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    posted a message on Bodies not disapearing on death

    @DrSuperEvil: Go

    Can't find anything in the events that looks out of place. Also checked all the death fields and made sure they were setup like all the other units. Still the body doesn't disappear. Refer to pic.

    Do I need to set the unit compare to anything or leave as is? As for the unit filter, HOW do you setup a unit or unit type? All I could do was do a filter by type like burried. Under the unit all u can pick is effects. I set it to burried and the original in combat buff is being removed regardless of being burried or not.

    Posted in: Data
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    posted a message on Bodies not disapearing on death

    @DrSuperEvil: Go

    Can you be more specific about the first. I am in the actor and checked the events and have no idea which one I need to remove/fix.

    Another buff will not work. I need it to be done threw validators.

    Posted in: Data
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    posted a message on Bodies not disapearing on death

    For the units Ash Worm and Yagdra. How do I make it so the bodies disappear after being killed?

    I have another question as well. I have a system setup that when in combat it disables the ability to burrow. I want to add in a validator that removes the in combat behavior when attacked while burrowed.

    I tried:

    (Basic) Validator: Unit + (None):Source

    Editor: Editor Name Is Burrowed

    (Basic) Validator: Behavior State Bury

    (Basic) Validator: Enabled Disabled

    (Basic) Validator: Other Unit + (None):None

    (Basic) Validator: Result - Failure Error

    Validator: Failure Result Must target unit

    Validator: Ignore While Channeling 0

    but this doesn't work.

    Posted in: Data
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    posted a message on Requsting Data Person

    http://www.sc2mapster.com/forums/resources/project-workplace/51421-zeros-beta-open-rpg/#p1

    I am currently looking for a data specialist that would like to be in charge of the data assets in my RPG. I finally have some time to work on my map again and I could really use the help. Would also like you to go threw and polish any old abilities and even change/remove ones that don't work or make sense. The map is on battlenet in it's current form. It is roughly 80% done I would say.

    Please only reply if you are serious. Contact me on this thread, private message, or by e-mail at [email protected]

    Thank you for your time!

    Posted in: Team Recruitment
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    posted a message on Zerg RPG - Requesting Data Specialist

    No one is interested?

    Posted in: Team Recruitment
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    posted a message on Comparing Units in a unit group

    @Kueken531: Go

            Unit Group - For each unit Unit in Missions - Unit Group do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Experience level of Unit) > Missions - Highest Level
                        Then
                            Variable - Set Missions - Highest Level = (Experience level of Unit)
                        Else
    

    Thank you. Works

    Posted in: Triggers
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    posted a message on Comparing Units in a unit group
    Terinious Island - Load
        Events
            Unit - Any Unit Loads cargo
        Local Variables
            x = 0 <Integer>
        Conditions
            (Triggering unit) == Missions - Overlords[1][1]
        Actions
            Unit Group - Add (Triggering cargo unit) to Missions - Unit Group
            Variable - Set Missions - Unit Group Unit[Missions - Count] = (Triggering cargo unit)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in Missions - Unit Group) == 1
                Then
                    UI - Display "Unit Group Is Empty" for (All players) to Subtitle area
                    UI - Display ("Level = " + (Text((Experience level of (Triggering cargo unit))))) for (All players) to Subtitle area
                    Variable - Set Missions - Highest Level = (Experience level of (Triggering cargo unit))
                Else
                    General - For each integer x from 1 to Missions - Count with increment 1, do (Actions)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    (Experience level of (Triggering cargo unit)) > (Experience level of Unit[x])
                                Then
                                    Variable - Set Missions - Highest Level = (Experience level of (Triggering cargo unit))
                                    UI - Display ("New Level = " + (Text((Experience level of (Triggering cargo unit))))) for (All players) to Subtitle area
                                Else
    

    This doesn't work. I'm trying to find the highest level unit in the unit group and set that to the variable "Highest Level." What am I doing wrong?

