack them?

    Posted in: Data
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    posted a message on [Solved] How validate damage effect to specific unit type with specific alliance state?

    I copy this... but when I try attack allyed marine my own just run to it without any errors... >< where my fault?)

    Found. All ok. Last question. What if it can be not 1 type, but array? for example ling and rine types cant attack each other but can any other targets how I must change preset? or its too hard way? what if add custom atribute like massive and validate any enemy massive units as untargetable, as array of units I think can be too big to solve this only with validators

    Everyone happy New Year and X-Mass

    Posted in: Data
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    posted a message on [Solved] How validate damage effect to specific unit type with specific alliance state?

    Yes! Exactly! Can you tell me how works this. Cant just copy this, want figure out how it works. Anyway very very thanks!

    Posted in: Data
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    posted a message on [Solved] How validate damage effect to specific unit type with specific alliance state?

    No. You wrong. What I want:

    1) Marine can attack and be attacked by allied marines

    2) Marine cant attack and be attacked by enemy marines

    3) Marine can attack and be attacked by any enemy units which are not marine type of unit

    4) Marine use standart gauss rifle weapon with standart damage effect

    Posted in: Data
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    posted a message on [Solved] How validate damage effect to specific unit type with specific alliance state?

    Hi. I have marine. He must can shot any other Allyed marines, but mustnt able shot any other Enemy marines. At the same time he must able shot any other units(enemy or allyed). Combine Validator(Enemy is Target and Is Marine validators inside, switch is AND) on Damage effect of gauss rifle didnt help me, enemy validating part breaks all. How I can do it

    Posted in: Data
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    posted a message on How change medivac beam colour and make it more bright

    I going to change mdivac beam colour to red or... purple. However its too pale when I set tint colour, too badly looking on space and on grey build platforms.

    Some good man suggests me swap textures by ID, but I dont know how do it, even close. Can someone help?

    Posted in: Data
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    posted a message on [Revived!] Map Night

    starcraft://map/2/146880 - there I need feedback, and decide should I continue tweak it or stop. I also can host it at Friday, evening

    Posted in: General Chat
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    posted a message on I want also ask community for low popularity of my map

    Firstly I was planned not implement any non-original features, at least while I will not finish original concept of map. However I still have own not bad ideas on this project to tweak it. I want save original concept of this genre. What about EU midnight - I never work with this and dont know how put it there, also a bit scary to show such unfinished thing, as you might don't know people have low patience to any unfinished things. In overall I need a bit moral support)) from few feedbacks I had people suggest reduce advances between ages to increase dynamic.

    Now I here)

    Posted in: Map Review
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    posted a message on I want also ask community for low popularity of my map

    I spent 3 months on it, but as it was with low popularity I left it and still over 5 months of silence I sometimes look that someone worth it on 4-5 stars, but it still far from hold constant spot in maps lobby. If our dear community, and pro-mappers will spend 5 minutes for looking my map in game and then explain what people force from host it again I will very thankful.

    Sometimes I though this kind of maps have low popularity than others and sometimes I think I upload it too early. I have time to tweak it, but have self-doubts.

    map is starcraft://map/2/146880

    Posted in: Map Review
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    posted a message on Map to anyone who can and WANT fiinish it

    So happened I havent time to finish it.

    Anyone who have any desire to finish this map can pm me.

    Map Civilization: The World Legacy. starcraft://map/2/146880 Map have 4,5 stars from 25 worths. At present time map finished about on 25%. Have lack of dynamic I wonder.

    I lost last patch so last file I have bit more early than on EU server.

    2 conditions I only want:

    a) Save original author(you can add yourself at bottom) b) Save original idea of this map

    Also ready to help figure out in current content.

    Posted in: Map Feedback
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    posted a message on Help complete victory trigger!

    Still not work exactly I as want.

    Every player starts with 1 beacon, victory conditions: all human enemyes of player control 0 beacons.

    Problem in neutral hostile computer controlled player which always is enemy for everyone and cant lose anyway.

    Map supports any game modes including non permanent ally status which means if 2 last player, enemyes for each other are made ally they are will win. Still wonders how do it.

    Posted in: Triggers
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    posted a message on Help complete victory trigger!

    You made it for 1x1, how about 2x2? in your case if 1 left another team win

    I want make it basing on # of enemyes of player its have....

    Posted in: Triggers
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    posted a message on Help complete victory trigger!

    Human players - 1-8

    Hostile AI player - 9

    Alliances can be any - 1x1,2x2, 2x4. They can changing when players want, i.e. support mode of non permanent ally status.

    Trigger:

    Victory
        Events
            Player - Player Any Player leaves the game with Defeat
            Player - Player Any Player leaves the game with Victory
            Player - Player Any Player changes alliances
        Local Variables
        Conditions
            1 <= (Triggering player) <= 8
            (Number of players in (Enemies of player (Triggering player))) == 0
        Actions
            Game - End game in Victory for player (Triggering player) (Show dialogs, Show score screen)
    

    Problem is 9th AI player, its always present in game and cant be defeated. This hostile neutral breaks trigger. How made condition which math for players victory when enemyes of triggering player = 0, except 9th?

    Posted in: Triggers
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    posted a message on Lag when I build structure which can produce

    Wow, now I know what is "Search"! /troll

    Quote from Monkalizer: Go

    If the buildings are not loaded onto the map at start (placed there by you) they are not preloaded. This means that when a new type of unit or building is entering the game, its assets have to be loaded into the game while the game is running. This could be a cause for lag. There is a action that preloads the units you will be spawning. At least this is how I understand that it works... Perhaps Blizzard have optimized the system now. Its worth a try at least.

    Interesting. This is exactly my cause. No units preplaced on my map when initialized. Hm, if I preplace for building of each type on map and when map initialized in next second remove them lag disappear?

    Posted in: Data
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