Video description: Now that Wargirl and EvilDL are working together, you'll have access to the advanced zerg strains that EvilDL keeps on his Leviathan. Calling them down will function like a cross between the WoL merc compound and the LoTV spear of adun. You can call them to any visible location.
So not much work is done on Mapsters 6 yet (the terrain itself is still a blank canvas). But I did create this neat way to call down advanced strains of zerg via drop pod! :D
I think calling down banelings in the middle of an enemy army should be particularly fun. Also calling down some hunter killers as a reactionary anti air defense should be neat too.
Edit: Also while the units called down will still take up supply, I'm thinking I won't have the ability check your supply first. So you can essentially oversupply block yourself by calling down these reinforcements. I think it'll be more fun this way.
is it possible to link command card #0003 to this panel?
Based on what others said, I think I figured it out. It's pretty easy once I put that stuff together. Here's a test map. I'll make a short video tutorial on it later. Though I haven't looked into advanced stuff like pausing the map such as the spear of adun bombardment abilities do. This is just hooking a super warp gate into a dialog box.
is it possible to catch like 1 button from command card #0005? i dont need to show whole command card for unit, just few buttons on panel like spear of adun.
I want to make an addition command cart that have 4 buttons and linking abilities from units command card #0005
I'm not sure if this is the version you asked me to try, I could not find anything with a subtitle in the arcade and I think the link directed me to this one, so I just presumed you changed the title again.
I think the consolidation of lanes in the terrain helped a lot in avoiding the sensation of just lonely solo-laning, but the downside is then that it feels like the game snowballs pretty quickly. Of course this could be in large part because my group was unfamiliar with counters to certain abilities.
In terms of upgrade paths, I think it's interesting that there aren't more options for flat increases to damage. I'm not sure I really have a problem with this, especially since everyone is now fighting for the same lane anyway, it just struck me as surprising.
yea it is, i remade old map becuz it was too big and i couldnt find ppl to play it, looks like i need to make tips, ZERO does crazy damage with Gideon's rifle, u should buy it first item. U buying 3 pieces to combine it into one item.
Plus u got Concentration, longer u take no dmg, more dmg u do. and with hands free ability u travel map fast.
And btw Prophet is not OP ;P GIZMO and BRICK is very powerful if u know what to do.
Tank has 6 mins cooldown after it got destroyed becuz its very powerful and got 52 range, so when BRICK calldowns tank, finds good place to defend it, other team have to destroy it somehow. Finding and Killing this tank its like a part of game against BRICK. Without tank he can only use half of his abilities. Plus he can launch his self from tank to 52 range, so u basicly attacking with long range artillery attacks and then launch ur self to finish the job, but when u do it u left tank alone, so enemies can kill it and ull have to w8 6 mins.
well ill keep work on balance, ill tell u when it change alot. Thanks for playing.
OK, so the first thing i would do is to remove ALL of the "Unit Group" processing from the 0.06 second trigger. Ie: remove the need to scan all the units to reset the unit related values.
Do this by creating a different trigger which uses events "Unit Enters Region" and "Unit Leaves Region" to update the unit groups. then only process the triggering unit into (or out of) the relevant unit group.
In the timer trigger then you just assume the unit groups are correct (dont re-process them) and do process the rest of your Logic (the If statements). You now have MOST of the logic occuring only on region enter/exit trigger, and far less processing occurring every 0.06 seconds trigger.
yea Funky helped me yesterday and i created new trigger, but still its not working right yet. becuz when alot of unit enters region its like runs update value trigger as many times as units entered region.
1.
