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    posted a message on Commandos

    More something like this I had in mind...

    Posted in: Map Suggestions/Requests
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    posted a message on Commandos

    Got an idea for a game which would be awesome if someone had the skill and time to put in the effort to try to make, a commandos game. Tried searching but couldn't find an active project for this.

    Just like the old Commandos:BEL, C:BtCoD etc, a stealthy sneaky type game where you have a few different characters for many different maps, in which the goal is to sneak past the enemies stationed and patrolling around the maps. Enemies need to have a field of view cone circling back and forth, characters have different stances, ability to hide, climb walls, have lures, means for silent kills. Basically something exactly alike the old games, only with awesome graphics, and I wouldn't even mind if custom models for units would be made. If anyone would be willing to create something like this it would be absolutely awesome. For starters just the "basic" features, but later on also perhaps more advanced, like multiplayer where you control one character each, possibility to "schedule" events to easily control 2 different characters to do something at the same time.

    Any takers?

    Posted in: Map Suggestions/Requests
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    posted a message on Changing data entries on the fly

    Data can be changed via triggers through the Catalog Field Value Set command, I'd say that's what you're looking for

    Posted in: Miscellaneous Development
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    posted a message on [Solved]"If Player 1 kills player 2 unit" condition

        Conditions
            (Unit type of (Triggering unit)) == Marine

    Posted in: Miscellaneous Development
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    posted a message on Leaderboard is wrong.

    For starters I would only create the leaderboard upon map initialization, not re-create it every 1 second, only the values needs to be updated every second.  Secondly, it could be helpful if you said what values you ARE getting in the leaderboard.  (Also, how are the values of Player[] variable set up? Just used to indicate an active player?)

    Posted in: Miscellaneous Development
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    posted a message on basic trigger help

    Created an example for you that runs on a periodic timer so it will trigger as long as you have a baneling in each of the regions.  

    Trigger
        Events
            Timer - Every 5.0 seconds of Game Time
        Local Variables
        Conditions
            (Unit type of (Unit 1 from (Baneling units in Region 001 owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount))) == Baneling
            (Unit type of (Unit 1 from (Baneling units in Region 002 owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount))) == Baneling
        Actions
            Unit - Create 1 Mutalisk for player 1 at MutaliskSpawnPoint using default facing (No Options)

    If you just want it to happen once for each time you bring a baneling into the regions you'll have to use a "unit enters/leaves region" event and switch out one of the conditions for a "unit type of triggering unit == baneling", and duplicate and edit the trigger so you'll have one trigger with conditions for each of the regions.

    Posted in: Miscellaneous Development
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    posted a message on Limits on regions a unit is allowed to attack?

    Bumpetybump

    Posted in: Miscellaneous Development
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    posted a message on [TD] - noobs questions about capacity modification

    Here's an idea for how you can trigger new move orders after the units have been affected by abilities.  Effectively it will first store the units current order, and then it will wait out the duration of the graviton beam, and then after the wait it will give the unit the old order again.

        Events
            Unit - Any Unit uses Phoenix - Graviton Beam at Generic1 - Any stage (Ignore shared abilities)
        Local Variables
            Orders = No Order <Order>
        Conditions
        Actions
            Variable - Set Orders = ((Triggering ability target unit) order(0))
            General - Wait 10.0 Game Time seconds
            Unit - Order (Triggering ability target unit) to Orders (Replace Existing Orders)

    The 10.0 seconds will have to be the same length as the duration of the ability, so if beam lasts i.e. 15 secs you'll have to change it to 15.  I must point out I haven't tested this, but it will give you some ideas to play around with to see if you can get it to work at least.  Don't know if vortex will work in the same way since it affects units within an area, and not a specifically targeted unit per se.  

    As for the building animation, I don't have a clue, I'm mostly a trigger guy :p
    And the interface issue, are all the tooltips etc being replaced by stuff like "Param/9EN6FAX91" etc? If so it could be a localization issue, but it's weird if it is if you're the only one that's been working on your map. Anyway, if that's it, you could take a look at http://forums.sc2mapster.com/development/tutorials/1358-misc-easiest-way-to-localization/#posts and see if that tutorial could help you.  If that's not it, please try to describe the error in more detail.

    Posted in: Miscellaneous Development
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    posted a message on Limits on regions a unit is allowed to attack?

    I am looking for a way to limit the possible attack areas of a unit.  I'm not interested in simply reducing the range, as the idea is to have a big range up and down a lane, but not be able to shoot units in the parallel lane right next to it.  I've not found any built-in functions to allow for this, and what I've come up with of workarounds myself have yet to prove sufficient.

    I've played around with the idea of disabling attack ability if the unit targets something outside it's assigned region, waiting a short while, and enabling the attack ability again, but that has the unfortunate side-effect (of course) that it won't be able to target any units in it's own line either during that downtime.  It even disables the possibility to micromanage the units since with the attack ability gone you can't order the unit to attack, and thus it will keep targeting the unit in the parallel lane until it is out of range or dead (killed by other player).  

