• 0

    posted a message on [Data] Flipping a doodad upside down

    @SynthNine:

    You were probably using a _Unit alias for the Host which is why you had to turn it into a unit.  Next time you just need to change the Host alias to _Doodad.

    I remember trying to get that second one to work with another mapmaker.  I remember he had some good ideas, but unfortunately I don't know what they were or whether they panned out.  At the time, we were discussing using Tint Color (Local) which I believe sets the color of an actor for only the owning unit?  Something of that nature.  My best suggestion is to figure out how hallucination works and try to replicate that, except using opacity.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Data] Flipping a doodad upside down

    @SynthNine:

    Site operations method.  If you didn't get it to work, you did it wrong :/

    Posted in: Miscellaneous Development
  • 0

    posted a message on Questions about Map Reviewing

    @Karawasa:

    I also prefer text reviews.  I don't care to load up the whole video (which can take awhile if your ISP blows, as mine does).  Videos are also too slow, as Karawasa said.  Generally speaking, I find text reviews more professional.  I think that people who do text reviews put more effort into their words, whereas a lot of videos irk me because many video reviewers seem to constantly insert random asides that aren't particularly enlightening or amusing.

    With that said, if you posted a review where you failed to capitalize 'i', I would probably not read it.

    Posted in: Map Review
  • 0

    posted a message on [Data] 2 little problems, plz help me ;)

    @Metrael:

    The ability would be called something like "Move Again" but it wouldn't actually do anything.  It would exist solely to be registered by a trigger with the event "Unit uses the ability Move Again"

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Trigger] e_arrayIndexOverflow one trigger, not the other, both work

    @KelvCM: Go

    I'm sure there's a compile reason, but I couldn't say.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Recruiting] SmashTV

    @TheoryPotato: Go

    Publish it and try it out.

    Posted in: Team Recruitment
  • 0

    posted a message on [Recruiting] SmashTV

    @TheoryPotato: Go

    Hardly :O

    The WC3 version didn't have key-press events, rather it was just normal gameplay except you had rooms where units would come from each direction. You could buy units to support your Hero and in between rooms, your hero would go to the reward place where cash items and stat increasers would randomly pop up (and players would run around trying to grab them). It was smashing fun, if you can forgive the pun, and the rhyme~

    Posted in: Team Recruitment
  • 0

    posted a message on light in darkness

    @inperatieloos:

    This is a difficult question to answer without knowing what values you changed to achieve your darkness, and I'm also no expert on lighting.

    However, I suspect you lowered the Diffuse Multiplier for the Key, Back, and Fill lighting.  Diffuse is what causes attacks to 'glow' so if you drop these really low, everything which uses a diffuse multiplier will not be very bright.  In my experience, which is admittedly limited, I try to achieve darkness by modifying the Terrain tab of lighting, while keeping the diffuse multipliers for Key, Back, and Fill so that the actual units and effects are still mostly visible.

    Posted in: Miscellaneous Development
  • 0

    posted a message on How do you add a cooldown before an ability you click becomes available?

    @Zero0018:

    In the ability cost, change Cooldown - Time Start to 30 seconds.

    The spawn creep tumor ability has a 10 second start cooldown, if you want another reference.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Ability appearing over the head

    @NotoriousSpy:

    In the actors StimpackStartImpact and StimpackEndImpact, you'll want to look at the field: HostSiteOperations.  There you'll see SOpAttachOverhead; this tells the effect model to attach to the Overhead anchor point on the host model (in this case, marine or marauder).  Just copy that and you'll be good to go.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Data] 2 little problems, plz help me ;)

    @Metrael:

    For #1:

    You can create a behavior with an expire effect that's something like Issue Order "Move Again" (which can just be some blank ability)

    then you can create a trigger with the event: Unit uses ability MoveAgain,
    and cause that unit to move toward your desired location.

    OR

    You can create a function/action definition which takes a time X and a unit as a parameters.  Make the function wait X seconds then issue your desired attack-move order, then you can apply this action to any trigger effects which cause loss of control.

    There's a great many other ways to implement this too.  I would personally just put in a 5 or 10 second timer that picks all units against some conditions, such as the stationary validator and orders them to move again.  Frankly, I'm a bit surprised that stunning actually removes a unit's attack orders.

    As for #2, morphing won't interfere with variables like that.  If unit is stored in the variable: KILLA UNIT and morphs, KILLA UNIT will still refer to that same unit.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Trigger] e_arrayIndexOverflow one trigger, not the other, both work

    It's because in the script, variable declarations come BEFORE the conditions are checked.  I c/ped this from my own script:

    //--------------------------------------------------------------------------------------------------
    // Trigger: Cancel
    //--------------------------------------------------------------------------------------------------
    bool gt_Cancel_Func (bool testConds, bool runActions) {
        // Variable Declarations
        int lv_jumpAbility;

        // Variable Initialization
        lv_jumpAbility = 0;

        // Conditions
        if (testConds) {
            if (!((gv_engine_dialogUp == false))) {
                return false;
            }

            if (!((gv_aITurnUp == false))) {
                return false;
            }

    So what's happening in your first trigger is that:
             Killing_Hero = Hero_Array[(Owner of (Triggering unit))] <Unit>
    is being initialized for EVERY dying unit, and the dying unit is causing an index that's out of bounds for the Hero_Array.  You can fix this by increasing the size of the Hero_Array to account for all possible values for Owner of (Triggering Unit), which should be 16.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Data] Remove Behaviors...

    @RighteousRage: Go

    Are these behaviors even actually doing anything?

    I have a feeling that in Blizzard's campaign, they manually (i.e. via trigger or effect) grant these behaviors to the civilians. So if you never add them in your map, then there should be no problem, whether they are linked or not.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Recruiting] SmashTV

    @TheoryPotato: Go

    I have actually been considering making a smash TV map for some time now; I thoroughly enjoyed the WC3 version. Alas, most of my creative time is going toward my primary project SCT.

    I do have one question though: are you aware of the battle.net latency issues with key-press events? There's like half second delay for every keypress event. I was going to avoid using them in the version I've been planning out in my head specifically because of that issue.

    http://forums.sc2mapster.com/general/general-chat/7727-will-wasd-movement-ever-become-lag-free/

    Posted in: Team Recruitment
  • 0

    posted a message on CRC - Nexus Wars

    @DarkRevenantX: Go

    I agree wholeheartedly about the mass units lag. Mapmakers need to understand SC2 != WC3 (or SC1). You can't just throw massive and massive amounts of units on to the screen and expect your map to be playable. Especially with the whole "... is slowing down the game" where a single person lagging causes everyone to lag.

    On the other hand, I disagree with one of the points made in your review. I don't find much of a complaint with the terrain; why add a bunch of random ass doodads that have zero gameplay effect or needlessly alter the ground textures? Knowing what the game type is, I didn't give the terrain a second look. It didn't bother me in the slightest. With that said, the inspiration for Nexus Wars (Castle Wars) had an ability to switch terrain textures, which I think would be a nice improvement for the more aesthetic minded.

    Lastly, I concur about the need for unique units. The sheer variety of races & units in Castle Fight is what made it such fun to play.

    Posted in: Map Review
  • To post a comment, please or register a new account.