ENTER/LEAVECENTRALOUTPOSTEventsUnit-AnyUnitEntersCENTRALGROUPERUnit-AnyUnitLeavesCENTRALGROUPERUnit-AnyUnitEntersCENTRALBEACONUnit-AnyUnitLeavesCENTRALBEACONUnit-AnyUnitdiesLocalVariablesCENTRALREDTEAM=False<Boolean>CENTRALGREENTEAM=False<Boolean>CENTRALREDCOUNTERTEAM=False<Boolean>CENTRALGREENCOUNTERTEAM=False<Boolean>Conditions((Triggeringunit)isinCENTRALGROUPER)==TrueActions-------CENTRAL-------CapturingUnitGroup-Pickeachunitin(AnyunitsinCENTRALBEACONownedbyplayerAnyPlayermatchingExcluded:Air,Structure,Missile,Item,Buried,Cloaked,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions((Ownerof(Pickedunit))isinGREENTEAM)==True(Ownerof(Pickedunit))==14ThenVariable-SetCENTRALGREENTEAM=TrueElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions((Ownerof(Pickedunit))isinREDTEAM)==True(Ownerof(Pickedunit))==13ThenVariable-SetCENTRALREDTEAM=TrueElseUnitGroup-Pickeachunitin(AnyunitsinCENTRALGROUPERownedbyplayerAnyPlayermatchingExcluded:Air,Structure,Missile,Item,Buried,Cloaked,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions((Ownerof(Pickedunit))isinREDTEAM)==True(Ownerof(Pickedunit))==13ThenVariable-SetCENTRALREDCOUNTERTEAM=TrueElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions((Ownerof(Pickedunit))isinGREENTEAM)==True(Ownerof(Pickedunit))==14ThenVariable-SetCENTRALGREENCOUNTERTEAM=TrueElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfAndConditionsCENTRALPROGRESSBARCURRENTVALUE<200.0CENTRALREDTEAM==TrueCENTRALGREENCOUNTERTEAM==FalseThenVariable-SetCENTRALREDPROCESS=TrueCENTRALREDPROCESS()ElseVariable-SetCENTRALREDPROCESS=FalseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfAndConditionsCENTRALPROGRESSBARCURRENTVALUE>0.0CENTRALGREENTEAM==TrueCENTRALREDCOUNTERTEAM==FalseThenVariable-SetCENTRALGREENPROCESS=TrueCENTRALGREENPROCESS()ElseVariable-SetCENTRALGREENPROCESS=FalseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfAndConditionsCENTRALPROGRESSBARCURRENTVALUE==200.0ThenVariable-SetCENTRALOUTPOSTOWNER=13General-If(Conditions)thendo(Actions)elsedo(Actions)If(Ownerof(UNIT)ArtilleryOutpost[66.50,135.00]) != CENTRAL OUTPOST OWNER
Then
CENTRAL OUTPOST TAKEN()
Else
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
CENTRAL PROGRESS BAR CURRENT VALUE == 0.0
Then
Variable - Set CENTRAL OUTPOST OWNER = 14
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (UNIT) Artillery Outpost [66.50,135.00]) != CENTRAL OUTPOST OWNER
Then
CENTRAL OUTPOST TAKEN()
Else
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
CENTRAL PROGRESS BAR CURRENT VALUE == 100.0
Then
Variable - Set CENTRAL OUTPOST OWNER = 0
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (UNIT) Artillery Outpost [66.50,135.00]) != CENTRAL OUTPOST OWNER
Then
CENTRAL OUTPOST TAKEN()
Else
Else
------- Circle Color
General - If (Conditions) then do (Actions) else do (Actions)
If
CENTRAL RED COUNTER TEAM == False
CENTRAL GREEN COUNTER TEAM == False
Then
Actor - Send message "SetTintColor 255,255,255" to actor CENTRAL CAPTURE RANGE ACTOR
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CENTRAL RED COUNTER TEAM == True
CENTRAL GREEN COUNTER TEAM == True
Then
Actor - Send message "SetTintColor 255,255,0" to actor CENTRAL CAPTURE RANGE ACTOR
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CENTRAL RED COUNTER TEAM == True
CENTRAL GREEN COUNTER TEAM == False
Then
Actor - Send message "SetTintColor 255,0,0" to actor CENTRAL CAPTURE RANGE ACTOR
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CENTRAL RED COUNTER TEAM == False
CENTRAL GREEN COUNTER TEAM == True
Then
Actor - Send message "SetTintColor 0,255,0" to actor CENTRAL CAPTURE RANGE ACTOR
Else
plus i recreated few triggers with data editor, like autocast for unit training abilities, instead of order buildings to train via triggrers.
but still game runs kinda slower than i want to when i play on BNET, when i run test map its not that bad, but when 6 players running the game, game feels different.
i have the feeling that a while loop performs way better than a periodic event (never made an attempt to prove it thou). i would use an "enters region" event to maintain the unitgroups rather than checking all units in region which is more costly (i suppose, i wonder how that event is implemented).
so ... to start with ... can you explain in plain english what the code is supposed to do? I sort of get it from looking at the code ... but want to make sure i understand.
First obvious question ... why every 0.06 of a second? ( instead of like every second, or every 4 seconds? ) ( given you are basically just updating a progress bar ... ).
Theres a Region, Trigger checks if units of team A its in region, checks if units of team B its in region, if theres only units of team A it adds points to progress bar, same with team B, but if theres units of both teams nothing happens. And i use 0.06 period becuz i want process to start immediately as unit gets in region and not like in second after it happened. Progress Bar has 200 maximum value "0 - team A, 100 - neutral, 200 - team B" so with 0.06 period it takes like 10 seconds to get from 0 to 200.
btw if i make this periodic triggers are disabled from begining and enable them when units enters region? and then disable when units leave, it could make my map lag less?
Ok i tested my map on bnet and i found out that is kinda laggy, so im trying to make it lagless, i started with periodic event triggers, but im kinda stuck, i dont understand how to do it without periodic event. maybe someone can help me?
