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    posted a message on The Easter Egg Screenshot thread
    Quote from Forge_User_36010895: Go

    Just thought I'd show a picture of it for reference.

    Notice the tauren portaloo flying off in the background too ^^

    Posted in: General Chat
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    posted a message on (Created Unit) == (Unit Type) <- Cannot be done?

    Well if you insist on using triggers; you could make a 'collision check' trigger to run just before the looping movement trigger. It could move a region just infront of the hellion and check to see if there are any light cubes within. If so, kill the hellion.

    A non-animated ability would still be far less complex/resource intensive than these trigger-based alternatives, though. But I too am still mistrustful of that data editor at times ><

    EDIT: Yea there are lots of ways around this particular problem apparently. Take your pick!

    Posted in: Miscellaneous Development
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    posted a message on (Created Unit) == (Unit Type) <- Cannot be done?

    Could you not just create an active weapon that targets and kills any hellions within the immediate vicinity to the cubes?

    EDIT: Yea, something similar to what the above poster is suggesting.

    Posted in: Miscellaneous Development
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    posted a message on (Created Unit) == (Unit Type) <- Cannot be done?

    @Rambowjo: Go

    'Created unit' refers to a specific unit, rather than a unit-type. Therefore it will only let you compare this with other units.

    Instead of choosing 'created unit' for your comparison, navigate to the 'units' section and choose 'unit type of unit'. Then select 'created unit', and you can compare the unit type of the created unit.

    Basically: (Unit type of (Created unit)) == [Insert Unit-Type Here]

    Edit: I'm not actually entirely sure if units spawned via triggers will set-off a 'Unit is created' event. You'll have to test this.

    Posted in: Miscellaneous Development
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    posted a message on Draw on the map

    GetLocalPlayer was really handy for things like this in Wc3. As far as I can tell, the closest you can get is local unit tinting with actor messages, which sadly doesn't include opacity. It would be very useful if someone found some kind of workaround for this though.

    Posted in: Miscellaneous Development
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    posted a message on Murloc Marine!

    I managed to catch him in-game. When you call for reinforcements, head north of the landing zone (outside the base) and he gets revealed on an island as you approach. The tauren porta-loo-rocket can be seen flying past in the background too!

    Posted in: General Chat
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    posted a message on [Contest] Buzz Me!

    A competiton on exploiting the dreaded publishing system? I love you mapster.

    EDIT: Cancelled? Damn!! I've spent hours on a weird meta-game map, in which you get points and compete by rehosting it over and over again ><

    There were bonus multipliers and stuff if you dragged in new players too :(

    Posted in: Project Workplace
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    posted a message on Counting trigger runs?

    Could you not just make an integer variable called "Trigger Runs" and just have Trigger 1 increase it by 1 each time it runs?

    Posted in: Miscellaneous Development
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    posted a message on My map has been stolen!

    Regardless of whether the map was locked or not, map stealing is unforgivable. Blizzard needs some kind of policy on things like this: Back in Wc3, map-sharing sites would gladly pull stolen content. Now that Blizzard has the maps should the responsibility fall to them?

    Posted in: General Chat
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    posted a message on How to get player name???

    Seems a bit silly really... You could do this in Warcraft 3 with no trouble at all. What's to stop a player from say... uploading his top-level character in an ORPG map for everyone to use themselves if there's no way to verify the player's name?

    Competetive character progression goes out of the window.

    Posted in: Miscellaneous Development
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    posted a message on New patch!

    Heh, maybe they'll switch map publishing on for the EU players this time? ><

    Posted in: General Chat
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    posted a message on Beta Usernames

    EU Callex.419

    Lets get those custom maps rollin' in!

    Posted in: General Chat
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    posted a message on [Contest] Melee AI Voting

    @iHaveReturnd: Go

    If you have no 'user' slots, then you'll be placed as a spectator automatically, but you'll still be able to pick profiles etc. The tournament mode works fine, but the replay issue is at Blizzard's end: Replays just don't work properly with any maps that involve banks. I'm sure they'll fix it though!

    Posted in: Project Workplace
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    posted a message on [Contest] Melee AI Voting

    @iHaveReturnd: Go

    Tournament mode only works when all four of the top slots are occupied by either a 'computer' or a 'neutral'; with the rest of the slots set to none. Thus, the 5th player automatically becomes a spectator. I implemented this after talks with vjeux for an AI tournament of sorts, but due to a bug with replays and banks, it never came about.

    The tight competition deadline was a hinderance here. I had to cut corners in the end by making the default AI take over in parts; things like the economy and attack waves are examples of this. I'm just making excuses though: I wasted far too much time on systems I had to scrap in the end because I couldn't debug them fast enough.

    And yea, the poll is incredibly close. I'm honored that people find my AI on par with rrowlands! Were I allowed to vote, it would actually go to behemoth. (Or maybe WOPR, I actually laughed out loud when those workers arrived! )

    But yea, Mimic is an ongoing project. I want to get something with far more precise build/attack orders. But meh we'll see how that one goes...

    Posted in: Project Workplace
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    posted a message on [Contest] Melee AI

    @Vortexx2010: Go

    Don't sweat it! Even if it doesn't turn out to be eligible in the end, I had good fun playing your map. (Although I did get completely slaughtered)

    Posted in: Project Workplace
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