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    posted a message on Timer[x] expires --> Set boolean[x] = true?

    Hello!

    I'm currently working to move all my player-specific triggers from the current system of "duplicate triggers for every player)" to "1 trigger for all players, variables using arrays". Here's an example of the old system:

    + Events

    - Timer - Yeehaw Timer[1] expires

    + Actions

    -Variable - Set CanYeehaw?[1] = true

    This trigger sets player 1's CanYeehaw variable to true when player 1's Yeehaw Timer expires. Right now I copy this trigger 3 times and apply it to the other players (by changing the number), but is there a way to have 1 trigger for all players' timers? Something along the lines of...

    + Events

    - Timer - Yeehaw Timer[x] expires

    + Actions

    - Variable - Set CanYeehaw?[x] = true

    Posted in: Triggers
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    posted a message on SC2 Custom Map Contest? What a fail!

    Blizzard gave three of their mapmakers a total of 15,000$ + round trips with Hilton hotel stay, answered their questions live, keeps patching in new editor features and keeps trying to maintain an official modding forum. I have yet to see such personal, up-close modder support in an enormously populated game from another company. :)

    If you guys had a chance to personally meet the guys responsible for the community contests, I assure you that you would be ashamed of the level of grumpiness and hissing on display here. They're really chill and nice dudes!

    Posted in: General Chat
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    posted a message on SC2 Custom Map Contest? What a fail!

    Thank you for that post, Acemore. It describes exactly what I was going to post (regarding the playability at BlizzCon and the judging). I made Zergling Round-Up. I totally understand the critique (since I admit my entry isn't exactly a pinnacle of map creation), but after hearing about the judging process from Blizz I can see where they're coming from. There is a totally unnecessary amount of resentment in this thread. =/

    I'm going to post and publish the map soon, but before that I would like to improve and polish it. It's an obvious homage to the original Zergling Round-Up, but I can assure you that it's no clone and uses different mechanics. I received a lot of feedback at BlizzCon and acknowledged that it gets boring after a few rounds, and I will try and do something about it, so I hope you can bear with me on that.

    Posted in: General Chat
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    posted a message on [Release] Catalyst

    I'd say anything that moves the map closer to DotA takes away from it's originality, sooo.. :) I like the way it is currently entirely freeform. Chassis should give a passive bonus to it's intended role (improved drones/turrets for Carriers, for instance), and perhaps have one unique ability, but otherwise they should be freely selectable, in my opinion.

    I don't mind removing the vehicle shop - you should be allowed to change your starter vehicle free of charge before the match begins, though, because people might forget to change to their desired chassis in the lobby.

    I think you should keep chassis the way they are - very basic frames for the creation of your own personalized vehicle. Giving them their own abilities would simply turn them into fancy-named Aeon of Strife heroes, and there's enough AoS maps with pre-defined characters out there. Keep it fresh!

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    You may be underestimating the Carrier type. While I agree that drones and mines do not have quite the desired effect, a Carrier using Turrets excels at area denial, pushing back enemy waves and even ambushing enemy vehicles and cutting off their escape path with a turret field. Additionally, shield upgrades, energy regeneration, shield-leeching weaponry and the Repair abilities turn your carrier-type into a fearsome tank that never runs out of shield unless it's being focused down by two ARES. Add mobility-enhancing abilities like the scanner Probe (for Recalling to it) and Micro Warp Drive, and you have my dream vehicle!

    However I noticed that Mechs are usually the preferred chassis for healing-type builds, which I believe shouldn't be the case. Shouldn't Carriers be more fit for the job? The carriers' role in healing is limited by their amount of weapon slots.. perhaps you could introduce healer drones?

    Also, speaking of Micro Warp Drive: Eiviyn, would it be possible to change the mechanic to the Stalker's Blink ability instead of using the current range indicator? With Blink you can click anywhere on the map and have your Stalkers blink toward it, but with Micro Warp Drive your mouse pointer needs to stay within the ability range, which is annoying.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    Yeah, there should be some sort of upgrade system for the AI. It performs quite well, but it remains on the starter vehicle forever and doesn't seem to buy additional equipment, either.

