Create a new effect named Impaler Tentacle L1 (Damage) with Effect Type: Damage
o set Combat - Amount to 15
o set Effect - Kind to Ranged
o set Impact Location + to Target Unit
Duplicate the above effect 5 times and change L1 to L2, L3, R1, R2 and R3
(Because we have a lot to make I'll be having you duplicate frequently.)
Create a new effect named Impaler Tentacle L1 (Missile) with Effect Type: Launch Missile
o add Return to Flags
o set Impact Effect to Impaler Tentacle L1 (Damage)
o set Return Delay to 0.1750
o set Movers + to (SpineCrawlerTentacleExtendShort (Unknown) at <or= to 3; SpineCrawlerTentacleExtendLong (Unknown) at <or= to 7)
o set Return Movers + to (SpineCrawlerTentacleRetractShort (Unknown) at <or= to 3; SpineCrawlerTentacleRetractLong (Unknown) at <or= to 7)
Duplicate the above effect 5 times and change both L1s to L2s, L3s, R1s, R2s and R3s
Simply match the Damage to its Missile. We'll come back and pick our ammo unit later on.
<</code>>
There is more about it so please refer to that guide.
Use a variable that equals to the attacker's mana/energy (or rather the wielder of the weapon, if it's a specific unit even that'd do, just track that darn energy), call up the value of the variable and add it as bonus damage.
Edit -> you can of course use sums to calculate the bonus damage, the bonus damage, for example might be: If [Variable] > 20 then +25 damage, and then another sum saying, if [Variable] > 50 then [Variable]*0.2 +70 damage
Of course i haven't tested it, so it's just theory work, please do tell when you find a way of doing it :p
Their promises don't really apply too explicity to the beta, if things like this happen when the retail version comes along it's a different story, ofc if something like the hashtable jumble, like in wc3 happens, then your maps may not be compatible at all, again.
Just a thought to throw in there, but SC2mapster could spotlight maps weekly, and play them, it'd also be nice to give direct constructive feedback from mapper to mapper if you know what i mean, some people are already adressing this community for their tests (i believe that DotA map is being tested here)
The way it'd work would be as followed
-A mapper will send their map to a moderator, moderator of this event.
-Moderator will consider the map, obviously if the map is too early, without specific instructions for testing (e.g. you don't tell the moderator you sent in the small, unfinished map because you want to test a specific mechanic) then the idea will be rejected.
-Moderator picks some maps from that list, and the maps will be hosted at say, friday evening.
This would cycle through a bit, so depending on submissions your .01 version update may not get tested every single week.
Interesting, in my opinion all 2v2 maps are unbalanced in a 1v1 situation, why? because it adds an element of luck, when you're scouting out an opponent's base you have a 1/3 (1/2 as zerg in some maps, its pretty easy to rush your overlord to a possible spawnpoint next to your base) of actually finding it, you'd have to move to the other possible places, and this all takes time.
Of course! There are already some turn based assets for you to look at, but first i'd recommend giving the tutorial section a visit, just for learning the basics as such, don't be fooled by the data editor, it may be a bitch to get a feel for but once that happens you'll be happy you didn't give up.
Could we get another 12 days extension? I updated my Editor on wednesday eve and... well i have no way of logging into galaxy as of this moment, manual patching simply doesnt work beyond patch 12.
O-ne-ga-i
(would be fairer for us europeans)
So I've been looking around the team pages, and, I noticed how the team sections themself didnt have a 'projects' page, you'd have to go to either of the participating users and hope that they published the map.
I think it'd be a nice idea if the team pages had a seperate... subpage I guess, where the projects of the team are displayed, and who, in the team, participated in that specific project.
I apologise if this is in the wrong section.
I agree, I can kind of understand why though, it's probably to counter those who don't have a uhm... 'Fully legitimate' version of the beta.
Right now it's just a pain though, should've been implemented at launch rather than patch 16.
