• 0

    posted a message on Are we missing something?

    And Lurker is there even though he was removed.

    edit: btw, there is a non-marine Raynor, its on the characters part of units, its called "SM - Raynor (Commander)", but its a high-quality model/texture, used for the Hyperion, the Armory and so on (its in a really god quality), there are models like that for a lot of other characters.

    There are also a bunch of in-scale units like dropships and a hydralisk in there, not all units are there though, it seems only the ones used in cutscenes are (maybe those are the models used for the cutscenes).

    Posted in: General Chat
  • 0

    posted a message on Buffs stack count

    Yeah I noticed none of their buffs is stackable, so I guess they didn't bother or noticed.

    I was expeting it to show a little number with the number of stacks when there is more than one somewhat like in WoW :|

    Posted in: Miscellaneous Development
  • 0

    posted a message on Buffs stack count

    Is there any way to show how many stacks of a buff a unit has on the buff icon or something?

    It only shows 1 icon even if it has more than one stack, and nothing indicating how many stacks of the buff are active.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Mech Wars (WIP)

    @tigerija: Go

    Yes

    Posted in: Project Workplace
  • 0

    posted a message on How does map popularity actually work?

    I definitively think it is based somehow on played time, because there is no way the impossible map that is on second right now on US would be there if it wasn't, its quite a long map.

    Posted in: General Chat
  • 0

    posted a message on Mech Wars (WIP)

    All the weapons are items that you equip, so you just need to look at the inventory.

    Posted in: Project Workplace
  • 0

    posted a message on Mech Wars (WIP)

    @KerenskyLI: Go

    Well, I found it quite strategic (sp?), you had to keep positioning yourself to get the most of your weapons, you didnt have to worry about shooting, just positioning and staying alive, I dunno, it was my favorite map by far, and now having weapons that have different targeting than random may be interesting :P

    Posted in: Project Workplace
  • 0

    posted a message on Mech Wars (WIP)

    @KerenskyLI: Go

    You must have played battlehips or battle tanks in war3 which were similar to each other, which this was inspired by, cause I loved battleships :P It probably is still played in war3, there are some hosting bots of it.

    For the weapons I used behaviours and target filters.

    Posted in: Project Workplace
  • 0

    posted a message on Mech Wars (WIP)

    http://www.sc2mapster.com/maps/mech-wars/

    Overview

    Mech Wars is a 5v5 arena map inspired by warcraft 3 maps Battleships and Battle Tanks.

    |Map

    There are two bases, the Terran on the bottom and the Protoss on the top, basic units spawn every 30 seconds and try to destroy the enemy base. You start with a basic hero and buy weapons and utility items. Later on you can upgrade your mech to more powerfull ones, while keeping all the experience and items.

    Weapons

    Weapons in Mech Wars are very different than on most maps, you do not choose your target like on other maps, they all automatically shoot enemies in range according to their targeting behaviour, those being: - Random (shoots at random targets in range) - Nearest / Farthest Target - Lowest / Highest Health - and more

    Another difference is that weapons have an angle that they can shoot at, most weapons can shoot in 360 degrees, but some weapons have an arc of 90 degrees, so you can only shoot if you are facing your target, making it so you cannot shoot while running away, but are more powerfull than normal weapons.

    Item Example

    The main strategy in Mech Wars is choosing your weapons and mechs, will you choose a short range and powerfull weapon and get yourself in dangers way or weaker but long distance weapons to destroy your opponents from afar? Take your pick and I will see you in the arena!

    Project Status

    Most of the map is finished, the weapons systems, most triggers and hero reviving is all done. I am now making the heroes/mechs, skill and equipments to then release an early version.

    I'll try getting a video up but don't have the upload to get a good quality one right now, only next week.

    Posted in: Project Workplace
  • 0

    posted a message on Leaderboard background problem after patch

    You could always just make your own scoreboard using dialogs.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Data] Revive Heroes

    The items always drop when you die, no matter if you are reviving using triggers or a revive ability, but you can work around it till they fix that.

    What I did was when a unit dies, I look for every unit that is an item in the same exact position as the dieing unit and hide them. Then you wait for the respawn time, revive the unit, recreate every item you found earlier in the same point where the hero died on the hero inventory, then destroy the items on the ground.

    The reason for hiding is because you can't manage the inventory of dead units.

    Attachment is a screenshot of the trigger above.

    Posted in: Tutorials
  • 0

    posted a message on [Video, Data] Items & Loot Tutorial
    Quote from OneTwoSC: Go

    @Kildare88: Go

    Maybe my memory is wrong, but didn't war3 drop the item on the ground if your inventory was full? I can't remember too well though because I have diablo 2/war3/WoW all mixed up in my brain.

    I have no idea what was the default but most maps would not allow you to buy if the inventory was full in war3.

    Posted in: Tutorials
  • 0

    posted a message on [Data] Revive Heroes

    You can also revive units with triggers with this on custom script: "UnitRevive ( unit );" Where unit is the unit you want to revive, use EventUnit() for the triggering unit.

    Posted in: Tutorials
  • 0

    posted a message on Revive function?

    Didn't want to revive this but didn't really want to create another topic just to say that the UnitRevive function mentioned above is working now, just use it in a custom script to revive units using triggers, or in galaxy

    Posted in: Miscellaneous Development
  • 0

    posted a message on Beta Usernames

    Barter.775 US

    Posted in: General Chat
  • To post a comment, please or register a new account.