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    posted a message on dodelete

    Still need your help, writers/designers/gameplay designers

    Posted in: Project Workplace
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    posted a message on Two new Commentary / Strat vids up!

    @FlyingPanda3: Go

    Yep, i also enjoy this. Hope to see more.

    Posted in: Map Review
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    posted a message on dodelete
    Quote from gh0st00: Go

    Please note that in a competetive and fast played game like DotA, all storyline and hero background references should be cut to minimum in order to actually make the players read it. Because hero picking and inventory setup instantly starts after the map is loaded, hero descriptions are most probably never read, even if they are short. This means that a basic background description on the loading screen and changing loadscreen tips which describe the background of every hero will most probably reach more players than ingame descriptions.

    Please also note that this is not to discourage good storywriting at all, but to increase the number of players you reach with the story.

    I agree,

    Such thing as background story, should be optional and not intrusive. I see only 3 possible places to tell player story of heroes they choose.
    1. Tooltip description when pickin hero. It should be 2-3 short sentences telling about hero personality. And then 2 short, telling his gameplay strenghts.
    2. Name and Class Name, like Chen - Holy Knight
    3. Ability tooltips of the hero, can contain 1-2 short sentences of literary description on what does hero do. After that, we should give clear to understand description with exact numbers, like damage, aoe, duration, cooldown etc.

    Yes, nobody have time to read this stories in dynamic multiplayer game. But, when you already played alot of games, you start pay attention on personalities and stories. And this is great part cause it dive player into the story. That DotA SCV not just only a game for fun, but a unique and complete world with its own background.

    Posted in: Project Workplace
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    posted a message on NotDataAvailable

    Still there

    Posted in: Team Recruitment
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    posted a message on dodelete
    Quote from KorvinGump: Go

    Lol, I love the competition. Already more than 5 DotAs on battle.net. Once more :D .

    Yes, competion makes games better, but I think that DotA SCV has it's own unique charm.
    And I am also watched how is yout Dota going, from very first versions. Any way I wish you luck with your map project.

    Quote from Crockeo: Go

    I'd do the writing ;)

    Just send me an email. I realy need urgent help in this part.

    Posted in: Project Workplace
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    posted a message on dodelete

    updating

    Posted in: Project Workplace
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    posted a message on deleted

    4 chars.

    Posted in: Artist Tavern
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    posted a message on NotDataAvailable

    @Jinxxx123: Go

    I think that Dota core mechanics are perfectly balanced and time proved to be good at gameplay.
    So making something new is like researching a new bicycle.

    The only thing i guess dota suffer is too old visual/graphics part.
    There are alot of non-hardcore gamers, that don't play dota, only cause they don't know dota, don't play it cause they need to buy Warcraft 3 which is old game (but still perfect).

    IceFrog do alot of work. It will be big mistake to not to use his experience and make his old mistakes in designing gameplay.

    I am going to alpha soon. If you wish to help somehow, I would be greatful.

    @SouLCarveRR: Go I am not sure that you are right.
    Making remake of dota and calling it LoL confuse players. They don't know what they get, buy running that game. But every one knows what they receave by running DotA.

    There are also a negative part of it, but this is not important for now.

    Its like not to use TD in name of Tower Defence map. Players will be confused.

    Posted in: Team Recruitment
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    posted a message on Possible to store Items/ranged etc as a string?

    @Sumsin: Go

    I am not sure, but I think you can try using Set Catalog Value, for Unit, CommandCard[x].xxx to dynamicly control content of command card window and set there any ability you want.

    Posted in: Miscellaneous Development
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    posted a message on The List of things that aren't possible:

    @KratsAU: Go

    When you simulates searching enemy in trigger, you do some sort of:

    Pick each unit in region entire map, with filters... for e.g. player = pc
    Set variable AttackerUnit = picked unit
    Set variable MinHP = 1
    pick each unit in region (circle at point position of AttackerUnit with radius 6)
    Now we will do priority sorting. For example i'd like to select target enemy with lowest percent hp.
    1. Get picked unit property hp percent current
    2. if picked unit property hp percent current < MinHP then
    Set variable MinHP = picked unit property hp percent current
    Set variable TargetUnit = picked unit.

    after this sorting, we will receave TargetUnit with smaller hp percent. and we can order AttackerUnit order Attack TargetUnit.

    Posted in: Galaxy Scripting
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    posted a message on Possible to store Items/ranged etc as a string?

    @Sumsin: Go You can change weapon by trigger using Disable weapon, and add weapon to a unit.
    Or by Data afaik (item set behaviour on unit) and in Modifier of this behaviour you make one weapon disabled and add second weapon and make it enabled.

    Adding ability when item equiped is also possible by triggers. Maybe also by data
    1. creating validator - is XXX item equiped
    2. creating requirement (using validator. use Show section in requirement).
    3. Set this requirement to ability u need (OR in command card for button), not at pc right now, so cant check it.
    4. Also you need to put this abilities in command card to unit you need.

    This all should make premade buttons in unit command cards and just show|hide them when item is equiped.

    Posted in: Miscellaneous Development
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    posted a message on The List of things that aren't possible:

    4.Changing a units Target - Attack Target Priority outside the data editor

    This is possible by triggers
    You can simulate searching enemies around unit and use your priority rules to take the target you need.
    Then you can order your unit to attack target.

    So this is possible by using only trigger.
    If someone need detailed step by step tutorial, i may help.

    Posted in: Galaxy Scripting
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    posted a message on Siege Tank - Attack One Spot

    I had made this in weapon data. There should be some field that control range of search target. I am not at my PC right now, so can't tell you exect field. Hope you'll find. Also check flags of weapon.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Revive Heroes

    @Benevolene: Go

    Confirm, this tutorial works, and trigger for items also.
    Dont forget to set hero death time in properties -1 or 10000

    Posted in: Tutorials
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    posted a message on [HELP] issue an order for unit to attack

    You can trigger this by

    Event: every 0.1 seconds
    1. Pick each unit in region entire map, player ZOMBIE...
    Set Variable Minradius (real) = 0
    2. Convert circle to region, point position of picked unit, radius 10
    3. pick each unit in this region...
    4. if then else, player owner of picked unit != ZOMBIE

    If you need zombie to attack closest unit then
    if MinRadius > distance from points position of picked unit and point center of region (circle) then
    MinRadius = distance from points position of picked unit and point center of region (circle)
    NearestUnit(unit)=picked unit

    5. after this pick unit cycle, do
    if MinRadius > 0 and
    NearestUnit is valid then
    Order picked unit to attack target Nearest Unit.

    If you want to order attack only when zombie lose its target, then make check
    Unit is in UnitGroup Idle Unit (include all unit, not only workers) == true

    Hope, this will help you ))
    But you can also do this in data editor by setting for zombie (or weapon) needed scan radius.
    And set alliance ZOMBIE player to player = Enemy

    Posted in: Galaxy Scripting
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