From what I've heard, the US version, or the servers, aren't exactly 100% stable as of right now. (this may or may not apply to everyone)
Well, it beats europe, we can't even create a character.
0
So they can attack, they can damage, but their spines wont extend?
I... well there is a specific part in ProzaicMuze's tutorial which deals with that, im trying to create a dreadnought for the creature contest (a pimped up carrier battlecruiser) so I skipped that part.
http://forums.sc2mapster.com/development/tutorials/4284-data-working-with-hosting-and-site-operations-the-uberlisk/
<<code>>
Effects Tab(Because we have a lot to make I'll be having you duplicate frequently.)
Simply match the Damage to its Missile. We'll come back and pick our ammo unit later on. <</code>>
There is more about it so please refer to that guide.
0
Use a variable that equals to the attacker's mana/energy (or rather the wielder of the weapon, if it's a specific unit even that'd do, just track that darn energy), call up the value of the variable and add it as bonus damage.
Edit -> you can of course use sums to calculate the bonus damage, the bonus damage, for example might be: If [Variable] > 20 then +25 damage, and then another sum saying, if [Variable] > 50 then [Variable]*0.2 +70 damage
Of course i haven't tested it, so it's just theory work, please do tell when you find a way of doing it :p
0
Their promises don't really apply too explicity to the beta, if things like this happen when the retail version comes along it's a different story, ofc if something like the hashtable jumble, like in wc3 happens, then your maps may not be compatible at all, again.
0
I for one love the portraits in SC2, the terrans look badass, the protoss look epic, and the zerg look evil.
0
Just a thought to throw in there, but SC2mapster could spotlight maps weekly, and play them, it'd also be nice to give direct constructive feedback from mapper to mapper if you know what i mean, some people are already adressing this community for their tests (i believe that DotA map is being tested here)
The way it'd work would be as followed -A mapper will send their map to a moderator, moderator of this event. -Moderator will consider the map, obviously if the map is too early, without specific instructions for testing (e.g. you don't tell the moderator you sent in the small, unfinished map because you want to test a specific mechanic) then the idea will be rejected. -Moderator picks some maps from that list, and the maps will be hosted at say, friday evening.
This would cycle through a bit, so depending on submissions your .01 version update may not get tested every single week.
0
Thanks, ill be sure to call on 38dedo and prozaicmuze when i need them =p
0
Thanks again, pm'd you. The world needs more generous people :p
0
Damn im not gonna be able to get this done.
0
Interesting, in my opinion all 2v2 maps are unbalanced in a 1v1 situation, why? because it adds an element of luck, when you're scouting out an opponent's base you have a 1/3 (1/2 as zerg in some maps, its pretty easy to rush your overlord to a possible spawnpoint next to your base) of actually finding it, you'd have to move to the other possible places, and this all takes time.
0
Of course! There are already some turn based assets for you to look at, but first i'd recommend giving the tutorial section a visit, just for learning the basics as such, don't be fooled by the data editor, it may be a bitch to get a feel for but once that happens you'll be happy you didn't give up.
0
Oh i'd love to get one :)
0
Could we get another 12 days extension? I updated my Editor on wednesday eve and... well i have no way of logging into galaxy as of this moment, manual patching simply doesnt work beyond patch 12. O-ne-ga-i (would be fairer for us europeans)
0
So I've been looking around the team pages, and, I noticed how the team sections themself didnt have a 'projects' page, you'd have to go to either of the participating users and hope that they published the map. I think it'd be a nice idea if the team pages had a seperate... subpage I guess, where the projects of the team are displayed, and who, in the team, participated in that specific project. I apologise if this is in the wrong section.
0
I agree, I can kind of understand why though, it's probably to counter those who don't have a uhm... 'Fully legitimate' version of the beta. Right now it's just a pain though, should've been implemented at launch rather than patch 16.
0
From what I've heard, the US version, or the servers, aren't exactly 100% stable as of right now. (this may or may not apply to everyone) Well, it beats europe, we can't even create a character.