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    posted a message on heal/damage ability

    hey people.

    i had an ability that worked fine - it is an healing light that damages an enemy unit and heals an friendly.

    i did that while using the effects "modify unit" instead of "damage". used friendly unit or enemy unit validators to determine whic effect is used.

    now, some months later i learned new things and wanted to overhaul some of my abilities, including that healing light.

    tried to change these modify unit effects to damage setting one to negative damage (healing) and the other one to pure damage.

    problem is: (if anyone read before the edit, found that solution -.-) i can target enemy units, and it damages them - i can target friendly units/myself but it wont heal me.
    that kinda makes no sense.. any ideas?

    Posted in: Data
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    posted a message on Elemental TankWars

    firstpost has been updated.

    we are looking for beta testers and feedback of any kind! please help us improving the map!

    Posted in: Map Feedback
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    posted a message on HeroWars:Ultimate! - Changelog & Feedback Thread

    [27.06.2011 - v.36]

    - Added Attack animations for Tosh, Nova and the Light Tower
    - Fixed the crit ability of the LichKing hero
    - Changed the LichKing from int to strength Hero
    - Added Color seperation between teams – Light Heroes will appear more bright, Dark heroes way darker!
    - Changed kerrigan´s model into an aberration

    Posted in: Map Feedback
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    posted a message on Warcraft: A New Dawn (Sc2 Mod)

    wow.

    i think that looks really impressive! best thing to do to use these nice wow models and create an wc3ish sequel - very nice!

    i also like that battle at the end, it really looks wc3 like. thats what i kinda miss while recreating a custom map from wc3, it just feels like sc2 only - and that kinda sucks.

    do you allow some public people into alpha/beta testing? would love to check it out!

    Posted in: Project Workplace
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    posted a message on Elemental TankWars

    Elemental TankWars

    First of all i want to say that this map has absolutley nothing to do with Elemental TD, is not a try to compete with it or anything else related to it.

    It´s just an coincidence - we started working on that map 1 week ago and had no knowledge of EleTD - and now we just dont want to change our concept that involves elements.

    What is Elemental TankWars?

    Elemental TankWars is a map mixed of concepts like spawndefense, tankdef (known from bw or the sc2 beta (tankdef 2.0)) with some features like abilities and a elemental system (red > green > yellow > blue > red).

    it is an 2 Teams map, each team can hold 4 Players - you can play it 1v1 up to 4v4.

    every team has its own "tankdef" like terrain and has to choose from 4 different colors of tanks, each color having its own bonus against a special color type.

    also you are able to generate vespene while sending "slave miners" into your "Mine of Death" to generate periodic vespene income.
    Vespene is used to send units to your enemy, choosen from several colors and strengths.

    What Features does it have?

    - 2 Teams a 4 Players (1v1 up to 4v4 supported)
    - 4 Different colors each having its own weakness and strength
    - Several levels of Units to send them your enemies in all available colors grantin different income
    - Income system: send units to increase your mineral income
    - Unique Vespene Resource system (Mine of Death has cargo slots, more miners = more vespene income)
    - Custom Music! Ambience & Bosslevel music created by junkietron

    soon to come:

    - Abilities to help your units reach the endzone or prevent enemy units from doing the same (ensnare, speed buff, scan, change color of tank/unit etc..)
    - More unitlevels & Tanks
    - More Colors
    - Boss Levels

    Status

    Alpha - Released on EU - category "Tower Defense"

    Map Overview

    http://static.sc2mapster.com/content/attachments/17/702/TankWarsElementalDefenseIndivisual.png

    Posted in: Map Feedback
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    posted a message on irc chat banned?

    yeah i was wondering too.. wasnt able to join back. very weird.

    Posted in: General Chat
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    posted a message on HeroWars Ultimate! - Recruitment

    another bump!

    still looking for help in data editing and triggering. also looking for "story" creators.. dunno how to call it, but i need some creative minds helping to create new heroes and abilities!

    also there is an website available now plus forum where players report bugs and do forum stuff. not much players yet but there will be more with time.

    www.herowars.org

    Posted in: Team Recruitment
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    posted a message on Weapon Range indicator weirdness..

    hey guys.

    because this is a single and new issue i thought opening a new thread about this might be the better idea, probably someone else has the same issue sometime and needs the help.

    so i finally successfully duplicated an siege tank. everything works fine escept for the range indicators.

    i just duplicated the "SiegeTankSiegedRange (Unnamed)" actor and changed the events to match may new tank.
    now the very weird issues..:

    - if i use the original siege tank alone everything works fine. he sieges, the range indicator appears - he unsieges and it disappears.

