same reason i was opposed to dota being remade for sc2
1 was great. 3 was plenty. now we have 6.
DotA, HoN, LoL, SotIS, Valve DotA, Blizzard DotA.
community will be segregated. tournaments will die because no communities will be large enough to gather enough interest.
it's always possible they will all die and 1 will survive.
so much focus on this game when it just needs to be left alone to grow on it's own.
and just fyi. blizzard dont want to trademark dota. they see it as a combined community project. it wasn't just icefrog who made dota
are either of those reasonably small in file size?
i wanted to adjust a texture to add more team color to it but it resulted in a huge file i would not be able to upload to battle.net
Quote from Selfcreation:
go to the main Seting of the units ( where u select weapon and such ) go to Stats mouvement , need to set movement radius and inner radious to 0 , this will alow units to mouve trough each other but not buildings.
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i do not want units to move through each other as if they were not there. i want there to be collision
Quote from fortunate1:
@maverck: Go
There is Push Priority just above Movement - Radius. Im not sure if it works how you want it to or not but i would try setting that to 0 on all your units.
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push priority only does half of what i need. it will prevent other types of units pushing that unit if i set the priority high. but the same types of units can still push each other and those units can push all other units. this is also not what i want.
i doubt theres anything i can do
frankly im not updating that map anymore. if he wants to update it and fix issues im fine with that. but if hes not giving me any credit at all and blatantly stealing.... well that makes me sad.
I am making a weapon fire 2 missiles. these missiles using opposite orbit motion overlays so that they rotate around a center point on their way to the target.
they begin to taper from about half way and eventually the orbit basically stops and both missiles just go in a straight line towards their target.
cannot work this out. theres only 1 motion phase.
Final Mission from the Starcraft - Brood War Campaign
Playing protoss you must escort Artanis and Zeratul to the Xel'Naga Temple. The Temple must be protected while Artanis and Zeratul charge the Khalis and Uraj crystals
*NOTE*
fairly early release.
terrain is my weakest point. there are 0 doodads. it's simply cliffs and units.
to play.
load it up in the map editor and "Test Document"
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this
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welcome to over saturation. goodbye community.
same reason i was opposed to dota being remade for sc2 1 was great. 3 was plenty. now we have 6. DotA, HoN, LoL, SotIS, Valve DotA, Blizzard DotA.
community will be segregated. tournaments will die because no communities will be large enough to gather enough interest. it's always possible they will all die and 1 will survive. so much focus on this game when it just needs to be left alone to grow on it's own.
and just fyi. blizzard dont want to trademark dota. they see it as a combined community project. it wasn't just icefrog who made dota
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@Triceron: Go
are either of those reasonably small in file size? i wanted to adjust a texture to add more team color to it but it resulted in a huge file i would not be able to upload to battle.net
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you know whats stupid.
who'd have thought setting the trigger "Player - Turn player 1 Pushable Off towards player 1" would do exactly what i was after...
thank you anyway.
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@Jinxxx123: Go
if only there was an option to trigger this for all units irregardless of alliance
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bump in hopes someone has discovered a way
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Quote from Selfcreation:
go to the main Seting of the units ( where u select weapon and such ) go to Stats mouvement , need to set movement radius and inner radious to 0 , this will alow units to mouve trough each other but not buildings.
----
i do not want units to move through each other as if they were not there. i want there to be collision
Quote from fortunate1:
@maverck: Go
There is Push Priority just above Movement - Radius. Im not sure if it works how you want it to or not but i would try setting that to 0 on all your units.
----
push priority only does half of what i need. it will prevent other types of units pushing that unit if i set the priority high. but the same types of units can still push each other and those units can push all other units. this is also not what i want.
0
wouldn't giving them a footprint prevent them from moving at all?
*EDIT*
yes it does
i need units to be able to move. but not push other units.
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Unit pathing involves pushing each unit around constantly.
Units may push through groups of units instead of going around them.
i want to completely disable this.
i dont want any unit. of any alliance. pushing anything.
does anyone know of a way to do this?
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hence the issue with uploading maps here sadly.
i doubt theres anything i can do
frankly im not updating that map anymore. if he wants to update it and fix issues im fine with that. but if hes not giving me any credit at all and blatantly stealing.... well that makes me sad.
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except guardian doesn't have a tail like that.
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looks great. now make me a defiler ! ;)
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i doubt the patch will come out before the GSL season 1 is finished.
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I am making a weapon fire 2 missiles. these missiles using opposite orbit motion overlays so that they rotate around a center point on their way to the target.
they begin to taper from about half way and eventually the orbit basically stops and both missiles just go in a straight line towards their target.
cannot work this out. theres only 1 motion phase.
0
http://www.sc2mapster.com/maps/brood-war-1-5/files/13-protoss-mission-8/
Final Mission from the Starcraft - Brood War Campaign
Playing protoss you must escort Artanis and Zeratul to the Xel'Naga Temple. The Temple must be protected while Artanis and Zeratul charge the Khalis and Uraj crystals
*NOTE*
fairly early release.
terrain is my weakest point. there are 0 doodads. it's simply cliffs and units.
to play.
load it up in the map editor and "Test Document"