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    posted a message on Is there a hidden place for secret triggers?

    @intanjir: Go

    Yeah, I'm really not clever enough to hide my triggers. I didn't do anything to hide them on purpose - I just have most of the interesting code in the DayNightScript. That's in the Day/Night Cycle folder.

    I released the map unlocked so people can see how it was done - I really am not aiming to hide my triggers. They're just not very organized.

    And here's a tip; I worked with the "View Raw Data" option enabled, so if all the trigger and variable names are the same, just hit CTRL+D to view raw data and you'll get the names I gave them.

    If you have any questions about the map, ask away.

    Posted in: Triggers
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    posted a message on Naming a unit through triggers

    @Kueken531: Go

    Here's what I have:

    Catalog - Set value of Units (String(Civilian (Male))) "CUnit_Name" for player (Triggering player) to (Entered chat string)

    This gives me an error at runtime, any ideas?

    Posted in: Triggers
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    posted a message on Naming a unit through triggers

    Can this be done? I want to take a unit and rename it whatever with triggers.

    For instance, the player could enter a name for his unit and the unit would use that name.

    How do I do this?

    Posted in: Triggers
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    posted a message on Stranded On Krydon is now open for modding

    Hey dudes, I've opened my map for modding. I don't think I'll be working on it anymore, so I figured I'd post an unlocked version of it so people can see how it was done, learn from it and/or continue working on it.

    The map file is right here: http://www.nagnazul.com/SoKUnlocked.rar

    This is the last version of Stranded On Krydon. I hope it helps some mappers out there!

    Posted in: Project Workplace
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    posted a message on [Release] Stranded On Krydon

    First off, some bad news:

    I won't be working on Stranded On Krydon anymore.

    Now, some good news:

    I've opened up Stranded On Krydon for modifications. If you want to open up the map, see how it was done and modify it; go right ahead. Want to tune the difficulty? Go for it. Want to continue developing the game and adding feature? Be my guest. Want to turn it into a completely different game? You can.

    The map file is right here: http://www.nagnazul.com/SoKUnlocked.rar

    I'm leaving the rest to this community; if there are any flaws or bugs you'd like to see fixed, it's now up to you to fix them.

    Good luck!

    Posted in: Project Workplace
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    posted a message on Free rotate on unit other than mothership

    @Builder_Bob: Go

    Got it working.

    I ended up taking the unit, gave it the mothership model, then making that model transparent and attaching the unit's model on top.

    The unit rotates as desired, and has some nifty searchlights to boot.

    Thanks!

    Posted in: Data
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    posted a message on Free rotate on unit other than mothership

    @A52BcE: Go

    it's definitely not part of any of its animations.

    you can control the rotation speed by altering the mothership rotate turret.

    I just need to get that to another unit.

    Posted in: Data
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    posted a message on Free rotate on unit other than mothership

    Hi,

    I'm trying to make a unit that rotates constantly like the mothership. How do I do this?

    Posted in: Data
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    posted a message on Triggers disappeared from edited Lost Temple map...

    @nagnazul: Go

    help?

    Posted in: Triggers
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    posted a message on Triggers disappeared from edited Lost Temple map...

    I'm trying to make a map by using Lost Temple, an official Blizzard map, as a starting point.

    I added several triggers then saved under a different name in a different folder. When I came back to continue working on the map, all the triggers were gone, except for the default melee initialization.

    Even the auto-backups had the same problem.

    How do I get around this? Is it even possible to edit Lost Temple and the like?

    Posted in: Triggers
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    posted a message on Text shown through triggers displays "Params/values/..."

    Hi,

    I'm trying to make a custom map using Lost Temple or Metalopolis or any other map as a base, but whenever I open one up and start adding triggers, it seems all the text I display through those triggers (be it from timer text or tips or displayed messages) will be changed to "Params/Value/" and then a random string of letters and numbers.

    How do I fix this?

    Posted in: Triggers
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    posted a message on [Release] Stranded On Krydon

    This time around, we have accessibility changes, balance changes and a few more fixes to reduce lag.

    v10.4

    Major Additions

    -Persistent stat-tracking: the game will now keep track of how many games you play and win. Type -stats while in game to see your stats.
    -Newbie mode: Any player who has less than 1 victory in his stats will be placed in "newbie mode". Players in newbie mode take 33% less damage from enemy units. This buff is only active in Normal mode and will stay until your first victory.

    -Waves after the mutalisk wave were spawning far more units than intended. This has been fixed.
    -There is now a soft cap on the number of attacking units. On Normal, the soft cap kicks in when 60 attacking zerg units are on the field. The spawn rate will slowly go down as the number increases and spawning will stop completely at 160 units. This only affects the zerg spawned at night and does not count zerg spawned from drops or other sources. This should make the game less laggy and help players make a comeback when things hit the fan.
    -The soft cap kicks in at 125 on Brutal, capping at a maximum of 225.

