While the custom interface impressed me greatly, I was easily bored. I just felt like every couple of seconds I clicked a card and that was that; obviously, as someone who was never much of a fan of card, this type of gameplay doesn't really appeal to me. Even so, I think that the map needs MORE to do - something to micro, something to macro, some way to inject a little more action into the mix.
If you want to add rain everywhere via triggers just make a looping trigger to Create rain-emitters across the map. And there's no real 'right' or 'wrong' number of rain emitters in one spot. If you want heavy rain, you need to add a lot in the same place, if you want lighter rain, add it sparingly.
Has anyone successfully used the native function UnitWeaponGet (aka Unit Weapon)? I believe it's broken.
Event: Player Any Player types a chat message containing "Weapon", matching Exactly
Variables:
gl_weapon = No Game Link <Game Link - Weapon>
str_Weapon = "" <String>
Actions:
Variable - Set gl_weapon = ((Random Living unit from (Selected units for player 1)) weapon 1)
General - Switch (Actions) depending on gl_weapon
Cases
General - If (Marine - C-14 Gauss Rifle)
Actions
Variable - Set str_Weapon = "Gauss!"
General - If (SCV - Fusion Cutter)
Actions
Variable - Set str_Weapon = "SCV!"
General - If (Reaper - P-45 Gauss Pistol)
Actions
Variable - Set str_Weapon = "Reaper!"
General - If (Marauder - Punisher Grenades)
Actions
Variable - Set str_Weapon = "Punisher!"
Default
Variable - Set str_Weapon = "Nothing!"
UI - Display (Text(str_Weapon)) for (All players) to Subtitle area
The above trigger returns Nothing! even if I've got a marauder or reaper or scv or marine selected. I've tried indices -100 to 100 (including 0). I've also added like ninety weapons. All Nothing! Can anyone confirm this? Or tell me what I'm doing wrong?
You can load up the map and see the nitty gritty details, though we have a LOT of code :O
But basically, units have a CT value and a speed value (a base value depending on items, job class, buffs, and other abilities). Every game loop, a Units CT (which are all stored in an array) is modified to CT = CT + Speed. If the units CT value is 100 or greater, it becomes 'active.' If multiple units are active, the one with the highest CT value goes first. Taking an action lowers the Unit's CT by 100. Rinse & repeat.
Course that's just the easiest part of it. Basically almost every action has a check so that it'll only work for the owner of the currently active unit. Also bear in mind that EVERY action uses our custom UI so we don't even give the non-active player a menu.
There are plenty of other ways to do turn-based, though. They all basically involve a cycle of enabling/disabling the player's ability to command his units.
What ho fellow map-makers, I'm here (again) to recruit team members for Starcraft Tactics:
Starcraft Tactics is a multi-map campaign using a Tactics style engine (like Final Fantasy Tactics: tile-based, turn-based gameplay). It'd be hard for me to enumerate our features... custom pathing, custom UI, a completely original storyline, etc, etc.
We're moving along nicely, but we're looking for a few members to add some spice into the mix:
Terrainers - Terrainers capable of making maps that work well with a tile-based engine (also need to make the 'world map')
Sound person - Need a sound person who can find/modify/create sound effects and music
Effects editor - Need a data/trigger editor who can make spells look amazing! Should be a data editing expert.
In behavior look @ damage modification. Make the chance say 0.5 and make the response something like damage fraction: 0 or damage amount -100 or max damage clamp: 0. That'll give you a 50% evasion chance.
You don't need to do anything with a trigger. Just make sure the unit has the behavior.
0
@DarkRevenantX: Go
I agree with this review.
While the custom interface impressed me greatly, I was easily bored. I just felt like every couple of seconds I clicked a card and that was that; obviously, as someone who was never much of a fan of card, this type of gameplay doesn't really appeal to me. Even so, I think that the map needs MORE to do - something to micro, something to macro, some way to inject a little more action into the mix.
0
@FraindorX:
Data Editor -> Terrain Texture Sets -> Background Model (Fixed)
0
@zeldarules28:
You definitely can create doodads with triggers:
Create actor at point
If you want to add rain everywhere via triggers just make a looping trigger to Create rain-emitters across the map. And there's no real 'right' or 'wrong' number of rain emitters in one spot. If you want heavy rain, you need to add a lot in the same place, if you want lighter rain, add it sparingly.
