Under effects search for Infested and in the Create Egg effect there is a field called Spawn Count, this controls how many eggs will spawn.
I suggest looking at the marauder punisher grenades ability to see how to units are slowed. It applies a behavior to the target unit and under the Modification+->Combat there is field called Attack Speed Multiplier, 1 is 100% attack speed.
I suggest creating a Unit Type variable and everytime a new unit needs to be created, refer to this variable. When a player achieves the next evolution, set this variable to the new unit type. This way you only have to create one function that spawn the unit.
You can use the Unit Uses Abilty event to check if something is being researched. And everytime this event is being triggered, you can check for condition and determine which unit should be his next unit.
@fishy77: GoThe reason why that isn´t working is because at the moment it it will only tint color when it gets a message to tint its color. What you want to do is to change the event to Actor Creation.
My map lobby somehow isn't accessible. If you create a private game it works, but if you use the public game, it wont show the lobby, how can i fix this?
You could start the timer again, overwrite it and set it's time to 0.0. Or instead of having the timer control the stuff that happens next, you can directly put the next function there when checking if all players have chosen.
So I played it a few times and the some units like the custom hydra and zealot are ridiculously strong for their costs. Also it would be nice if it would actually say that my spawners get removed and my minerals get deducted with the rotation. I think the spawn area should be behind the HQ, what currently happens when cannons are destroyed and the enemy is attacking my HQ is that half of my spawned army is going to kill them, while the other half is going downwards. Also I don´t think it would hurt giving the HQ a weapon.
What is the purpose of vespene and why are my resources shown on the leaderboard? I don't want my opponents to know how much I have.
Also the map needs polishing(terrain, tooltips, placement models and I even think I saw a param/value in there somewhere) and I think that an increase to 6 player would also be more interesting.
And finally, when I'm observing after defeat, I'd love to see enemy cloaked units.
@Zahmoot: Go Galaxy script is the code that runs the map. The trigger editor is the graphical interface for the script/code. If you lock a map on battle.net, the editor only uploads the galaxy script and not the graphical stuff. So if Nebuli2 recovers your map, it will just run fine. Only thing is that you'll have an empty trigger editor.
If you want the unit only to collide with units of its own type, you'll have to set one of the unused land values in the field Colide+, so it doesn't share it with another unit type. Then set you can set the radius to whatever you want. The Inner Radius is used for building interaction.
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Under effects search for Infested and in the Create Egg effect there is a field called Spawn Count, this controls how many eggs will spawn.
I suggest looking at the marauder punisher grenades ability to see how to units are slowed. It applies a behavior to the target unit and under the Modification+->Combat there is field called Attack Speed Multiplier, 1 is 100% attack speed.
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@progammer: Go Haha that's onefunniest things ever. Alsof the last one is very funny.
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@Darttagman: Go Sent you a map.
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Try Aorta, it's a little program that can convert to dds, and it can also convert in batches.
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I suggest creating a Unit Type variable and everytime a new unit needs to be created, refer to this variable. When a player achieves the next evolution, set this variable to the new unit type. This way you only have to create one function that spawn the unit.
You can use the Unit Uses Abilty event to check if something is being researched. And everytime this event is being triggered, you can check for condition and determine which unit should be his next unit.
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@fishy77: GoThe reason why that isn´t working is because at the moment it it will only tint color when it gets a message to tint its color. What you want to do is to change the event to Actor Creation.
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Use the action Add New Bully.
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Map->Map options-> uncheck Hide Battle.net Lobby.
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I did a quick search in the archive brower(console->browse) and the all of the textures are in there as well as button images. But no sign of a model.
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You could start the timer again, overwrite it and set it's time to 0.0. Or instead of having the timer control the stuff that happens next, you can directly put the next function there when checking if all players have chosen.
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So I played it a few times and the some units like the custom hydra and zealot are ridiculously strong for their costs. Also it would be nice if it would actually say that my spawners get removed and my minerals get deducted with the rotation. I think the spawn area should be behind the HQ, what currently happens when cannons are destroyed and the enemy is attacking my HQ is that half of my spawned army is going to kill them, while the other half is going downwards. Also I don´t think it would hurt giving the HQ a weapon.
What is the purpose of vespene and why are my resources shown on the leaderboard? I don't want my opponents to know how much I have. Also the map needs polishing(terrain, tooltips, placement models and I even think I saw a param/value in there somewhere) and I think that an increase to 6 player would also be more interesting.
And finally, when I'm observing after defeat, I'd love to see enemy cloaked units.
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@Zahmoot: Go Galaxy script is the code that runs the map. The trigger editor is the graphical interface for the script/code. If you lock a map on battle.net, the editor only uploads the galaxy script and not the graphical stuff. So if Nebuli2 recovers your map, it will just run fine. Only thing is that you'll have an empty trigger editor.
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Not anything HotS exlusive. Well apart from the art assets such as models. Any improvement that was made was added in patch 2.0.
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If no one has ever complained about it, how can it be horrible then? I don't see anything wrong with it.
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If you want the unit only to collide with units of its own type, you'll have to set one of the unused land values in the field Colide+, so it doesn't share it with another unit type. Then set you can set the radius to whatever you want. The Inner Radius is used for building interaction.
Also, read the tooltip on Collide+ values.