    - if i use the duplicated tank alone, also everything works fine.

    if i use both tanks and siege them both at the same time, the range indicators go nuts!

    - the duplicated tank´s indicator stays on, always - even if i select another unit. after unsiege it disappears.

    - the original tank´s indicator disappears if i select another unit, but while unsiegeing the indicators just stay on. they move with the tank around and just stay there.

    this is extremely weird. i already checked the events twice, changed the weapon (on the duplicated rangeIndicator actor (but that obviously just affects the range of the indicator - what in this case even changed the other tank´s indicators range))

    does anybody know something about this issue? like how to solve it?

    regards

    Posted in: Data
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    posted a message on Creating Siege Tank from scratch?

    bump on my 2 issues..?

    Posted in: Data
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    posted a message on Creating Siege Tank from scratch?

    hey.

    thanks for that little tutorial.

    i ran into 2 issues:

    the duplicated tank sieges fine but while unsieging it shortly disappears and reappears - looks like the unsiege animation is missing.
    where exactly could i have missed something? i think i did everything you said.

    second issue is on the original tank - after going into siege the range indicator comes up - normally it would disappear after unsieging but it does not. it just stays around the tank and moves with it.

    Posted in: Data
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    posted a message on Creating Siege Tank from scratch?

    Hey people.

    is there any EASY way to create an Siege tank from scratch? or duplicating one, that actually works?

    i tried doing it from scratch but after i dont know, like an hour or something i just have an standing tank model without moving nor anything else (and he has all the abilities and actors he needs but nothing works -.-)

    i tried to duplicate one, that kinda worked at first but on going into siege mode the model started to bug as hell and stayed sieged even if i unsieged and stuff like that.

    so an easy "tutorial" to create one from scratch, or an working way to duplicate one would be cool.
    anyone able to help here?

    Posted in: Data
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    posted a message on HeroWars:Ultimate! - Changelog & Feedback Thread

    (19.06.2011 - v.30)

    - Disabled Duels until theire fixed.
    - Added Aura indicators.
    - Added new waves and units. (brutalisk, marines, handyman)
    - Added new Loadingscreen.
    - Added General gameplay-tips ingame
    - Some minor balancing

    Created "www.herowars.org" - Wordpress website and Forum providing informations, updates and a place for discussion, feedback and suggestions.

    Posted in: Map Feedback
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    posted a message on percentual damage increase and aura indicators

    hey again.

    forgive me my total noobness but sometimes (specially at this late hour 3:00 in the night in germany) i totally suck at thinking and mapping and anything else.

    all i find is this info about it:

    Combat - Modification - Damage Dealt Fraction
    
        Percent of damage added/subtracted to each damage kind eg. Damage - Quad adds +4x damage to all damage kinds
    

    probably my english sucks too much, but how exactly is that meant?
    and we are still talking about getting percentage damage buffs to the green damage value, that increases on attributes/items, right?

    Posted in: Data
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    posted a message on percentual damage increase and aura indicators
    Quote from DrSuperEvil: Go

    Look at the Damage - Quad buff. Only known way to increase the white damage is upgrades and maybe triggers.

    hey thanks.

    well i cant find the "Damage - Quad" Buff - is it an effect or an buff behaviour?

    Posted in: Data
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    posted a message on percentual damage increase and aura indicators

    hey guys.

    i am working on some auras at the moment, and wanted to make them visible.

    i know here are tons of people that know how to use models for other things than they are meant to be used, so my question is does anyone know some good models to use as aura indicators?
    i just dont want to use these silly terran/zerg/protoss beacons - fount the "TerranAOECursorSplat" already and that is pretty nice.

    another question i have is the percentual increase of existing damage. im not sure if i have asked this some time ago already, but now it just came up and i need this issue solved.
    i have an aura, wc3 like "command aura" that currently just adds 10/20/30 damage - but in a game with damage values later on that go over 1000 these numbers are just useless, so i need percentual damage increase.

    tried playing around already but failed. obviously the fraction field is for this kind of use, but with damage only increasing the bonus damage and not the real one (the white damage value) this is totally useless.
    if there is an way to increase the white value i would also want to know how this works.

    any ideas on this one?

    Posted in: Data
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