    Also, a bug I found: If you upgrade your turrets while you have some placed already, you can exceed the limit. In my case, I had 4 standard turrets planted, then upgraded 2 of them, and was able to plant 6 total. Not sure if that's intended!

    Buuut yeah. I love your usage of decals and standard "shape" objects to mark spawnpoints and control point ownership, not to mention the crossed-wrenches icon on the repairing station... Also I just noticed how there's a little crater under the Planetary Fortress when you blow it up. It looked fairly 3D, so I don't think it's a decal generated by the building explosion... therefore, wow! So much attention to detail! Your work is most lovely! Raising all thumbs I have.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    I played this map a couple of times now, and I must say it's a-ma-zing. I'm crazy about polished user-made content, and with Catalyst you've shown your ability to create intriguing mechanics, tidy, creatively decorated environments and wrap everything in a highly functional, streamlined interface. Not to mention fully customizing your play style is extremely fun! This is my current Holy Grail of SC2 user maps.

    Will there be any specific times where you can catch the developer(s) and play Catalyst with/against them? Some organized matches would be lovely, since pub players quit midgame frequently... plus, that way my healing builds won't be wasted on the team!

    EDIT #23: Also, I'd rather not have stats saving other than kills and other visual stuff. It's more interesting to progress to higher tech every game, in my opinion.

    Posted in: Project Workplace
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    posted a message on Make Units Roam Around

    You might be looking for the "Critter Wander" behavior. You can apply it to units via the Data editor.

    Posted in: Miscellaneous Development
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    posted a message on Create checkable connection between units? (Master/Slave)

    The thing is that the ability is used by the units of four players. So there's multiple players running around with slave units "bound" to them. I could very well search for every unit with the "enslaved" buff in order to check for that connection, but I believe that would also select units who follow other players. That is the issue that is currently presented to me; I need a way to check what unit EXACTLY the slave follows. :x

    Posted in: Miscellaneous Development
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    posted a message on Create checkable connection between units? (Master/Slave)

    Hello! I have made a spell which applies an effect to a unit, creates a beam between the unit and the caster and orders the unit to follow the caster. Now I would like other spells (for instance, Stimpack) by the caster to affect his "bound" followers as well. How can I do that? Is there a way to create a link between two units that I can check via validators, or something similar? Help please! :x

    Posted in: Miscellaneous Development
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    posted a message on Validator: Unit is following caster?

    Really no possibility of a validator like this?

    Posted in: Miscellaneous Development
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    posted a message on [Solution] Use ability with right click + Attack with weapon only once

    Damn! That worked flawlessly. Thank you very much!
    I still find my trigger solution quite brainy, though. :) I will keep it in the comments somewhere!

    Posted in: Miscellaneous Development
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    posted a message on [Solution] Use ability with right click + Attack with weapon only once

    Problem solved, albeit with a crappy trigger-based fix.

    Solution: Assign a weapon to your unit that applies the ability's Effect to the target and a temporary behavior (in my case "Stop Firing!") to the caster, then create a trigger like this to store, remove and then re-apply all of the unit's orders save for the "attack" one. That way your unit will instantly cease attacking, yet keep it's order queue intact.

    Trigger stuff
    Mind that the second For Each loop begins at 1, not 0. That is done to filter out the "Attack" order that was previously saved.

    Ignore the text message actions. :P

    Posted in: Miscellaneous Development
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    posted a message on [Solution] Use ability with right click + Attack with weapon only once

    I want queues to work. So you can shift+rightclick multiple targets and they will be attacked in order. The way you suggest would still have the unit trying to attack the first target forever. :(

    Posted in: Miscellaneous Development
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    posted a message on [Solution] Use ability with right click + Attack with weapon only once

    I got it to work by making a Weapon that sets the effect instead of an Ability, however now the weapon keeps firing. How do I make a one-shot weapon that doesnt continue firing at the target after the deed has been done?

    Posted in: Miscellaneous Development
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