    Posted in: Triggers
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    posted a message on (Solved) Lurker/Impaler burrow move

    @DrSuperEvil: Go

    It was the acceleration. That got it workin. Thx

    Posted in: Data
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    posted a message on Zerg RPG - Requesting Data Specialist

    @DrSuperEvil: Go

    That's a pretty bold statement to make. We shall see.

    Posted in: Team Recruitment
  • 0

    posted a message on Zerg RPG - Requesting Data Specialist

    http://www.sc2mapster.com/forums/resources/project-workplace/51421-zeros-beta-open-rpg/#p1

    I am currently looking for a data specialist that would like to be in charge of the data assets in my RPG. I am in the process of adding 6 new strains (heroes) and really could use the help. Would also like you to go threw and polish any old abilities and even change/remove ones that don't work or make sense.

    This is a pretty big undertaking and you will receive full credit for your work. If blizz ever gets their act together, I would like to eventually sell this on bnet, where as you would receive compensation.

    Please only reply if you are serious. Contact me on this thread, private message, or by e-mail at [email protected]

    Thank you for your time!

    Posted in: Team Recruitment
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    posted a message on (Solved) Lurker/Impaler burrow move

    @DrSuperEvil: Go

    It increases regen and base movement speed. When I modify the movement speed of the burrowed impaler threw both methods, it shows 0 movement on the tooltip and doesn't let him move.

    Posted in: Data
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    posted a message on (Solved) Lurker/Impaler burrow move

    I cannot get them to move. I've literally copied everything from the burrowed roach over and added in the movement speed he gets threw tunneling claws and it doesn't work. I also tried adding movement speed threw an upgrade, with no dice.

    Can someone please help me? I don't get it. I just want the stupid lurker/impaler to be able to move while burrowed.

    Posted in: Data
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    posted a message on Natural Selection Open RPG

    I am looking for beta testers for this.

    The map is a RPG on 256x256 with 6 players. Everything saves to bank files. There is one friendly comp faction, and 8 hostile factions. Max hero level is 110. There is a custom camera system in the map. Press Q or E to rotate it, hold shift for smaller increments. Middle mouse faces direction of your hero.

    Name and terrain subject to change. This is the first map in a series.

    Back Story:

    Your brood mother awakens on an unknown planet due to terran activity on the planet. She doesn’t remember how she arrived or how she got there. She is badly injured and cannot create a full brood and has lost all her genetic memories. While she doesn’t have the psychic strength to build and control a full army, she has enough energy to build a few specialized independent brooding that are able to adapt to any situation.

    The larva’s purpose is to search for why they are on this planet, recover the brood mother’s genetic memories and to reestablish the Brood. They can change into different zerg creatures at will only as long as they have the genetic memories to do so. They can also learn different abilities to fight the many creatures they will face.

    Motivations for the larva moving forward:

    To re-establish the Brood To recover the original genetic memories of the Brood mother and learn their purpose on this planet To subjugate new and various life forms into the swarm To suppress other zerg broods on the planet and make them fall under control of the brood mother To reclaim locations of hatcheries and territories so the brood mother can rebuild her doom army To kill the different terran factions on the planet and reclaim any genetic material and xel-naga artifacts from them To kill any protoss that might be on the planet

    Gameplay Mechanics:

    You start as a larva mentioned above with 3 abilities that you can learn. After you retrieve the first genetic memory you unlock the ability to transform into two different zergling strains. As you progress and find more memories you can unlock different unit types.

    The four attributes are:

    • Might - Increase damage.
    • Reflex - Increases attack speed.
    • Aptitude - Increases energy and regeneration.
    • Physique - Increases life and armor.

    Might units deal 10% more damage and receive 10% less damage from Reflex unit types. Reflex units deal 10% more damage and receive 10% less damage from Aptitude unit types. Aptitude units deal 10% more damage and receive 10% less damage from Might unit types. Physique units deal 100% of damage and receive 10% less damage from all unit types.