    I also tried to switch the wait command for a command that after disabling would activate attack cooldown period before enabling it again, so that the unit would still have the attack ability (and thus at least be able to be micromanaged to attack units in it's own lane) but upon enabling the ability again the cooldown is reset.  Even if I try to activate cooldown at that time the unit is able to attack out of it's lane again, as if the units is attacking so quickly that it hits before the activation of the cooldown is even triggered, or the trigger itself even has time to run again.

    Events
        Unit - Any Unit starts attacking
    Local Variables
    Conditions
        (Owner of (Attacking Unit)) == 3
        ((Acquired Target) is in Player3) != true
    Actions
        Unit - Disable the Attack ability for (Triggering unit)
        General - Wait 0.5 Game Time seconds
        Unit - Enable the Attack ability for (Triggering unit)

    Solution/workaround brainstorming, GO!

    Posted in: Miscellaneous Development
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    posted a message on Orders

    Yeah I've tried that order is valid comparison and couldn't get it to work as hoped, I believe the problem is that it is actually a valid order, since enemy units can be moved around and thus don't block pathing apparently. The only times I've gotten the enemy to attack is when I pop like 5 waves at a time and there's just a retarded amount of units. I also tried setting the blocking units to pushable by the hostile waves, but even that is just a minimal effect with a properly clogged up choke. Really hate when I am stumbled like this :/

    Posted in: Miscellaneous Development
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    posted a message on Custom Morph Actor Issues

    Could it be you have it checked "Unselectable" in the unit's "Stats - Flags" section of the data editor? Or any of the other flags there that could render it unclickable?

    Posted in: Miscellaneous Development
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    posted a message on Orders

    Hey

    Is there a way to order a group of units to move towards a point, and only if the way is blocked to start attacking.  Doing triggers on a defence map with ground units, the path is just a straight single lane, but I can't get the units to attack if blocked by units.  If I completely block of with buildings they will attack, but if I create a choke with buildings and block the choke with units, the enemy waves will simply run towards the choke and clog up there without attacking back.  I haven't been able to find an action or order type that will do what I am looking for, but if there actually isn't is there any workaround to accomplish this?  Preferably without the use of an insane number of small regions and check if they stay in one for a prolonged period of time.

    I was considering doing a timer that hits every few seconds and randomly picks one of the units from the attacking wave, waiting a few seconds, and check if the unit is still in the same position (or in very near proximity to it).  I don't consider it to be a very clean way to code however, and surely there must be a better and more reliable way for this?

    Posted in: Miscellaneous Development
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    posted a message on Trigger a units life, armor and speed "help"

    Here's a fine way to do it . This one I just copied from a wave-spawning trigger I created, but it shows the idea to use local variables to store the values. It's particularly very nice if you are looking to i.e. spawn the units for multiple players but only want to edit the values one place in your trigger code when editing it for balance or whatever. (In this example player 0 is the hostile waves). All found under the Set unit property.

    Local variables
    Unit = Zealot <Game Link - Unit>
    Amount = 10 <Integer>
    Life = 16.0 <Real>
    Shield = 16.0 <Real>
    Speed = 4.0 <Real>
    Actions
    General - If (Conditions) then do (Actions) else do (Actions)
    :If
    ::(Status of player 1) == Playing
    :Then
    ::Unit - Create Amount Unit for player 0 at (Center of Region) using default facing (No Options)
    ::Unit Group - Pick each unit in (Last created units) and do (Actions)
    ::Actions
    :::Unit - Set (Picked unit) Maximum Life to Life
    :::Unit - Set (Picked unit) Life to Life
    :::Unit - Set (Picked unit) Maximum Shields to Shield
    :::Unit - Set (Picked unit) Shields to Shield
    :::Unit - Set (Picked unit) Movement Speed to Speed
    :::Unit - Order (Picked unit) to ( Move targeting (Center of Region)) (Replace Existing Orders)

    That's it, and if you're doing waves for multiple locations that should be identical, just copy it all into a new "if then else" action with another player in the if section. For some things like regen though you might have to use some more complicated functions to edit the dataset. For example if you want to edit the regen rate for Zerglings you'll need a local variable to store whatever regen rate you wish, probably best use a real datatype. Then try something along the lines of:

    Catalog - Set value of Units "Zergling" "LifeRegenRate" for player 1 to (String(Regen) with Any Precision decimal places) <- not totally sure about the "LifeRegenRate" but I think that's it... Also, the "Regen" is the name of the variable to store the value for what regen-rate you want, and it has to be stored as a string in the dataset so have to convert it with the String function. Let me know if you get it to work.

    You can also set things like the unit's scale, by using "Set Unit Scale". Almost anything can be changed, it's just a matter of figuring out which action to use.

    Posted in: Miscellaneous Development
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    posted a message on giving the same hero different names

    Apparently it seems like even if you've already changed the name of the unit in the data editor the trigger should still be called with "Marine" in the entry field, so it's weird if it didn't work first time around.  What error did you get if you put "marine" there?

    Posted in: Miscellaneous Development
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    posted a message on giving the same hero different names

    Yes, Marine and Name are just values you type in.  If you've already changed the name of the unit you might have to change it for whatever you switched the name to manually (So where it says "Marine" in my triggers it should say i.e. "Space Marine" in yours).  That would be my first guess to what could be wrong at least.  If not, what error message are you getting?

    Posted in: Miscellaneous Development
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