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    posted a message on Get(hype)

    GIF HYPE! \o/

    Posted in: Project Workplace
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    posted a message on Hero and Creep respawn
    Quote from Scythe1250: Go

    Well, I feel like using Death Time -1 and a revive trigger works the easiest and most reliable (When a unit dies it checks if it was a creep or a hero and then waits X seconds and then revives it, I'm pretty sure that accomplishes the same as your solution). However, I still have the problem to relocate the heros to the 3 places depending on which is closer.

    Make the "graveyards" a unit. Even an invisible one will do. Now, when your hero dies, use a "pick closest unit" action to get the closet graveyard. Then, move the hero to the picked unit.

    Quote from Scythe1250: Go

    About the creeps - the problem starts with my creeps not being in a unit group. I used a buff that times out after 0.1 seconds which puts the creep in the Creep unit group. Is there a better way?

    Give them a unifying attribute. Maybe all creeps are owned by player 15? In which case you'd use a "pick all units in unit group" action. Maybe all the creeps have some (typically) useless flag like "Prevent Reveal"? Then, again, you can use "pick all units in unit group", with "units owned by player matching filter" to get all creep units. It's up to you.

    Posted in: Triggers
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    posted a message on Hero and Creep respawn
    Quote from Scythe1250: Go

    @GlornII: Go

    I could need something like that, so how do I do that in a good way? I have a real large amount of creep camps (about 20-30 or so) and I dont want to make points for them. Best would be if you give me an example or describe it a bit more thoroughly.

    I know my way around triggers, but I've never done something like this before, so keep that in mind.

    Make an ability, effect-instant.

    Make it have a prepare time of 20 seconds (or however long you want the creep to take to respawn).

    Make the ability require "dead" and "self" in the target filters. Apply the same to the autocast filters.

    Give the ability a 1 second cooldown. Not required, but reduces lag if you have a lot of these respawning creeps.

    Make the ability's effect be a modify unit effect. Tick "revive" in the modify effect's flags, and set the modify life, energy and shield fraction values to "1".

    Flag the ability to be autocast, with autocast initially on.

    Untick the "Disabled when dead" option from the ability.

    Put the ability on the unit you want to respawn. Make sure the unit has a death time of -1.

    Now, when your unit dies, it will autocast this ability and revive where it died after the prepare time.

    Now, you have the problem of the creep potentially being kited far from it's spawn point. There are many ways to fix this, but I think the best way was described above.

    At the start of the game, give each creep a custom value. You can make a trigger that just goes through all units in a unit group, and assigns them this custom value. You'll wait the custom value 0 to be the unit's X co-ordinates, and the custom value 1 to be it's Y co-ordinates. Sounds complicated, but it's not. It's 3 actions.

    Now make a second trigger that activates when your revive ability is used, that instantly moves the creep to the XY co-ordinates that are stored in it's custom values.

    If you've done all the above, you'll end up with infinitely respawning creeps that will never bug, require no hassle and take up nothing more than 1 ability, 1 effect and 2 triggers.

    Good luck!

    Posted in: Triggers
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    posted a message on Hero and Creep respawn
    Quote from GlornII: Go

    Aren't many buffs removed when a unit dies?I ran into this problem in my game; I needed to keep track of what buffs a unit had on death to make sure I could reapply them.

    Tick the "permanent" and "enabled while dead" flags in the behavior, and this will stop buffs from being removed while the unit is dead.

    Posted in: Triggers
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    posted a message on Damage-over-time deaths do not give bounty

    Oh. Yes, I didn't see that part!

    Posted in: Data
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    posted a message on Damage-over-time deaths do not give bounty

    Go to your damage effect and change "Launch Location" to "Caster unit".

    What's happening here is that the behavior's source unit is the one it's currently applied to, while the caster unit is the one that applied the behavior. Changing the damage effect's launch unit from "Source" to "Caster" will ensure that the correct unit is attributed with the kill.

    Alternatively, use a persistent effect instead of a behavior.

    Posted in: Data
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    posted a message on Blizz Contest - 79 Entries got through

    @TheLostAzn: Go

    It was.

    Posted in: General Chat
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    posted a message on Dependency set as "Swarm (Mod)" - but ...
    Quote from SoulFilcher: Go

    @Chris97Ong: Go Adding Sawrm Multi and removing Swarm (Mod) should be the first step if you want multiplayer data, but unfortunately Blizzard didn't apply balance patches to the dependencies like it was in WoL, so if you want current ladder stats you will have to change them manually.

    Just a minor addition to this. About half the balance patches do make it into the dependencies, and half just don't. It seems to be completely random. For example, the siege tank attack speed increase is included in the Swarm Multi mod, but the Frenzy buff on Brood Lords is not.

    Basically, yeah, you're going to have to make your own "balance patch" if you want up-to-date melee stats. It's not that daunting though. Off the top of my head, I think it's only Frenzy on Brood Lords that is missing?

    Posted in: Miscellaneous Development
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    posted a message on Blizz Contest - 79 Entries got through
    Quote from ArcaneDurandel: Go

    Also, in the interview, Dustin Browder explicitly stated that the main thing holding up custom maps for Storm was working out the issues of banning bad (porn, swastikas, etc.) maps, since as a F2P game, anyone could upload anything and resign up in a heartbeat after being banned. I foresee a minor fee for being a developer, which is entirely understandable, practically every developer I'm aware of charges a fee to access or publish from, the development tools (Apple, Google, Unreal, Valve, Crytek, etc.)

    This seems like the fairest method. I'd happily pay a fee to be able to upload custom maps.

    Posted in: General Chat
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    posted a message on Making an upgrade show up on the score screen

    Really? Wow, that's disheartening! Will keep looking into a solution for now, but thanks for the head's up.

    I love your icons by the way.

    Posted in: Data
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    posted a message on Making an upgrade show up on the score screen

    Heya,

    What determines whether an upgrade shows up on the "build order" section of the score screen? I've tried all the settings on the upgrade itself but nothing seems to work.

    Thanks!

    Posted in: Data
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    posted a message on Blizz Contest - 79 Entries got through

    @Mille25: Go

    It can be both.

    Posted in: General Chat
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    posted a message on Blizz Contest - 79 Entries got through
    Quote from zenx1: Go

    Pretty meh when half of the entries are already released maps.

    How would you like to see star battle one of the first popular maps wn this :DDDD

    Would that be too bad? I mean, the guy has ran a page 1 map and supported it for years, with no reward. I'd rather see Star Battle win than some random unplayed minigame.

    Still, the above does not apply to NOTD. They ran a successful kickstarter that gained them more than the top prize is already valued at, so their entry alone screams of greed.

    Posted in: General Chat
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    posted a message on Is the arcade dead?

    @Repliquant: Go

    From that list of top 12 maps, I know Squad TD, Marine Arena, Mines and Magic, Eras Test and Mineralz all have more than 6 players.

    I do get what you're saying though. Releasing a player vs player map that has a large lobby requirement is going to be rough.

    Posted in: General Chat
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    posted a message on Is the arcade dead?

    http://i.imgur.com/30XQDUY.png

    Released my contest entry 13 days ago. It's gotten 636 unique reviews (as of time of posting) since then. The arcade certainly feels alive enough!

    Still takes mere seconds to get any page 1 map going. Honestly there are few real, full games that can boast such quickness of filling up a game lobby.

    I think the arcade is doing fine, and I think it's going to be fine for a long time.

    Posted in: General Chat
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