I started creating a map under Heart of the Swarm dependencies. Once Legacy of the Void came out, every unit that's not on my side is unclickable. Every single time I opened the map before the release of Legacy of the Void, it would opened fine. But now, it won't open correctly. This even gives me the same bug with my backup file of the map, I can't click on an enemy or friend. Any thoughts on how to fix this?
Hello, well today I was rethinking about all of the WC3 maps ( or most of them ). One of them that I remember standing out was Angel Arena in WC3 and it was really good, or at least I enjoyed as many others did as well. So, why hasn't anybody been able to create a similar type of game in SC2? Its a great idea and I'm sure people will love it! Or maybe its under development and I didnt even know?
Zerg Infestation II is a survival-deception game ( 2 - 14 players, 4+ recommended) that is based out of the Zerg Infestation game from Warcraft 3 "Zerg Infestation". There are 2 sides: (or maybe 3, I haven't decided yet) Terrans, Zergs and Protoss (tentative). As the Terrans it is your duty to defend the base against an unending wave of zergs, meanwhile within the base there is someone amongst your crew that is infected and you must find out who this is (who they are) and terminate them before they can infect the rest. As a Zerg you must use deceit your allies and infect every one of them or destroy the base station.
How to play?
Terrans
Captain
The captain must monitor the cameras and keep an eye out for any suspicious activity by any player. He can also access any door of the station. In addition, the captain has 2 unique abilities : calling for reinforcements (spawn marines, firebats and goliaths) and making the whole station go against a single player, or perhaps make the whole station turn on all the players if he is infected... muahahaha!
WO (Warrant Officer)
WO's are in charge in staying within the station and keeping it in order. They have access to any door EXCEPT the captain's office.
NCO (Non Commissioned Officer)
NCO's are in charge of staying outside the station defending against the onslaught of Zerg waves. They don't have access to ANY door but the medical supply.
Zergs
The Zerg player could be any Officer, he must deceit and trick his allies to then kill them or infect them. Zerg players must look for any WO's to kill them and take their badges if the Zerg player is an NCO.
Protoss
(Not sure how to fit them into this game yet)
Goal of each player
As the Terran player you must terminate every Zerg infested player. As the Zerg infested player you must either infest or kill any Terran player or destroy the Base Station (Command Center). As the protoss... still don't know!
Still developing!
I've invested alot of time into this game and I've had an amazing amount of help from beautiful people. I hope that I can finish it soon and give credit to everyone that have helped me. If you have any idea, please let me know, how can I improve this game, or if you want to help? I would love to hear what you have to say! Thank you in advance!
Alright so, the title says it all. What I wanna do is make some units scale on the amount of players there are in a game. But I just want them to affect some certain units like for example a Zergling, Roach, Hydra and Ultralisk. Anything else for example an Egg, i dont want it to scale. I just want it to remain the same, now I know that its with triggers. And I don't want the Handicap because it modifies every unit of that player. Do i have to go through each unit type and specify the scaling? If so how would I do this? Thank you in advance!
Sorry if explained it too quick or too vaguely. The problem that I have is that instead of going into the unit inself and changing the supply cost to 0, is there another way to fix this? All i have is the train ability and I figured out how to take the mineral cost and gas cost of the original unit. Now, the question is: how do I get rid of the supply cost without needing to change the unit itself. I can do what you said, change the supply cost to 0, but I just want to double check if there's another way to get rid of the supply cost.
So, my original solution for this problem was to go to the unit i was creating and just set the supply to 0, but I what if Im using the unit in a building, I dont want the cost of that unit to be affected in any way. Is there a way to make the cost supply go away, and yes I have tried going into Flags and unchecking "Wait for Supplies", no it doesn't work. "Wait for supplies" will wait for when you have enough supply to create the unit as if it was in a queue.
ok solved it hah! for some reason, for some UNKNOWN reason, under the "Zergling" unit and under "Unit" I selected "Zergling (burrow)" so I suppose that when the Zergling burrows it creates a New unit "Zergling (burrowed)" and that unit costs 25 and 1 supply (0.5 supply), what a normal zergling costs. But the question is why? I didn't changed it, it was in blue, in default. I don't really know. I solved it but im puzzled by this.