    You receive a ability point every 3 levels and a mutation point every 5. The mutations consist of things like attack/armor/life etc. The mutations persist threw all evolutions (heroes) and as long as your not in combat you can switch between all the different types of heroes. You are awarded DNA from killing enemy units and use this to purchase different things in the map.

    Each hero type has 4 extra spells on the command card that require different levels and combinations of mutations. So for instance the zergling hero (both types) get's metabolic boost as an ability that requires you to have 3 mutations into movement speed and 3 into armor. These additional abilities will let you specialize your hero even further. Also by deciding to unlock certain abilities this way you are locking out others. Also you are being strong in one aspect, but weaker in others.

    There will also be area's on the map where you will need to use different evolutions.

    As you advance to the sequel maps you will unlock different evolution (hero types/units) that you can become, based on the levels of what you as a player have achieved.

    Zones and Territories:

    To complete the game it will be necessary to conquer all the zones on the planet. Each zone will have anywhere between two to eight territories. Territories can be captured by evolving into the drone hero and using an ability on it. Once claimed every 60 seconds every player on your team will be rewarded X amount of minerals for each territory controlled. There is also hatch locations across the map that are heavily guarded and once destroyed you can capture and build a hatchery on it as a forward base. The hatcheries provide a variety of things you can do.

    Creep spreads throughout the territories that you have captured which increases heroes movement speed by 50%. Once you have captured all territories in a spawn area, you will unlock options at the brood mother for area control. The two options you have for area control are two types of toxins the brood mother can release threw the creep. One toxin pacifies the mobs making any hostile mob that spawns in the territory spawn as neutral. The other is a deadly poison that kills them all and prevents them from re-spawning. These can also be reset once chosen.

    Hatch Locations:

    Once you capture and build a hatchery you will have various tasks you can preform. You gain +10 supply for each hatchery your team owns. You can create units, upgrade tech, upgrade damage/armor of your army units, upgrade to lair/hive, set your re-spawn location there, and go on specialized missions for that hatchery. Think of missions as instances in a mmo.

    Enemy Factions:

    Order of the Machine God

    A religious cult that desires to become machines through cybernetics. They have escaped to this planet to escape religious persecution and to work outside the bounds of ethical boundaries imposed by society.

    Highland Labs

    Science research firm that is investigating the protoss and zel naga ruins on the planet. Will violently defend ruins. Known for their scientist and medics.

    Protoss (Needs a name)

    Looking for signs of zerg on the planet

    Zerg (Needs a name)

    ............................................................................................................................................................................................ ............................................................................................................................................................................................

    What's Done:

    • All Heroes
    • All of the terrain
    • All the Mob Spawns
    • Half of the boss fights. The bosses are on the map and have stats, but not all of them have abilities.
    • Territory/Hatch System
    • 1 Mission to terminus island (don't know if I'll make more)

    TO DO

    • Add abilities to monster spawns (some of them have some).
    • Balancing (ugh) and hero experience rate.
    • Extra units you can spawn from larva.
    • Possible different game camera system.
    • Cut-scenes/story information

    As stated above I am looking for beta testers. The name of this map on SC2 is "Zero's Beta Open RPG." After playing it PLEASE fill out the beta response form found at:

    http://tinyurl.com/zeroRPG

    For any other discussions or questions either reply here or at:

    http://www.sc2mapster.com/maps/demon-delusion/forum/

    Thank you for taking the time to read this. Enjoy!

    Posted in: Project Workplace
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    posted a message on Modifying a behavior through an upgrade

    @Rileyb80: Go

    Yes. I've tried this already. I completely remade everything related to the hero/leveling up/abilities. Same shit is happening.

    Posted in: Data
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    posted a message on Anyone On and willing?

    To do a balancing closed/beta of my rpg. If so reply. Launching in about 15 min.

    Posted in: Map Feedback
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