0
@kakafieso:
Have you tried catalog field value set? Something like...
Catalog - Set value of Actors "SOpForwardDefault" "Forward" for player Any Player to "0.000000,2.000000,-2.000000"
Though there are some catalog field values which cannot be altered mid-game, and this may be one of them.
You can also do something similar with an actor message.
0
@xenrathe:
Bump - updated positions, still recruiting.
0
@Redfox777: Go
All I needed to see was "man cannon." Win!
0
@xenrathe: Go
Resolved. I'm not sure whether this counts as a bug or not, but perhaps it will help someone later on down the line.
If a unit doesn't have the standard 'Attack' ability, then GetWeapon returns nothing.
0
@xenrathe: Go
Bump - need confirmation before I report to Blizzard
0
Has anyone successfully used the native function UnitWeaponGet (aka Unit Weapon)? I believe it's broken.
Event: Player Any Player types a chat message containing "Weapon", matching Exactly
Variables:
gl_weapon = No Game Link <Game Link - Weapon>
str_Weapon = "" <String>
Actions:
Variable - Set gl_weapon = ((Random Living unit from (Selected units for player 1)) weapon 1)
General - Switch (Actions) depending on gl_weapon
Cases
General - If (Marine - C-14 Gauss Rifle)
Actions
Variable - Set str_Weapon = "Gauss!"
General - If (SCV - Fusion Cutter)
Actions
Variable - Set str_Weapon = "SCV!"
General - If (Reaper - P-45 Gauss Pistol)
Actions
Variable - Set str_Weapon = "Reaper!"
General - If (Marauder - Punisher Grenades)
Actions
Variable - Set str_Weapon = "Punisher!"
Default
Variable - Set str_Weapon = "Nothing!"
UI - Display (Text(str_Weapon)) for (All players) to Subtitle area
The above trigger returns Nothing! even if I've got a marauder or reaper or scv or marine selected. I've tried indices -100 to 100 (including 0). I've also added like ninety weapons. All Nothing! Can anyone confirm this? Or tell me what I'm doing wrong?
0
@Keyeszx: Go
You can load up the map and see the nitty gritty details, though we have a LOT of code :O
But basically, units have a CT value and a speed value (a base value depending on items, job class, buffs, and other abilities). Every game loop, a Units CT (which are all stored in an array) is modified to CT = CT + Speed. If the units CT value is 100 or greater, it becomes 'active.' If multiple units are active, the one with the highest CT value goes first. Taking an action lowers the Unit's CT by 100. Rinse & repeat.
Course that's just the easiest part of it. Basically almost every action has a check so that it'll only work for the owner of the currently active unit. Also bear in mind that EVERY action uses our custom UI so we don't even give the non-active player a menu.
There are plenty of other ways to do turn-based, though. They all basically involve a cycle of enabling/disabling the player's ability to command his units.
0
What ho fellow map-makers, I'm here (again) to recruit team members for Starcraft Tactics:
Starcraft Tactics is a multi-map campaign using a Tactics style engine (like Final Fantasy Tactics: tile-based, turn-based gameplay). It'd be hard for me to enumerate our features... custom pathing, custom UI, a completely original storyline, etc, etc.
We're moving along nicely, but we're looking for a few members to add some spice into the mix:
Sound person - Need a sound person who can find/modify/create sound effects and musicAnyone interested would be encouraged (strongly) to take a look at the latest version found on our project page: http://www.sc2mapster.com/maps/starcraft-tactics/
Here are a few screenshots:
0
@Helral: Go
Nice find; I've noticed a lot of people asking for ways to move the mini-map independently.
0
@cinicraft:
You should be able to do this by altering *every* (ranged) weapon's target - filters. Take out Required: visible.
0
@Zeban:
Then you did it wrong :O
Try searching the forums for 'evasion' or 'dodge' for a more detailed answer.
0
@Zeban:
In behavior look @ damage modification. Make the chance say 0.5 and make the response something like damage fraction: 0 or damage amount -100 or max damage clamp: 0. That'll give you a 50% evasion chance.
You don't need to do anything with a trigger. Just make sure the unit has the behavior.