EventsTimer-Every0.06secondsofGameTimeLocalVariablesWESTREDTEAM=False<Boolean>WESTGREENTEAM=False<Boolean>WESTREDCOUNTERTEAM=False<Boolean>WESTGREENCOUNTERTEAM=False<Boolean>ConditionsActionsUnitGroup-Pickeachunitin(AnyunitsinWESTStationBeaconownedbyplayerAnyPlayermatchingExcluded:Air,Structure,Missile,Item,Buried,Cloaked,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions((Ownerof(Pickedunit))isinGREENTEAM)==True(Ownerof(Pickedunit))==14ThenVariable-SetWESTGREENTEAM=TrueElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions((Ownerof(Pickedunit))isinREDTEAM)==True(Ownerof(Pickedunit))==13ThenVariable-SetWESTREDTEAM=TrueElseUnitGroup-Pickeachunitin(AnyunitsinWESTGrouperownedbyplayerAnyPlayermatchingExcluded:Air,Structure,Missile,Item,Buried,Cloaked,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions((Ownerof(Pickedunit))isinREDTEAM)==True(Ownerof(Pickedunit))==13ThenVariable-SetWESTREDCOUNTERTEAM=TrueElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions((Ownerof(Pickedunit))isinGREENTEAM)==True(Ownerof(Pickedunit))==14ThenVariable-SetWESTGREENCOUNTERTEAM=TrueElse-------WESTGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfAndConditionsWESTPROGRESSBARCURRENTVALUE<200.0WESTGREENCOUNTERTEAM==FalseWESTREDTEAM==TrueThenVariable-ModifyWESTPROGRESSBARCURRENTVALUE:+1.0UI-SetProgressBarProgressforunit(UNIT)OutpostProgressBar[71.00,91.50] to (Integer(WEST PROGRESS BAR CURRENT VALUE))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
WEST PROGRESS BAR CURRENT VALUE > 0.0
WEST GREEN TEAM == True
WEST RED COUNTER TEAM == False
Then
Variable - Modify WEST PROGRESS BAR CURRENT VALUE: - 1.0
UI - Set Progress Bar Progress for unit (UNIT) Outpost Progress Bar [71.00,91.50] to (Integer(WEST PROGRESS BAR CURRENT VALUE))
Else
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is it possible to link command card #0003 to this panel?
0
is anybody got solution?
0
wont they disappear while target on?
0
Is it possible to do it simple with medivac actor?
0
is it possible to catch like 1 button from command card #0005? i dont need to show whole command card for unit, just few buttons on panel like spear of adun.
I want to make an addition command cart that have 4 buttons and linking abilities from units command card #0005
0
yea it is, i remade old map becuz it was too big and i couldnt find ppl to play it, looks like i need to make tips, ZERO does crazy damage with Gideon's rifle, u should buy it first item. U buying 3 pieces to combine it into one item.
Plus u got Concentration, longer u take no dmg, more dmg u do. and with hands free ability u travel map fast.
And btw Prophet is not OP ;P GIZMO and BRICK is very powerful if u know what to do. Tank has 6 mins cooldown after it got destroyed becuz its very powerful and got 52 range, so when BRICK calldowns tank, finds good place to defend it, other team have to destroy it somehow. Finding and Killing this tank its like a part of game against BRICK. Without tank he can only use half of his abilities. Plus he can launch his self from tank to 52 range, so u basicly attacking with long range artillery attacks and then launch ur self to finish the job, but when u do it u left tank alone, so enemies can kill it and ull have to w8 6 mins.
well ill keep work on balance, ill tell u when it change alot. Thanks for playing.
0
how u done it???
0
ok i fixed attack order trigger that Funky told me and i played it again, it was working just fine.
0
yea Funky helped me yesterday and i created new trigger, but still its not working right yet. becuz when alot of unit enters region its like runs update value trigger as many times as units entered region.
1.
2.
3.
Global Variables
plus i recreated few triggers with data editor, like autocast for unit training abilities, instead of order buildings to train via triggrers.
but still game runs kinda slower than i want to when i play on BNET, when i run test map its not that bad, but when 6 players running the game, game feels different.
0
iv never done enything with loops :/
0
0
Theres a Region, Trigger checks if units of team A its in region, checks if units of team B its in region, if theres only units of team A it adds points to progress bar, same with team B, but if theres units of both teams nothing happens. And i use 0.06 period becuz i want process to start immediately as unit gets in region and not like in second after it happened. Progress Bar has 200 maximum value "0 - team A, 100 - neutral, 200 - team B" so with 0.06 period it takes like 10 seconds to get from 0 to 200.
btw if i make this periodic triggers are disabled from begining and enable them when units enters region? and then disable when units leave, it could make my map lag less?
0
Ok i tested my map on bnet and i found out that is kinda laggy, so im trying to make it lagless, i started with periodic event triggers, but im kinda stuck, i dont understand how to do it without periodic event. maybe someone can help me?
0
make them units with tree models and add footprints to units or u can create invisible units with footprints and set it up to dooaded forest
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i got question about loading screen too, how to make custom layouts with loading bars for each player?