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    posted a message on Last Campaign Mission - Explosion

    hiho,

    i would like to ask how to make or to find the epic explosion which you can activate by clicking on the custom UI button in the last campaign mission. is it trigger or data editor based?

    i also would like to ask if anybody knows how to create those zergling balls which fall from the sky to earth and explode while release zerg units like in some of the campaign missions. =)

    - thanks in advance!

    Robbepop

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Share Your Blizzard Custom Submissions

    hiho,

    wow, very nice map. you could have big chances winning that contest.^^

    i also wanted to participate on the contest but had no good ideas until one week before 11. sep which was too late ... :-( now im awaiting the next custom map contest. :D

    Robbepop

    Posted in: Project Workplace
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    posted a message on Check if unit is idle ...

    hiho,

    ok thanks i will try this! :D

    Robbepop

    Posted in: Triggers
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    posted a message on No UNITS allowed

    hiho,

    there is nothing which comes into my mind but making a region and a trigger which checks if a unit enters that region and teleporting it slightly back so that it can't enter.

    Robbepop

    Posted in: Terrain
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    posted a message on Check if unit is idle ...

    hiho,

    perhaps im just blind but i really can't find a condition to check if a unit is idle in the triggers. is it true that there is no function to check this or is there one?

    thanks in advance! :D

    Robbepop

    Posted in: Triggers
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    posted a message on [Release] Line Tower Wars BETA

    hiho,

    yeah i was developing GoH2 (SoC) for Sc2 but then i realized with a mapping-friend that it isn't worth working so hard for an RPG map because of bnet pendency and the bank limit in multiplayer games ... :-(

    i just hope that you will make a great ltw which is much better than those old wc3 ltw's. you can add commands with time - now just build up the whole map and if you think it is done you have got enough time to integrate modes and commands. =) but, it is always good if you know that you will update your code in future and code it to be easily-recode-able. xD

    the lifesteal mode is a nice idea dude. and btw: in ltw-evolution i made all air units half fast than the ground units because they don't have to move through the maze which is already a great bonus.

    Robbepop

    Posted in: Project Workplace
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    posted a message on [Release] Line Tower Wars BETA

    hiho,

    i made the ltw-evolution in wc3 which is there the far most advanced version ... you should make the units spawn randomly on a line so that for example air units walk over the whole area so that a player has to spread his anti-air tower. i like that you don't have got any elemental towers in the map like in the wc3 ones - they just messed up the game balance in the most ltw versions.

    well, i didn't played your map - just watched the video and everything else seemed ok. but you should add some game modes. many people hate air or attacking units - just replace those units if a player activates no air mode. =)

    gl with your map!

    Robbepop

    Posted in: Project Workplace
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    posted a message on Build Bug - Structure missing in Command Card

    hiho,

    i didn't find any post here in sc2mapster that's why i created a new thread ... my problem is that i created a new tower for my tower wars map and added it to the build ability, made a new button and added those to the builders command card - like the other towers i already made. but this time the button isn't shown in the command card of my builder. the bug isn't related to the button because when i change the tower the button is shown again. i already checked all requirements of the custom build ability and so on but found nothing. :-(

    here some screenshots: (yeah im feeling nooby) http://a.imageshack.us/img195/163/ctwbuildbug01.jpg http://a.imageshack.us/img255/7047/ctwbuildbug02.jpg http://a.imageshack.us/img228/6805/ctwbuildbug03.jpg

    Robbepop

    Posted in: Data
  • 0

    posted a message on Sense of dynamic events ...

    ok thanks that worked fine ! :D

    Posted in: Galaxy Scripting
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    posted a message on Sense of dynamic events ...

    hiho,

    thats how the custom script looks like:

            Variable - Set p[pid].builder = (Create unit of type Builder for pid at (p[pid].startloc offset by (0.0, -2.0)) with 270.0 degree.)
    
    TriggerAddEventUnitRegion(gt_BuilderBounds, UnitRefFromVariable("gv_p[lp_pid].lv_builder"), gv_p[lp_pid].lv_base, false);
    

    it is just a part of it - but as you can see the parameter is not null but a unit reference - i really don't know why i need a reference instead of a unit. that's why i had to code it with a custom script - hope blizzard will change that with a patch ...

    Robbepop

    Posted in: Galaxy Scripting
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    posted a message on Sense of dynamic events ...

    hiho,

    in my new map i made some functions which adds events to other trigger dynamically - i did this often in wc3 because of performance issues ... for example: i added a unit enters region event to a trigger with a specified unit which was created by triggers before. now when i test the map the event triggers with all units while i expected it to just trigger when the specified unit enters the region. :-( is it bugged? or did i make a mistake?

    Robbepop

    Posted in: Galaxy Scripting
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    posted a message on [Map] 1vs1 God's Grove

    hiho,

    about your melee map ... in my opinion it is well done but there are a few things which i don't really like. you must know - im zerg player and they just need much more space to fight - in your map there is just no real space for fight. everything seems to be tight. another thing are the trees. actually i can't remember any blizz melee map with so many trees - that's why the trees aren't that helpful in a fight where you should have got a good vision over your army to micro units out etc ... there are also just too few cliffs which you could use tactically - but not sure. =)

    hope that was helpful! :D

    Robbepop

    Posted in: Project Workplace
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    posted a message on Version Numer by Blizzard sucks - how to remove it?

    hiho,

    well in wc3 for example i made several maps. one of them was a far advanced ltw map which ended up now in v1.62. but i increased the version index since v1.00 every time by exactly 0.01 even with greater updates - because i knew that i will update the map often. with the blizzard system this would be v16.2 which looks pretty shit to me ... and if i would have followed the blizzard rules it would be v95.4 because there were really many "huge" updates ...

    all in all i would call that an epic fail. >.<

    Robbepop

    edit: ah another thing is, that the dump generated version number of blizzard never update in my case. it is always v0.1 (or v1.0) because i have different map files on my computer for the same map against data loss ...

    Posted in: Miscellaneous Development
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    posted a message on Version Numer by Blizzard sucks - how to remove it?

    hiho,

    as you know your map gets a version number by blizzard which is generated automatically if publish your map. in my opinion it sucks hard - is there any possibility to remove that generated number? im asking because i saw some maps which a custom one - where it only said "Map Name v0.01" or something like that.

    thanks in advance!

    here a screenshot for those of you who don't really undestand what i mean. http://a.imageshack.us/img809/854/versionnumbersucks.jpg

    Robbepop

    Posted in: Miscellaneous Development
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    posted a message on Map publish problem - not enough space!

    hiho,

    okay thanks. then i call my map now "Builder Hunt v0.09" and not "Builder Hunt v0.08" - works. xDD

    omfg - blizzard !!

    Robbepop

    Posted in: Miscellaneous Development
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