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    posted a message on [solved(awkwardly)]SetEffect: Effects within run twice

    If the mod is on your test map, the game will actually load the mod twice. This will double any triggers, along with the contents of any effects (like set as you mentioned, but also things like persistents), and upgrades etc.

    Basically you need a test version of your map, with the mod removed. Awkward I know.

    Posted in: Data
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    posted a message on Item Ability Face

    You have to use an effect-target ability to build your unit. Yes, this creates problems with build animations.

    Posted in: Data
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    posted a message on Item Ability Face

    You set a button on the item itself, in the item tab.

    Posted in: Data
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    posted a message on Battle for Icecrown

    As an aside, most of my WC3 maps now feature weekly mutations. I love the idea of mutations!

    Posted in: Project Workplace
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    posted a message on Battle for Icecrown

    http://i.imgur.com/Kk5pXAE.png
    Battle for Icecrown
    Tug of War - Select a WarCraft 3 hero and join with either the Lich King or Arthas in this round-based tug of war!
    [[starcraft://map/1/279427|**Americas**]] - [[starcraft://map/2/195521|**Europe**]] - [[starcraft://map/3/110634|**Korea & Taiwan**]] - [[starcraft://map/6/25178|**Southeast Asia**]]

    (links are broken on this forum, just copy/paste into a browser!)

    http://i.imgur.com/8fEQRcE.png

    Quick tug of war I made over the past 2 weeks. It's based on the WC3 map Defend the Lich King, but with my own style of changes and features. It's been a whole year since I last made a tug of war and I'm pretty sure someone wants more tugs from me. Right? ...right? Well it's happening anyway.

    http://i.imgur.com/BPYti2o.png

    Layout
    Instead of ripping off Nexus Wars completely, I thought I'd split the map into 3 lanes, with units being purchased for gold and spawning periodically. Typical tug of war stuff.

    How to Win
    The objective is to destroy the enemy leader. For one team, this is the Lich King. For the other, it's Highlord Tirion. They even have a bit of banter and if you've played WoW before, I'm sure you can guess what I'm talking about! The tug is softly round-based. Upon dealing 33% of an objective's life, the round will end (ice will cover the map and shatter all units), giving another chance for the opposing team to climb their way back to victory. So basically it's a best of 5 but I've been extremely sneaky about it.

    Game duration
    Might take 15 minutes. Probably closer to 20. Almost certainly completed by 25min.

    http://i.imgur.com/rqSj6kJ.png

    Heroes
    In addition to your spawns, you also have access to a hero. Heroes have their standard selection of skills, but a few other twists. You can choose to spend skill points on these abilities, or on passive abilities which provide various bonuses. These bonuses range from adding a few hero-specific casters to your wave, or stat bonuses for your units. I'm a pretty lazy gamer when it comes to the arcade and so these abilities let you choose between focusing on your hero, or focusing on your spawns.

    Features;
    - Functional AI for computer players
    - Leaver balancing, if a player on one team leaves the game
    - Unlockable abilities for your hero
    - Observer support (because why not)
    - Almost every wc3 unit shows up, either as a racial spawn (default WC3 races) or as a hero-specific spawn (such as naga for the Sea Witch)
    - Detailed end-game scoreboard, as all my maps have!
    - Stat tracking. What map doesn't have stat tracking these days?

    Mutations
    I like mutations in co-op. So I thought I'd add them to my WC3 projects. I think they help make maps feel alive long after they've become feature-complete. This week's mutations are;
    - Frenzy, which causes units to enrage when they take damage.
    - Long Range, which increases the range of all ranged units.
    - Stun Orb, which grants all heroes a new ability, allowing them to drop a slow bomb at a chosen point which stuns on impact.

    http://i.imgur.com/AChl0Qr.png

    Commendation System
    Lifted straight from Overwatch. Complete with bug which I'll fix later. Featuring me winning against my own AI. So damn proud.

    Have fun!
    I hope you give it a go! If you have any feedback, feel free to drop it here or by email.

    Posted in: Project Workplace
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    posted a message on Starcraft 2 coop Upcoming commanders

    Can't see them ever adding Tosh. He's way too thematically similar to Nova, and the whole voodoo thing really doesn't have a great deal of design space inside the SC universe.

    My money is on Stukov. The question is, who next? Just riffing here. Wouldn't take this too seriously.

