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    posted a message on how to randomize teams

    hey guys anyone familar with how to do this? How would i randomize teams in a footmen frenzy style map of 3v3v3v3 that each player have starting structures that automatically spawn units?

    I have quite the arrange team problem and i figured randomizing the teams would make it more fair.

    Is this do-able? And how so if it is.

    Posted in: Triggers
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    posted a message on Unit canot selected by selection box in game.

    if unit has structure attribute it can mess up drag select if other units are around

    Posted in: General Chat
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    posted a message on How to create Spirit Link

    @DrSuperEvil: Go

    i see okay, any idea how via triggers? I dont really want to add an entire mod that would mess up my map for 1 ability.

    Posted in: Data
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    posted a message on How to create Spirit Link

    Hey guys, I have no idea how to make this ability..... http://classic.battle.net/war3/orc/units/spiritwalker.shtml Check for spirit-link

    Any ideas how i would accomplish this task? thanks in advance.

    Ability Info

    Spirit Link Links 4 units together in a chain. All units with Spirit Link on them will live longer, by distributing 50% of the damage they take across other Spirit Linked units.

    Spirit Link Information Use this to even out the damage among troops. Damage sustained over Spirit link is never fatal. Fatal damage sustained via Spirit Link reduces a unit to 1 hit point, and dispels Spirit Link.

    Posted in: Data
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    posted a message on Brexit Vote

    @Mozared: Go

    perhaps because they are not elected

    Posted in: Off-Topic
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    posted a message on How to gain attention on bnet?

    i dunno, as even very competitive maps can make it to the top, not just simple ones. But ofcourse most of them are simple maps that dominate the first 2 or 3 pages so some other factors do come into play, like when was the map released?. alot of the page 1 maps had their ground work released since wings of liberity building up a fan base. .

    Judging by the trend that mostly simple maps see success, you will have more success with a map that sticks to the KISS principle. Which means keep it simple stupid. But at same time, if i had to make one of those dumbed-down maps i'd quit forever . Just make what you like, If you start making maps that you don't like it not going to work out. Maybe with some luck people it will catch on, but i think its too late in sc2 cycle to really make a dent on the first 2 or 3 pages of custom maps. You will always see some new map appear now and then on the first few pages but they tend to last just for a couple days then disappear into the ether.

    So if you want brutal honesty, More than likely your project will not really be played that much. also the amount of players your map requires is pretty big deal nowadays. I'd say around 6-8 should be max if your aim is to get popularity . Maps that require 12 players or more will be next to impossible to get popular in todays starcraft arcade scene. All the ones that are 10+ players got established years ago.

    So around 6 -8 is what you should shoot for.

    Posted in: Map Review
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    posted a message on Dota 2 Workshop Tools vs Starcraft 2 Editor

    @KorvinGump: Go

    play it korvingump.. Its not 12 players. Its more like 12 players divided up into teams of 2 , because something about the engine wont allow 12 bases to spawn like a regular footmen frenzy , My guess is the engine is bad for mass units. Regardless, that footmen frenzy is terrible. You can see the guy that made it didnt actually do any work. He seems to have just imported war3 data and left as is . Example while footmen frenzy used the regular ladder heroes for the most part,The abilities were changed and had different values and went to level 6. All All the abilities go to level 4 and thats pretty much it. Then you have heroes like farseer who never had farsight in footmen frenzy because it was a useless ability replaced with silence. Yet in dota 2 footmen frenzy far sight is on the hero instead. Which leads me to 100% conclude the person imported war3 data and was done with it.

    That shows to me the editor gotta be pretty damn hard to make abilities and level them up to 6 and have a mass unit map.

    Posted in: General Chat
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    posted a message on Dota 2 Workshop Tools vs Starcraft 2 Editor

    when i see the amount of players that play mods over there vs how much that play starcraft 2.. Its a complete joke and its utterly clear to anyone that Blizzard dropped the ball pretty hard with starcraft 2 in regards to the custom map scene. (which is what the vast majority of players would dabble in)

    Legacy of the void is a step in the right direction for the arcade scene, and ( finally we should say).. But these years have been long to reach such a state and most have already given up on sc2 . Anytime i try to get some of my old buddies from war3 to play sc2 they always seem very uninterested in it. When they hear sc2, They dont think arcade scene. They think Ultra competitive 1v1 game that mostly asains play. Anytime i try to get new people to play sc2 and mention stuff like, You know the editor allows heroes and stuff right. They don't care... The some that did care got a really bad taste in their mouth from WOL. HOTS was a complete shit in the face for the arcade scene. Blizzard is the only people to blame for this mess and why sc2 doesn't have anywhere the player base as a valve multiplayer game.

