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    posted a message on Starcruisers

    Tried the map and I really like the idea behind it! Maybe you could lower the size of the ships in whole to a size that is maybe twice the size of a normal battlecruiser, but make a UI when combined with triggers selects the parts of the ship?

    That way you don't have a giant ship that takes up a players screen and you'll be able to use less objects lowering the graphics load.

    You could make it a pull-down menu on the right-hand side of the player's screen that via buttons selects all of the unit type clicked owned by the player, or a button for each module of the ship with health and energy, although that would be harder to do and keep constantly updated.

    This map is very unique and I would really like to see something come of it, i know if you were to make a working 3v3, 4v4, 5v5 or what have you you'd have my vote as a tester.

    Posted in: Project Workplace
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    posted a message on [Data Editor] Creating Resource Fields

    When you removed the collisions from the resource did you get the same issue I got where they all spawned on top of each other, stacking infinitely?

    I've been trying to make them collide with each other, but avoid collisions with units and creep.

    You kinda need them to collide with structures so you don't have your resource inside your structures XD

    But if you check the map I posted the "Harvester" unit can drive over them with no problem.

    Posted in: Tutorials
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    posted a message on [Data Editor] Creating Resource Fields

    @Runaurufu: Go

    Glad to see you like the code so far I may work on other features that the C&c games featured that can be created through the data editor.

    • Firestorm
    • Missiles
    • Veinhole
    • Hunter Seeker
    • and more...
    Posted in: Tutorials
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    posted a message on [Data Editor] Creating Resource Fields

    I was playing around with the data editor when I wanted to take a Command & Conquer look as resource creation and more importantly at how they were created without using any triggers, So I set to work.

    What I found was quite satisfying.

    I have discovered that with only the data editor it is 100% possible to create a working Ore/Tiberium-like field with a working spawner.

    Here's how I did it:

    With the map in quest we first have to make a few copies of items that we'll need;

    1. A copy of the Mineral Field

    • Unit
    • Both Actors
    • Both Behaviors
    • And the Mineral Field and Carry Mineral Field Minerals Models

    2. A copy of the building you want to use as your spawn "tree." Remember to copy**

    • Unit
    • Actor
    • And Model 3. This step is optional but if you want to copy a unit for harvesting feel free

    Now that we have our unit copies feel free to assign them and name them as you wish so they can be placed in editor without being spheres.

    Next we'll make the effect that will allow our Ore to spread.

    • 1A. Under the "Effects" tab create a new effect and set the Effect Type to Create Unit. (Remember to name it and suggest an ID for it!!!)
    • 1B. Now under our new effect we need to change how the units are placed, set the Effect - Creation Options to Placement, change Target - Location - Value and Target - Origin - Value to Caster Point.
    • 1C. Set Unit - Spawn Owner - Value to Neutral Player, set Unit - Spawn Range and Unit - Spawn Count to whatever you like, but set Unit- Spawn Unit to the Mineral Copy we created earlier.

    Now for the effect that will allow our Ore to grow, this is optional if you don't want to use it

    • 2A. Under the "Effects" tab create a new effect and set the Effect Type to Modify Unit. (Remember to name it and suggest an ID for it!!!)
    • 2B. Change the Effect - Resources to whatever number you wish, this will control how many ore is replenished per tick of our behavior.

    With those in place it's time for the Behaviors themselves that will control these effects, we'll start with the Ore creation Behavior first:

    • 1.1 Under the "Behaviors" tab crate a new Behavior and set the Behavior Type to Buff (Remember to name and ID it!!!)
    • 1.2 Set the Effect - Effect - Periodic to the Ore creation effect we made in 1A
    • 1.3 Now set the Stats - Period to the time you'd like between Ore spawns and if it isn't already set Stats - Period Count to -1 to ensure the effect runs constantly
    • 1.4 One last thing, set Stats - Flags to Hidden

    Now for the Behavior that will allow our Ore to grow with the effect we made:

    • 2.1 Under the "Behaviors" tab crate a new Behavior and set the Behavior Type to Buff (Remember to name and ID it!!!)
    • 2.2 Set the Effect - Effect - Periodic to the Ore Growing effect we made in 2A
    • 2.3 Now set the Stats - Period to the time you'd like between Ore spawns and if it isn't already set Stats - Period Count to -1 to ensure the effect runs constantly
    • 2.4 You guessed it, set Stats - Flags to Hidden

    There now we have our completed Behaviors that, with the effects we made, spawn and grow our ore!

    Now lets apply it to our Ore:

    • A. Find the Minerals Unit copy we made way back at the beginning
    • B. Set the Behavior - Behaviors - Behavior to the copy of the Mineral Field behavior that we copied way back when and the Ore growth behavior we finished in 2.1-4

    Now for our Ore Spawner...

    • A1. Find the unit you chose to use as your ore spawner
    • A2. Set the Behavior - Behaviors - Behavior to the Ore creation behavior that we made in 1.1-4

    Now place the Ore Spawner down in the Terrain and test the map to see if it's working!

    Your Ore should spawn from your Ore spawner every few seconds and accumulate around it!

    If you have any questions or feedback on this tutorial feel free to drop a line below or PM me.

    Thanks!

    Posted in: Tutorials
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    posted a message on [Map] Samiur's Evolves

    bump for justice

    Posted in: Project Workplace
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    posted a message on [Map] Samiur's Evolves

    After alot of hard work I've finally finished my rendition of the classic Evolves map.

    For my version I choose a Terran theme and only used ships ranging from Blimps to Battlecruisers.

    In total their are 23 evolutions with an evolve every 200 kills and because the popularity system is junk I'll make a post here as well.

    I've also added custom UI for a killboard as well as a panel for ordering units around nine pre-picked points en-masse.

    Right now the map only supports FFA but I have every intention of providing 2v2v2v2 or 4v4 support in the near future.

    So check it out here: http://www.sc2mapster.com/maps/samiurs-evolves/

    or just search Evolves on battle.net.

    Hope you enjoy it!

    As a side note if you find bugs or just want to comment on my map you can do so here.

    Posted in: Project Workplace
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    posted a message on [XML] How to Uberlisk

    All the said events are correctly added, but I am noticing a possible bug.

    When double checking my events I notice that even when the you have no source name for your event, when you click on the event the Source Name field shows up as "Plants, Alien" is that normal? It doesn't appear to apply the source name.

    If you want I can send you my map.

    Posted in: Tutorials
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    posted a message on [XML] How to Uberlisk

    Followed your guide to the letter but I ran into an issue, the spine crawlers attached fine and the sound plays when they're supposed to launch.

    EDIT

    Ok so I stopped the "wiggling" but discovered a new problem, the tentacles will launch, but they get stuck and refure to retract, cause damage, and keep attacking even at crazy range.

    Any Ideas?

    Posted in: Tutorials
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