    -Destructible rocks will now drop mineral crystals on death. Each rock holds 300 minerals worth of crystal.
    -Supply Depots now have the "Ammo Stockpile" ability. Any unit or structure built close to a supply depot will receive a 33% boost to its attack speed while the supply depot is alive. This ability becomes active as soon as you rescue the supply depot.
    -When a player leaves, his supplies are now distributed evenly amongst all remaining players.

    Balance Changes

    -Missile batteries now start with full energy when built
    -Missile batteries now regenerate 3 energy per second (was 1.5)
    -Missile batteries now take 2 seconds to build (was 6)
    -Sentries now take up 1 supply (was 0)
    -Photon cannons now take up 2 supply (was 3)

    Minor Improvements/Bugfixes

    -Ravens and missile batteries will now be slightly better about aiming their seeker missiles at different targets
    -Auto-cast restorers will not restore any units that have less than 50 max hp, like spider mines or swarmlings.
    -The tooltip for mineral shards now indicates the proper amount of minerals gained (50)
    -Perdition Turrets now have an "Unburrow Turret" button which can be activated manually if the turret bugs out. You can also turn off the auto-cast on it, but I don't recommend doing that.

    Posted in: Project Workplace
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    posted a message on [Release] Stranded On Krydon

    New version! This is mostly a bug-fixing patch to fix the numerous issues introduced by Blizzard's patch 1.2

    v10.3

    Patch 1.2 Bugfixes
    -Fixed the Resource Stockpile Command Card
    -Rescue Beacons use the proper graphic again (satellites and all)
    -Fixed the Tesla Coil actor: it now has a build graphic again, and it will no longer create a build model every time it attacks
    -Fixed the Refinery command card
    -Fixed the Weaponized Bunker command card
    -Fixed the Robotics Bay command card
    -Fixed the Probe command card
    -Fixed the Flying Transport Ship actor; its doors should stay closed when idle.
    -Fixed the Camelhead actor
    -Fixed the Squirmer actor
    -Fixed the Larvamaker actor and command card
    -Fixed the Venom Cannon actor
    -Fixed the Fusion Core command card

    Major Additions:

    -Added a new survivor ability "Unstuck". This ability functions like Blink, but cannot teleport you through unpathable terrain like cliffs or chasms. Its intended use is to help you when you build yourself into a corner.
    -The lag at the start of the Protoss event should now be dramatically lower
    -Drones can now be found on the map - they usually gather around hatcheries.
    -Reworked the composition of each wave. Waves are now much more strongly tied to their respective unit (for instance, the Mutalisk wave now has a lot of mutalisks, but very few ground forces). This affects both Normal and Brutal mode.
    -Dramatically reduced the amount of fodder units (swarmling, drones, overlords) in the later waves. This should help reduce lag. This affects both Normal and Brutal Mode.

    Balance Changes:

    -Restore starts with Auto-cast turned on. This affects both restorers and the transport ship
    -Reduced Hydralisk range to 3 on Normal (was 5). Their range on Brutal remains 6.
    -Reduced base Hydralisk damage to 6 on Normal (was 12). Their base damage on Brutal remains 12.

    Minor Improvements/Bugfixes:

    -Modified the pathing footprints of several buildings to be flagged as "buildings" instead of "unpathable terrain". This should fix any refinery related issues (hopefully)
    -The restore launch graphic now comes from the transport ship instead of from a random barricade
    -Changed the photon cannon tooltip to "slow but powerful" (was "slow and powerful")
    -Changed the Rescue beacon tooltip to add "multiple beacons speed up the rescue"
    -Added the official channel name to the map's description
    -MULEs can now repair while loaded into a bunker.
    -The buildable transport ship is now flagged as mechanical again (and thus can be repaired). However, Survivors that right click on the transport ship will not repair it, and will instead load into it. You can still repair the ship by manually using the repair skill or having auto-repair activated.
    -The Flying transport ship no longer has the Land ability.
    -Changed the Impervious tooltip to its proper value
    -The Music in the Protoss ending cutscene will now be uninterrupted.
    -The Protoss ending cutscene will now award a random title to each player.
    -When a Survivor takes lethal damage, his health is now immediately reduced to 1. This fixes some weird bugs where a survivor would not go down when taking a large amount of damage at once, like from a nuke. Now, if your survivor gets nuked, he will go down.

    Posted in: Project Workplace
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    posted a message on Unstuck ability?

    I've implemented this in my map, it's working pretty well! thanks!

    Posted in: Data
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    posted a message on Unstuck ability?

    @Builder_Bob: Go

    That is pretty much perfect! Thank you!

    I'm a little worried about the "temporarily change ownership of unit" thing, since it could have some unforeseen consequences, but I think I'll use this!

    Big thanks!

    Posted in: Data
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