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    posted a message on [Request] Reaver

    Mmmm cant wait to see the dragoon redone =)

    Posted in: Requests
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    posted a message on Need some help with a timer.

    If the units are already on the map then this should work, it doesn't however use the unit group that you've set up

    Untitled Trigger 001
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            Or
                Conditions
                    (Triggering unit) == Marauder [24.99, 52.04]
                    (Triggering unit) == Marine [23.53, 52.04]
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            (Marine [23.53, 52.04] is alive) == true
                            (Marauder [24.99, 52.04] is alive) == true
                Then
                Else
                    Timer - Start my timer as a One Shot timer that will expire in 10.0 Real Time seconds
                    Timer - Create a timer window for (Last started timer), with the title "Ruh roh ", using Remaining time (initially Visible)

    Hope this helps, let me know how u get on

    Posted in: Miscellaneous Development
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    posted a message on Weekly Terraining Exercise #3: These Dead Streets

    Thought id try my hand at one of these, would love to hear some criticism

    Posted in: Terrain
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    posted a message on Is it really necessary that Nexus Wars be on the first page twice on Battle.net.

    I'm just going to lol because if i do anything else ill likely offend someone =P

    Posted in: General Chat
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    posted a message on [Request] Reaver

    Love to see how this turns out, i continue to be impressed by peoples ingenuity in this community =P

    Posted in: Requests
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    posted a message on Seeking Veteran Data Editor for multiple projects

    First off I'd like to apologize for being vague, however in the interest of concepts remaining the property of their respective projects I can't go into too much detail here. I will say however that one of the projects is planned as an entry into the Blizzard Custom Map Contest, details here Anyways..

    I am seeking an exceptional data editor who can contribute both technically and creatively to my current project (named Blackbriar). I currently have 3 projects at various stages of development and I am looking for the right individual to help primarily with data editing but other tasks may include debugging/balancing. Any and all contributions will of course be fully credited and if things go well there is more work on the horizon. So if your bursting at the seams with ideas and don't know where to implement them then i would love to hear from you!

    You will need to be very comfortable with data editing (persistent effects, behaviors, creating units and abilities from scratch, etc). Skills with importing/3dsmax/other are not required as i believe the projects are within the scope of the tools given in the editor.

    Its also worth noting that nothing is set in stone so there is a lot of room for fresh (or classic) ideas, you will have all the freedom you need to leave your own personal mark in these projects!

    Please don't hesitate to PM me with any queries regarding this opportunity or the work entailed.

    Sincerely

    ReckeD

    PS. Untrustworthy people need not apply!

    Posted in: Team Recruitment
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    posted a message on Random Spawn and Cliffs (include pathing blockers.) [Solved]

    @Vexal

    Well i actually just realized that a combination of both solutions may be the most valid.

    Create a large complex region that completely avoids any cliffs and/or unpathable terrain and then use a point to find the location for the unit to be spawned, it avoids your above stated scenario and the Unit-at-Random-Point-in-Region bug.

    Posted in: Miscellaneous Development
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    posted a message on Random Spawn and Cliffs (include pathing blockers.) [Solved]

    @Vexal Thanks for the tip, got it working by creating a point which would be moved and check the pathing state of the terrain before creating the unit.

    @Moooyaah I wasn't aware you could do that but isn't it the same as adding shapes to your region? if so i believe the action that spawns a unit at a random location in a region has issues with complex regions, i could be mistaken tho

    Thanks for the tips guys <3

    Posted in: Miscellaneous Development
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    posted a message on Random Spawn and Cliffs (include pathing blockers.) [Solved]

    Spent a few days on this still having difficulties find a work around..

    Trigger spawns a unit randomly inside a large region which covers several cliffs, being random, sometimes they spawn on level 1 cliffs sometimes on level 2 cliffs. Iv tried blocking the higher terrain with doodad blockers and iv also tried making it unpathable in the pathing layer. The problem is that when a unit is spawned on cliff level 1, if the terrain is blocked it will get pushed to the nearest pathable cliff level 1, it wont go up or down cliffs to the nearest pathable terrain, it remains flagged for that cliff level and will get pushed across the entire map outside of the spawning region just so it can stay on the cliff level that it was spawned for. I cant have this. Does anyone know a work around for this behavior? Any help greatly appreciated.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Create a missile weapon from scratch

    @Riley

    Yeah was the Damage Response field, hadn't checked either, thanks for that =)

    After some trial and error i still cant seem to get m marauder functioning correctly. Id love it if you could expand on this tutorial to include attachment points and attachment patterns not just for marauder but also for the reaper and thor etc. Any further information you could share on 'from-scratch' designs (including spells maybe?) would be fantastic

    Posted in: Tutorials
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    posted a message on [Data] Create a missile weapon from scratch

    Really good tute mate, easy to follow and straight to the point.

    1 question, Iv noticed that when attacking units that would be unable to attack back, instead of them attempting to move away like they would with a standard weapon, the targets just sit there and take it, wondering what aspect of the weapon/effect changes this?

    Edit: After further testing im still running into problems making the animation smooth when using the weapon with a marauder. I apply the created weapon to a marine and he points his gun and rocks back and forth and a little missile comes out, i stick it on a marauder and he just stands there and missiles magicly appear! Whats his deal man?

    Posted in: Tutorials
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    posted a message on Adding custom units to building/training ques

    Okay i got it going, thanks for that, its in the field that has Army|Army|Army|etc. for the value =)

    My next question is, how do i get the tooltip for training my unit (Shocker) to display "Train Shocker"? Do i need to create a new spell? or can i just change the tooltip somewhere? Theres a number of other important aspects that need to be covered also and iv seen a few requests for a walkthrough on this, if anyone had the time knowledge/time to write up a walkthrough on training custom units like this would be fantastic!

    Posted in: Miscellaneous Development
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    posted a message on Adding custom units to building/training ques

    Hi guys, working on a defense style map and iv created a bunch of custom units however i cant work out how to train them from my buildings (barracks in this case). Any help on this one would be greatly appreciated =)

    Posted in: Miscellaneous Development
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