    Co-op has lore and it takes place between the end of HotS and the end of LotV.

    So that rules out Warfield and Mengsk as they're both dead during this period. I think the canon choice for Hanson is infestation too, so she's dead. Stetmann is featured as a mission announcer. Can't see him being used. Tassadar is dead (and/or never existed in the first place depending on how you view the Ouros story)

    So you're left with Horner, Fenix, Selendis, Zeratul and Rohana from your list. Rohana is way too minor. Zeratul is thematically similar to Vorazun so that'd be a real challenge. Horner, Fenix and Selendis seem reasonable but they all have flaws; Horner is the Hyperion captain and that's a Raynor ability now. Fenix is a purifier and Karax already has all the purifier units. Selendis seems the most likely imo.

    Posted in: Miscellaneous Development
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    posted a message on Is there any interest in the Starcraft Universe engine going open source?

    Probably from when it was linked on reddit.

    Posted in: General Chat
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    posted a message on Why are most projects campaigns?

    Can confirm. It's taken me about a year of "casual" editing to get a decent RPG/item/hero system and a sizeable ability library. You can see it live in Hero Line Wars on the arcade. I wouldn't envy someone who wanted to start an RPG from scratch... and if they absolutely must, I'd definitely recommend using/adapting as many default sc2 systems as possible to minimize work.

    Posted in: General Chat
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    posted a message on What makes structures to have a random facing?

    Look at it closely. It's not turning. It has a turret. Like I said, the turnable flag controls random building facing. What you're seeing here is the initial facing of the building's turret. If you want to remove this behavior then remove the turret.

    Posted in: Data
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    posted a message on What makes structures to have a random facing?

    "Turnable" flag.

    Posted in: Data
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    posted a message on Get the numbers of workers on a geyser

    I added a search effect to the "CarryHarvestableVespeneGeyserGas" behavior (there's 1 for each race) on the initial effect. This searches for the refinery and adds a behavior to it. The behavior lasts 10 seconds, with a limit of 1 stack per caster.

    This won't tell you how many workers are harvesting immediately, it takes time to sort itself out. I only use this for a fake AI to tell whether a geyser has too many or too few workers.

    Posted in: Triggers
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    posted a message on Need feedback for MOBA punishment when hero dies

    You do need some reward for victory though. Having everything be fair and balanced sounds good on paper, but it doesn't feel good in-game. Of course, it depends on the game type. Permanent death punishments in a game like Overwatch isn't going to go down well. However removing any thrill of victory will just cripple your game. What good is fairness if it doesn't feel good to win?

    Ideally you want to reward victory instead of punishing defeat. One way I like is bounty. Killing a player grants you their bounty, but also increases your own. This creates a "fuck yeah" moment for scoring a kill, brings with it risk (since you are now worth more to the enemy team) and doesn't create too big of a gap between the winner and the loser over a long game (unless the teams are grossly unbalanced).

    I'm not a personal fan of long death timers. I end up just tabbing out and losing all interest for the duration of the timer.

    Still, punishing the loser can feel good too. However it has to be absolutely crystal clear as to why the loser died, why it was their own fault, and how they can avoid this in future. This isn't easy to accomplish, and it doesn't work well in games where you can die due to no fault of your own. Star Battle is an example of a game which does this correctly. There's never a time where dying in Star Battle is anyone's fault except your own, and the severe punishment for dying fits the game very well.

    Posted in: Map Feedback
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    posted a message on Make ability "unspammable"

    There might be an easier solution than this, but otherwise;

    Make 2 identical abilities. Have version A apply a behavior. Have version B remove this same behavior.

    Now add a requirement to version A which only shows the ability if this behavior ISN'T present on the unit. Add a requirement to version B which only shows if the behavior IS present on the unit.

    It seems clunky but in-game the player should notice nothing, and holding down E shouldn't spam the ability repeatedly. However I've not tested it.

    Posted in: Data
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    posted a message on Search Area between radius 3 and 4

    Validator would work. Otherwise, a radius 3 search which applies a behavior that gives a useless flag like "Radar", followed by a radius 4 search which ignores any "radar" unit will work.

    Posted in: Data
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    posted a message on Increase damage of all unit but caster?

    Why not just reduce the ghost's damage proportional to the damage boost?

    Posted in: Data
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