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    posted a message on Defining a Custom Category

    @Shakeslol: Go

    You do that by creating a game variant. For example, here's my DNA Wars game variant, found at Map -> Game Variants:

    Add a new one; in my case it's called 4 person FFA
    Under Game Type tab, I have Category: Other, Name: Evolves, Description: blah blah blah; then Mode: Other, Name: DNA-W v1.04
    That's how you get custom category & game mode

    then under Attributes you have to setup your teams. Be careful here because it's really easy to corrupt your map headers and make it unpublishable. I just used Teams -> Custom Teams and a few other settings.

    Posted in: Miscellaneous Development
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    posted a message on Remove Text Shadows?

    Is it possible to remove the font shadows ("drop shadows" I think is the technical term) that seem to be behind every piece of text in this game? Does one of the styles lack these shadows?

    For the most part they don't bother me, but for my loading screen they make the text practically unreadable.

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Preventing hallucination from triggering "any unit dies" event.

    @kaji2: Go

    Just with a quick look I believe the issue is that once a unit dies, it is no longer a hallucination. I've seen quite a few people with issues similar to this; after a unit dies, it loses most of its state flags (if not all). Not sure its really even considered a 'unit' anymore.

    Anyway, there are various work-arounds. Unit takes fatal damage may work... or you can give hallucination units a behavioral death response that causes effect - create marine, which would allow you to avoid triggering it, as I know some people like.

    Turning on the flag "no death event" via the hallucination behavior may also work.

    Posted in: Miscellaneous Development
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    posted a message on No point in creating more maps - popularity sort

    @heat511: Go

    Yeah it does need a lot more functionality. I think a ratings system would be stupendous. Players can rate the map after they play it and then you can sort by # of plays and rating. Many systems use both a popularity and rating system.

    In addition, I would like a "new release" section & a random "active lobby" join section. New release is self-explanatory; by random "active lobby" I essentially mean the SC & WC3 system. I daresay that SC & WC3's great lasting power resulted from the custom map scene (how many copies of WC3 sold because of dota?), so I simply can't imagine they don't improve their system eventually. And there's no reason they can't have these many options.

    At some point though, the mapmaker needs to take some responsibility for advertising their own map. Make some friends and get them started playing on it. If your map is really good, they'll keep playing it and invite their friends and etc, etc. Or post it around the various mapmaking sites that will exist. If your map is quality, it'll get noticed :>

    Posted in: General Chat
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    posted a message on Terrain modification via trigger

    @DeuceAir: Go

    Doodads aren't units, they're actors. Create actor is how you create a doodad via triggers.

    Depending on your environment you can use a terrain deformation actor to create cliffs and then put pathing & sight blockers to prevent movement. Or simply create doodads (though make sure they have a footprint that blocks movement as many doodads do not) such as buildings.

    Posted in: Miscellaneous Development
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    posted a message on Collision Size of Unit

    @Farmrush: Go

    Remove the pathing footprint (i.e. set to [None]), then it'll use movement - radius. The footprint, if there is one, overrides the radius.

    Posted in: Miscellaneous Development
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    posted a message on Sounds for weapons without projectiles

    @TartarusMkII: Go

    Under the actor: Marine Attack

    Most (all?) units have them, even if the attack is "instant"

    Posted in: Miscellaneous Development
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    posted a message on Reaper Jump and Time Scale

    This baby took me about two hours to figure out...

    if a unit has an accelerated time scale (meaning greater than one), and the reaper jump behavior is activated, they will fly into the ground and/or outside of playable map bounds. Pretty rare but there you go, just in case anyone is using time slow / speed abilities and cliff jumping like I am.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Limits on regions a unit is allowed to attack?

    @Hakiki: Go

    prevent unit from turning and give its weapon a limited attack arc then face it in the direction you want it to attack

    Posted in: Miscellaneous Development
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    posted a message on Question about Tower Defense maps

    @Werepenguin: Go

    I agree with all that. I don't much like TDs, bit too passive for me, but I -really- don't like TDs where players are totally isolated. That's not multiplayer at all! I think that some pretty sweet cooperative mechanics would make TDs much more fun.

    Posted in: Miscellaneous Development
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    posted a message on Adding resource drop-off to new units?

    @UberNoober23: Go

    That should be easy. In the "Behavior - resource drop off" field of the unit, put in minerals, vespene, terrazine, custom resource.

    Posted in: Miscellaneous Development
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    posted a message on Transmission Text Alignment?

    Is there any way to change the alignment of transmission text?

    It's always aligned to the bottom left, and I would like to align it to the bottom right because I shift portraits between left and right of the screen when two units are having a conversation.

    This seems like it should be so easy to do but for the life of me, I cannot figure how.

    Posted in: Miscellaneous Development
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    posted a message on Dialog buttons close dialog ?

    @pixartist: Go

    methinks you may have overcomplicated it then; I've never used dialog buttons but looking over the triggers... why in the world would clicking a button cause the dialog to close? You sure it's not somewhere in your own triggers?

    Sorry I can't be more help :/

    Posted in: Miscellaneous Development
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    posted a message on Standard Tower Defense 1.10a won't publish as intended (old version)

    @lilqi: Go

    No... old versions stay around for a little bit from what I've seen. Though if you're making the game from "create" from 'my published' instead of "join" and it's giving you the old version, then something's going wrong. I never set version manually and it always updated correctly for me.

    Posted in: Miscellaneous Development
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    posted a message on I just want a simple win condition from a Var[array]

    @kaji2: Go

    Use a sorting algorithm, such as:

    http://en.wikipedia.org/wiki/Bubble_sort

    (which I won't write for ya :O)
    after sorting you'd make deaths[1] your victor, everyone else your loser.

    Posted in: Miscellaneous Development
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