Gather round gather round, I have a weird bug to tell you about. Zergling burrows cost 25 minerals and 1 supply. How, why, what is going on here? Anyone knows? Where did my noob hands messed up?
So if I one day am feeling kind of lazy of opening the computer just to see the data editor or the triggers of a map, is there a way to do it? Can one save the map in another place and check it remotely from phone? Just the data or triggers part, not edit terrain or something crazy like that, just to CHECK and NOT edit the data or triggers.
I'm trying to use an ability that can toggle on and off, although i've heard you can do the same thing with instant - effect and with requirements, I thought i would do it using ability behavior. Not sure where I'm failing, but whenever I press one button to toggle off, it disappears and the other button to toggle on doesn't appears. Also, when I toggle the off button, the behavior should switch to another one. Hope this helps for anyone willing to help me with this problem.
Well the title says it all, how do I play an animation (using data, of course) whenever a certain behavior activates in a unit. For example, if a marine would use stimpacks he would dance until the end of the stimpacks behavior. I'm sure I have to use animation bracket, but ugh it's so complicated for my poor little mind. If someone would type down a detailed explanation of this or point me to an already explained topic of this, I would very much appreciate it.
Well i really don't know how to put it. I'm trying to put a code inside a game, and whenever someone puts it correctly it doesn't appear to anyone. I know its using triggers but i'm not sure which function to use. I was thinking of using "clear chat". But im not sure if it clears chat for all players and i think it would be kind of too much since the player wont see what someone else typed.
0
@iMisu: Go
My apologies, it's been a long time since I've opened an SC2 map, do you mean under File -> Preferences -> Test Document?
0
I started creating a map under Heart of the Swarm dependencies. Once Legacy of the Void came out, every unit that's not on my side is unclickable. Every single time I opened the map before the release of Legacy of the Void, it would opened fine. But now, it won't open correctly. This even gives me the same bug with my backup file of the map, I can't click on an enemy or friend. Any thoughts on how to fix this?
0
Hello, well today I was rethinking about all of the WC3 maps ( or most of them ). One of them that I remember standing out was Angel Arena in WC3 and it was really good, or at least I enjoyed as many others did as well. So, why hasn't anybody been able to create a similar type of game in SC2? Its a great idea and I'm sure people will love it! Or maybe its under development and I didnt even know?
0
Game
Zerg Infestation II is a survival-deception game ( 2 - 14 players, 4+ recommended) that is based out of the Zerg Infestation game from Warcraft 3 "Zerg Infestation". There are 2 sides: (or maybe 3, I haven't decided yet) Terrans, Zergs and Protoss (tentative). As the Terrans it is your duty to defend the base against an unending wave of zergs, meanwhile within the base there is someone amongst your crew that is infected and you must find out who this is (who they are) and terminate them before they can infect the rest. As a Zerg you must use deceit your allies and infect every one of them or destroy the base station.
How to play?
Terrans
Captain
The captain must monitor the cameras and keep an eye out for any suspicious activity by any player. He can also access any door of the station. In addition, the captain has 2 unique abilities : calling for reinforcements (spawn marines, firebats and goliaths) and making the whole station go against a single player, or perhaps make the whole station turn on all the players if he is infected... muahahaha!
WO (Warrant Officer)
WO's are in charge in staying within the station and keeping it in order. They have access to any door EXCEPT the captain's office.
NCO (Non Commissioned Officer)
NCO's are in charge of staying outside the station defending against the onslaught of Zerg waves. They don't have access to ANY door but the medical supply.
Zergs
The Zerg player could be any Officer, he must deceit and trick his allies to then kill them or infect them. Zerg players must look for any WO's to kill them and take their badges if the Zerg player is an NCO.