    Again, legacy of the void was just to late . For those of us that have given blizzard a chance again with legacy.. We are pretty satisfied with the changes, But most will not give sc2 another chance .

    At this rate, i think blizzard should tie the arcade into DIABLO/HEROES OF THE STORM as well. If they combined Heroes of the storm and sc2 to have the same arcade and with these recent changes, then i think we might be on a path to recovery.

    I much prefer the blizzard tools and starcraft 2/ Heroes of the storm has better grahics than dOTA 2. I find dota 2 looks awful and the map making tools are terrible. Dont forget there is also engine limitations over there. Some guys tried to make a proper footmen frenzy with 12 players and couldnt do it , They got stuck with just 8 players. Hence never could they create a true footmen frenzy like experience.

    My hope is that blizzard starts marking the Arcade scene its own seperate client that is completely free to play. You should not need sc2 or Heroes of the storm but it can be tied into both clients for ease of access for people that already have those games installed. That will foster a blizzard modding community like never seen before as anybody will have access to starcraft 2 powerfull editor and tools.

    If you copy some of the valve stuff like forums for your map and youtube's and naming lobbies .. then hell yea.

    But if they dont do any of what i mentioned. Its only a matter of time till people move onto better things. Put it this way, Legacy of the void has already seen its peak player base. From hear on out, we all fighting for a small amount of people that play sc2 when we make a custom mod. its only going to get worse.

    Posted in: General Chat
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    posted a message on Introducing DWARVEN COMBAT

    nice map

    Posted in: Project Workplace
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    posted a message on Backpack (items)

    i see, thanks for replys

    I figured some out during the wait for a reply. I figured since the unit does not have an energy pool ( the item courier). I might as well put a vital cost to item abilities .. Like requires .0001 energy to cast. Which is nothing for heroes to use. But that alone stops the unit from casting since it has no energy pool.

    My ghetto method.

    Posted in: Data
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    posted a message on Backpack (items)

    Hey guys, you know how in warcraft 3 there is an backpack ability that allows regular units to buy items from shops ?

    Well, i got that part working. But how do i stop the regular units from being able to cast item abilities.. Like say an item casts Scanner Sweep to reveal cloaked units. How do i make it so that only heroes can cast item abilities?

    Posted in: Data
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    posted a message on Leaver Sharing Of Minerals (UI)

    @FunkyUserName: Go

    can you give an example code for how a trigger would look like for sharing resources from leavers?

    (if i can exclude any other reason for cost bug) .. I have no idea , my map doesn't use any of the standard melee triggers or any triggers thats would cause mineral glitches ..

    The trigger i have that manipulates minerals is on startup to set each player at 2000 minerals. For the leaver distribution its automatic, and today i found out why.. Because its stated in the data editor for which you mentioned .. But i see all are ticked for playerleaveflags. So no idea whats wrong.

    Posted in: Triggers
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    posted a message on Leaver Sharing Of Minerals (UI)

    i found the setting, but i not sure if works. Because all are already ticked in the playerleavesflags. ( the minerals always shared, the issue is that it wont update the mineral UI to show you have received the minerals)

    Any idea what causing that?

    Posted in: Triggers
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    posted a message on Leaver Sharing Of Minerals (UI)

    Anyone know how to fix this?

    Currently, when a person leaves.. Their minerals will be distributed evenly to allied teams. Blizzard seems to do that automatically. However the mineral UI doesn't update to show the minerals you received despite you being able to buy stuff at "zero" minerals. Any idea how to solve this issue?

    Posted in: Triggers
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    posted a message on Randomize players

    @fishy77: Go

    i cant seem to find it. Do you know where it is?

    Posted in: Triggers
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