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    posted a message on Shared hero exp

    @Antimatterthunder: Go

    Dont know if this will do exactly what you want, but there is a trigger effect called "set unit progress" which has the option of being used to set a units experience progress. you could use triggers to say "any time an enemy unit dies, give the hero +60 experience (use an arithmetic) and any time one of those special other units / bosses die make another trigger which gives however much additional experience you want to be awarded.

    Not sure this will work, but worth a shot?

    Posted in: Miscellaneous Development
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    posted a message on The Hungry Baneling [RPG?]

    http://sc2.curse.com/downloads/sc2-maps/details/hungry-broodling-rpg.aspx http://www.sc2mapster.com/maps/hungry-broodling-rpg/

    An RPG unlike any you have played before:

    On the fringe of space, the rogue cerebrate Glummoth battles against a joint Terran and Protoss military alliance.

    Unlike other cerebrates who are content to use what the Overmind has left them, Glummoth has continued the Overmind's evolutionary experiments to bolster his forces. Just as the Overmind's experiments succeeded in creating the mighty Queen of Blades, Glummoth's years of experiments have finally yielded his own mighty warrior; The Hungry Baneling!

    Created with one purpose in mind, The Hungry Baneling consumes all in its path, friend and foe alike.

    The more you eat, the more you grow. The more you grow, the more you can eat!

    CHANGE LOG:

    V1.3

    • Removed two test units I forgot to take out of V1.2
    • Sound no longer fades out to nothingness as you get really big.

    V1.2

    • Added WASD movement per request (warning tho, the computer doesn't realize you can eat units so the pathing will sometimes be a lil off)
    • Fixed a bug I noticed where The Hungry Baneling both rolled and walked at same time.
    • Replaced Omega Hydra weapon with Omega Construct weapon (so instead of shooting a projectile which you eat, it actually damages you)
    • Increased difficulty: Eating heals you for a smaller % of your total health as you grow in size. (heals for at most 5% initially, and at least 2% once you've eaten 1100 morsels)

    V1.1

    • Adjusted the color of various words throughout the game.
    • Changed name of "hive" to "Glummoth"
    • Fixed clipping issue with camera (Smooth camera now, yay!)
    • Added optional, "Camera follow The Hungry Baneling." Just hit space to toggle this on or off.
    • Replaced "Omega Roach" spawn with "Omega Construct" spawn.
    • Gave the various player forces names (in lieu of "player 1," "player 2," etc.)
    • Added more doodads to the terrain
    Posted in: Project Workplace
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    posted a message on How do you make tank/hellion turrets face a direction?

    @Docablo: Go

    tried that as well (and various variations of that,) no dice.

    Posted in: Miscellaneous Development
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    posted a message on How do you make tank/hellion turrets face a direction?

    @Docablo: Go

    Thanks for the response Docablo, but I'm still having trouble to get that to work. think you can tell me where I'm going wrong?

    here's what i've got so far.

    new variable named "turret"= no actor

    When Map Initializes: attach hellion turret to on hellion (I've tried just about every attachment pointed the hellion is listed as having with no luck) set "turret" to last created actor

    every .1 secs: make "turret" face camera yaw of player 1

    And still no luck. I've been able to make the entire hellion face my target, but that's not the effect im going for. I need just the turret to face the camera direction. Thanks again for the help.

    Also, as far as the tank turret goes, I duplicated the unit and checked every box except the upgrades and siege mode since i wanted it to stay in tank form. The tank issue is in my current map mar sara outlaws if ya wanna take a look at it and try to get a picture of whats going wrong somewhere.

    Just did an experiment with the tanks on a seperate map to see if the problem duplicates itself and it did. I lined 3 tanks in a row. one was the original tank. one was a perfect duplicate. and one was a duplicate with the same featured removed from it as i removed in my map. when passing by, only the original tank was capable of firing at me as i moved by. the perfect duplicate and the adjusted duplicate just sat there even when shot. oddly, this is a step back from the issue i was having in my map as in my map the duplicates would at least shoot, they just wouldnt look at their targets. any help?

    Posted in: Miscellaneous Development
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    posted a message on How do you add min-max damage to a unit and a chance for units to miss when attacking?

    I'm not sure if it can be done in the data editor but I believe triggers could give you the desired effect.

    Try something like this: first, use the data editor to make the desired attack deal 1 damange.

    Then for the trigger: create a variable called "damage"

    create a trigger Event: unit is attacked Action:

    • set variable "damage" to random number between 1-10 (or however bit a range you want on how much dmg the attack might do)
    • general - if (conditions) then do (actions) else do (actions)
    • if variable = 1
    • then
    • set unit property (set(triggering unit) life to (((triggering unit) life (current)) - 5)
    • stop trigger

    repeat the "if-then-else" chain until all desired variables are covered and i think this should work for ya.

    for example, say you want a unit to deal 5-10 damage. have the variable create a random number between 1 and 7. if the variable is 1, inflict four damage (since the triggering attack already deals 1 damage) if the variable is 2, inflict 5 damage. if the variable is 3, inflict 6 damage. etc. And, to give your unit a chance to miss, have the variable 7 add +1 damage to offset the triggering attack and it will be as if you had a 1/7 chance of totally missing the target.

    This might all need some tweaking, but I hope it works for ya.

    on another note, if you were using this for an rpg you could create a dif trigger like this for every weapon available and under conditions have it check "only if weapon X" is equipped. that way it will deal dif randomized damage for each weapon available.

    hope it helps!

    Posted in: Miscellaneous Development
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    posted a message on Unit Groups

    Insidious's method is still possible in SC2. create a variable and a +1 every time one of the desired units dies. make another trigger and under conditions say "variable must be 3 <= X <= 3"

    For my map, i set the trigger to check for that condition every second. Once the condition is reached the actions of the trigger will go into effect.

    Posted in: Miscellaneous Development
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    posted a message on How do you make tank/hellion turrets face a direction?

    Accidentally posted this in the bugs forum first, maybe someone here can help me.

    I'm working on a map which will include a shooter on rails section where you control the turret of a hellion during a chase sequence. Everything works fine except I can't make the turret face the direction the camera is facing (third person shooter style.)

    I've also noticed in another map I made that tanks are facing their targets during combat. The tank is a duplicate unit of the original siege tank. It fires while facing whichever random direction it wants to face.

    Does anyone have any suggestions on how to solve either issue? Thanks in advance!

    Posted in: Miscellaneous Development
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    posted a message on How do you make tank/hellion turrets face a direction?

    I'm working on a map which will include a shooter on rails section where you control the turret of a hellion during a chase sequence. Everything works fine except I can't make the turret face the direction the camera is facing (third person shooter style.)

    I've also noticed in another map I made that tanks are facing their targets during combat. The tank is a duplicate unit of the original siege tank. It fires while facing whichever random direction it wants to face.

    Does anyone have any suggestions on how to solve either issue? Thanks in advance!

    Posted in: Galaxy Editor Bugs and Feedback
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