Protoss
(Not sure how to fit them into this game yet)
Goal of each player
As the Terran player you must terminate every Zerg infested player. As the Zerg infested player you must either infest or kill any Terran player or destroy the Base Station (Command Center). As the protoss... still don't know!
Still developing!
I've invested alot of time into this game and I've had an amazing amount of help from beautiful people. I hope that I can finish it soon and give credit to everyone that have helped me. If you have any idea, please let me know, how can I improve this game, or if you want to help? I would love to hear what you have to say! Thank you in advance!
0
Alright so, the title says it all. What I wanna do is make some units scale on the amount of players there are in a game. But I just want them to affect some certain units like for example a Zergling, Roach, Hydra and Ultralisk. Anything else for example an Egg, i dont want it to scale. I just want it to remain the same, now I know that its with triggers. And I don't want the Handicap because it modifies every unit of that player. Do i have to go through each unit type and specify the scaling? If so how would I do this? Thank you in advance!
0
@MaskedImposter: Go
Sorry if explained it too quick or too vaguely. The problem that I have is that instead of going into the unit inself and changing the supply cost to 0, is there another way to fix this? All i have is the train ability and I figured out how to take the mineral cost and gas cost of the original unit. Now, the question is: how do I get rid of the supply cost without needing to change the unit itself. I can do what you said, change the supply cost to 0, but I just want to double check if there's another way to get rid of the supply cost.
0
@ArcaneDurandel: Go
But why would it be unchecked? Isn't it supposed to be checked just like in a real starcraft game. It doesn't costs anything to burrow there.
0
So, my original solution for this problem was to go to the unit i was creating and just set the supply to 0, but I what if Im using the unit in a building, I dont want the cost of that unit to be affected in any way. Is there a way to make the cost supply go away, and yes I have tried going into Flags and unchecking "Wait for Supplies", no it doesn't work. "Wait for supplies" will wait for when you have enough supply to create the unit as if it was in a queue.
0
ok solved it hah! for some reason, for some UNKNOWN reason, under the "Zergling" unit and under "Unit" I selected "Zergling (burrow)" so I suppose that when the Zergling burrows it creates a New unit "Zergling (burrowed)" and that unit costs 25 and 1 supply (0.5 supply), what a normal zergling costs. But the question is why? I didn't changed it, it was in blue, in default. I don't really know. I solved it but im puzzled by this.
0
Gather round gather round, I have a weird bug to tell you about. Zergling burrows cost 25 minerals and 1 supply. How, why, what is going on here? Anyone knows? Where did my noob hands messed up?
0
So if I one day am feeling kind of lazy of opening the computer just to see the data editor or the triggers of a map, is there a way to do it? Can one save the map in another place and check it remotely from phone? Just the data or triggers part, not edit terrain or something crazy like that, just to CHECK and NOT edit the data or triggers.
0
So what I'm trying to do is mimic the creep tumor animation from the queen into laying an egg instead of a creep tumor.
Under events+ i have :
But the animation is not going off, what am i missing?
0
I'm trying to use an ability that can toggle on and off, although i've heard you can do the same thing with instant - effect and with requirements, I thought i would do it using ability behavior. Not sure where I'm failing, but whenever I press one button to toggle off, it disappears and the other button to toggle on doesn't appears. Also, when I toggle the off button, the behavior should switch to another one. Hope this helps for anyone willing to help me with this problem.
0
Well the title says it all, how do I play an animation (using data, of course) whenever a certain behavior activates in a unit. For example, if a marine would use stimpacks he would dance until the end of the stimpacks behavior. I'm sure I have to use animation bracket, but ugh it's so complicated for my poor little mind. If someone would type down a detailed explanation of this or point me to an already explained topic of this, I would very much appreciate it.
0
Well i really don't know how to put it. I'm trying to put a code inside a game, and whenever someone puts it correctly it doesn't appear to anyone. I know its using triggers but i'm not sure which function to use. I was thinking of using "clear chat". But im not sure if it clears chat for all players and i think it would be kind of too much since the player wont see what someone else typed.