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    posted a message on Builders And Fighters 2.0

    I kinda understand. When I had the idea for protector, it was morning, and I couldn't get on SC2 until late afternoon. I nearly lost my sanity.

    Also, the Viking Thor Battlecruiser sounds cool. Call it the Vikorcruiser. ;D

    I can imagine some of these being tough. I've been using the SC2 map editor a couple hours a day for a while now, and I'm starting to get the hang of it. Trying to do so is fun.

    EDIT: Also, a suggestion. Based off of your previous help topic, I'm assuming you are going to place units in an area and have the combination be as soon as they enter and fulfill the requirements. I don't recommend this. I mean, if you wanted to have a combination between 2 zealots, and a combination between 2 zealots and a stalker, the player would have to worry about putting his stalker in first. Instead, I recommend having it check once the player presses a key, or an ability in a specialized building.

    Posted in: Project Workplace
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    posted a message on Trying to work out attributes.

    It worked! Thanks a bunch!

    Posted in: Miscellaneous Development
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    posted a message on Trying to work out attributes.

    That is what I did. The fraction part multiplies the base attack only and applies it as a bonus.

    Posted in: Miscellaneous Development
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    posted a message on Trying to work out attributes.

    So, does nobody know the answer? Or are you just not answering it for other reasons? I'm really at my wits end...

    Posted in: Miscellaneous Development
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    posted a message on Creating 1 Unit from 2

    I believe Unit Type might be what you're looking for. I don't know.

    Posted in: Miscellaneous Development
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    posted a message on Bob the Zergling [Cinematic]

    The hydralisk made me laugh. But the part where the Collosus was chasing the zerglings was a little cheesy.

    Posted in: Project Workplace
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    posted a message on Trying to work out attributes.

    Hi. I have 2 attributes that each work fairly well. One increases a unit's attack by one for every attribute of that it has, and the other is supposed to multiply that unit's attack. The second one doesn't really work though.

    What I want is Actual attack power = (Base attack + First attribute)*(1+0.3*Second Attribute).

    However, it is giving me

    Actual attack power = (Base attack*(1+0.3*second attribute)+First attribute)

    Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on Does my avatar load?

    I fixed my avatar. There was some problems on my end on how I made it.

    EDIT: Or not... :(

    Posted in: Off-Topic
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    posted a message on Increasing unit's attack power.

    That's fine, but can I increase that Buff's damage through triggers? The attack power I want my guys to have is

    (Base attack + A custom variabe) * (1 + (0.3*amount of points in Atk attribute))

    Posted in: Miscellaneous Development
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    posted a message on Increasing unit's attack power.

    I already have a unit with an attribute ATK, which multiplies their base attack power by 1.3 per point, but is there a way to increase it's base attack power through triggers?

    Posted in: Miscellaneous Development
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    posted a message on Editor Feedback- Suggestion

    I'd like a simple trigger to make a unit's attack power go up.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Does the editor crash a lot for you, too?

    The editor crashes a lot for me, usually bringing down Mozilla with it.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Starcraft 1 Remake Team

    If it ever came out, I would make a trailer for it that doesn't immediately make it obvious that it's a SC2 mod. I'd have a Peasant just finish building a barracks, then going on to build some farms, then zerglings attack, an army of footmen come in from off screen to defend, and it eventually scrolls up to show Peasants mining minerals.

    The one thing is, how would we get them getting Vespene Gas? We could have them build some kind of Vespene Refinery that looks like a terran refinery, but with a straw roof and brick chimneys releasing green gas and such. Undead could have some kind of floating green orbs with runes, Night elves could have roots going into the holes, and Orcs could have something like what the humans have.

    Though I don't want to talk about it too much. This is not about my mod idea. It's about the SC2 to SC1 mod idea.

    Posted in: Project Workplace
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    posted a message on [XML] How to Uberlisk

    I haven't tested it, but try unchecking linked cooldown in the flags.

    Posted in: Tutorials
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    posted a message on What is needed to create a SC2 unit model?

    Just asking, because I'd probably want to make a couple custom models (Never really used any 3d modelling program though, so I can't vouch for quality, but what I have done might be enough to do some simple, cartoony models)

    I have 3dsmax, but is anyone willing to post exactly what is needed, not just for me, but for anyone looking to do this?

    Posted in: Artist Tavern
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