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    posted a message on Removing No Fly Zones by Triggers
    Quote from Moooyaah: Go

    @goofoffjw: Go p.s: oh and there's a workaround that could mimic the no fly effect if it's needed, I'll explain it if you can't figure anything else.

    I'm working on a ZeroClutter Map 3v3 and trying to set up a game mode "No-Rushing" which blocks all air, ground, and vision for a certain amount of time by using Unit "Dynamic Pathing Blocker 2x2" I was able to get it to block ground units and vision but not air units. Could you explain your workaround :)

    Posted in: Miscellaneous Development
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    posted a message on Need help bringing back ZeroClutter

    Excuse me for already posting this thread under the trigger forums. Even though the needed advice i need may involving with using the triggers; and I am still very noob at set up complex triggers....

    I have created a classic map from SC1 to SC2, Zer0)))(((Clutter; it's running very well, already playable. Although, I want to take this classic map and better it by adding game options and/or game modes like...

    Game Modes:

    No Rules (Under this option, map is set to default and is played just like in SC1)

    Custom (Players are allowed to customize their game own mode by voting)

    Game Options (Available if only majority of players voted for "Custom")

    Rushing (Players will vote when it is ok to attack)

    Map Size (Players will vote how large the map will be from Large, Medium, to Small)

    Resources (Players will vote whether they want to start with 6/5/4/3 Vespene Geysers and start with standard Mineral Fields or Rich Mineral Fields)

    Unit Type Allowed (Players can vote whether they air units are allowed, ground units are allowed, or if all units are allowed)

    With these game modes/options, I truly believe a classic map like "ZeroClutter" will be a great hit in the SC2 Arcade community. So, I am asking for ANY kind of help of accomplishing this. I am also open for any suggestions for more game modes/options :)

    If your not familiar with the "ZeroClutter" maps, you can expect it to be similar to the "Fastest Map" by Wolf. Only main different is the map structure. ZeroClutter maps are usually large and wide with the usual 3v3 Top vs Bottom.

    Here is the map http://www.sc2mapster.com/maps/zer0clutter/

    You can also look it up in SC2 Arcade search bar. Just type in Zer0 and look for Zer0)))(((Clutter

    If requested, I wouldn't mind providing an unlock version the map for any1 to work on

    Posted in: Map Suggestions/Requests
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    posted a message on Need help bringing back ZeroClutter

    I have created a classic map from SC1 to SC2, Zer0)))(((Clutter; it's running very well, already playable. Although, I want to take this classic map and better it by adding game options and/or game modes like...

    Game Modes:

    No Rules (Under this option, map is set to default and is played just like in SC1)

    Custom (Players are allowed to customize their game own mode by voting)

    Game Options (Available if only majority of players voted for "Custom")

    Rushing (Players will vote when it is ok to attack)

    Map Size (Players will vote how large the map will be from Large, Medium, to Small)

    Resources (Players will vote whether they want to start with 6/5/4/3 Vespene Geysers and start with standard Mineral Fields or Rich Mineral Fields)

    Unit Type Allowed (Players can vote whether air units are allowed, ground units are allowed, or if all units are allowed)

    With these game modes/options, I truly believe a classic map like "ZeroClutter" will be a great hit in the SC2 Arcade community. So, I am asking for ANY kind of help of accomplishing this. I am also open for any suggestions for more game modes/options :)

    If your not familiar with the "ZeroClutter" maps, you can expect it to be similar to the "Fastest Map" by Wolf. Only main different is the map structure. ZeroClutter maps are usually large and wide with the usual 3v3 Top vs Bottom.

    Here is the map, Zer0)))(((Clutter

    If requested, I wouldn't mind providing an unlock version the map for any1 to work on

    Posted in: Triggers
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    posted a message on Help Terraining [MOVED]

    i down to help out. i enjoy using the terran editor

    Posted in: Team Recruitment
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    posted a message on (Solved) Auto-Collecting Extractors/Assimilators/Refineries

    nice, i got it working. it was just the requirements i had to disable from campaign

    Posted in: Data
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    posted a message on (Solved) Auto-Collecting Extractors/Assimilators/Refineries

    @DrSuperEvil: Go

    ahhh, i c. I thought i just needed to duplicate the behaviors and effect from Automated Refinery to Extractor and Assimilator.

    Quote from DrSuperEvil: Go

    Are you trying to use the same unit? If so just get the actor events to have on Actor Creation to use the Validate Unit term before a Model Swap event action

    yea, i want the same unit but i just dont want workers to harvest vespene gas from the Refinery, Extractor, and Assimilator. I wanted the Refinery, Extractor, and Assimilator to work as Automated Refinery

    Posted in: Data
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    posted a message on (Solved) Auto-Collecting Extractors/Assimilators/Refineries

    Hi, I'm looking to create auto-collecting Extractors/Assimilators/Refineries, like the "Automated Refinery" in the campaign, but for a custom melee map.

    <<First Procces>> I was able to simply replace the Terrain Refinery with "Automated Refinery" in the Build-Menu of the SCV-Data; worked perfectly. Although, for both Zerg Extractor and Protoss Assimilators I cant just simply replace the Extractor and Assimilator in the Drone and Probe Build-Menu for reasons of...

    • There are different Build-Menus (SCV-Build, Drone-Mutate Building, Probe-Warp Building). Automated Refinery is already/parented in SCV-build.
    • Models of Extractor and Assimilators may have same model/actor as "Automated Refinery" (a Drone/Probe will look like if it is building a Terran Building as an SCV does) if I changed it to Drone-Mutate Building-Automated Refinery and Probe-Warp Building-Automated Refinery.

    <<Second Process>> So, instead... For both Zerg Extractor and Protoss Assimilators I simply replaced only behaviors and effects of the "Automated Refinery"'s behaviors and effects while keeping original Zerg Extractor's and Protoss Assimilator's actors and models ; didn't work (didn't collected vespene, didn't deplete any vespene).

    <<Third Process>> Then, I reseted vaules and... For both Zerg Extractor and Protoss Assimilators I simply modfiy/copy parent vaules to "Automated Refinery"; didn't work (this also kept all models and actors of Extractor and Assimilators but had the extact same issues as the second proccess: no vespene gas was being collected or/and depleted).

    Although, when I tested the third process in-game, Zerg Extractors and Protoss Assimilators worked perfectly as the "Automated Refinery" only when I started as all three races (SCV and Command Center: Drone and Hatchery: Probe and Nexus). It felt as if Zerg Extractors and Protoss Assimilators was working as "Automated Refinery" because I had a Command Center or/and SCV. Like if "Automated Refinery" vaules was tied/active towards Terran's main returned resource location/building (Command Center)

    Without using triggers, does any1 know a way of doing this? Or am I on the right track but have missed something? Again, I'm looking to create auto-collecting Extractors/Assimilators/Refineries, like the "Automated Refinery" in the campaign, but for a custom melee map. Excuse me for being abit wordy :)

    (I do have all Starcraft 2 dependencies)

    Posted in: Data
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    posted a message on Custom Resource Errors

    Intresting, I may find some help here since what I am looking for is very similar. I already made a post on battle.net sc2 forums but havent gotten an awnser yet.

    http://us.battle.net/sc2/en/forum/topic/627978747

    from NukeDetected

    Although, extractors and assimilators would have hatchery and nexus as resource drop off point?

    Posted in: Data
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