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    posted a message on Empires of the Stormy Seas

    @wargirlwargirl: Go

    How was it? Releasing a semi-major update tomorrow that will fix a few things and add a secret shop. However, map will be under a new name due to Rock the Cabinet (Battleships: Empires of the Stormy Seas)

    Posted in: Map Feedback
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    posted a message on Upgrading another player's units

    What common issues cause upgrades to fail working? Sorry about double post; seems my edit a few days ago went unnoticed.

    Posted in: Data
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    posted a message on Accessing Heroes of the Storm models and data

    I was wondering if anyone has figured out a way to access HotS models, specifically the doodads. I noticed that it had a lot of ship models (which I am especially interested in) and a lot of medieval themed doodads that the community here may like. However, I have not figured out a way of how to access them. I do have the Alpha and I wish it came with an editor.

    Posted in: Heroes of the Storm
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    posted a message on Upgrading another player's units

    I am using the default research ability. I will try what you recommended and let you know how it goes, thanks! edit: It appears to be an issue with the upgrade ability itself. In the Effects+ I have it set so that the cost of it increases by 100 each time used but it didn't trigger. I also added an Effect that would increase the player's hero's health by 100 per upgrade to see if it did that and it didn't. What is a good up to date upgrade guide?

    Posted in: Data
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    posted a message on Upgrading another player's units

    After making a working upgrade ability, I came across a small issue: how do I upgrade my team's units? In my MOBA style game, the AI periodically spawns stuff. I want to be able to upgrade the stuff. I placed the upgrade ability in a building owned by the AI and set the alliance such that the AI treats the player as an ally with shared spending (so it's the player's money used for upgrades).

    However, despite that, the game seems to insist on upgrading the player's "units" rather than the AI's. My question is, how do I make it so that it upgrade the AI's units?

    Posted in: Data
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    posted a message on Removing leaver units

    @TheLazzoro: Go

    Thank you very much! I will go try this out.

    Posted in: Triggers
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    posted a message on Removing leaver units

    @MaskedImposter: Go

    The purpose of the condition is to distribute leaver money but I didn't do the condition right. I will try it again.

    Posted in: Triggers
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    posted a message on Removing leaver units

    @FunkyUserName: Go

    I changed the trigger to say this but it still doesn't work. However, it does say "leaver detected" edit: player 9 is the AI for team 1 responsible for managing spawns and buildings

    Leaving Team 1
        Events
            Player - Player Any Player leaves the game with Any
            UI - Player Any Player selected Quit Button on the Game Menu Dialog
        Local Variables
        Conditions
        Actions
            UI - Display (Text("Leaver detected!")) for (All players) to Subtitle area
            General - Wait 5.0 Game Time seconds
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Player group((Triggering player))) == (Allies of player 9)
                Then
                    Player Group - Pick each player in (Players on team 1) and do (Actions)
                        Actions
                            Player - Modify player (Picked player) Minerals: Add (Player (Triggering player) Minerals)
                    Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Triggering player) matching (No Value), with at most Any Amount) and do (Actions)
                        Actions
                            Unit - Kill (Picked unit)
                            Unit - Move (Picked unit) instantly to (Center of Dead hero region) (No Blend)
                            Unit - Remove (Picked unit) from the game
    
    Posted in: Triggers
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    posted a message on AI removable in the lobby

    @Elmaex: Go

    It is already locked http://i.imgur.com/5ZcFfZI.png

    Posted in: Data
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    posted a message on AI removable in the lobby

    I have a 5v5 team game where each team has an AI responsible for periodic spawns, controlling towers, and team structures. Unfortunately, I realized that a host can remove the AI player from the lobby, which can screw the game over. What can be done to make the AI non-removable in the lobby?

    Posted in: Data
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    posted a message on Empires of the Stormy Seas

    Empires of the Stormy Seas is a naval and air hero combat game where players can choose from a unique set of weapons, all stackable, and build their battleship the way they like. The weapons attack passively, giving players focus on gameplay, abilities, and strategy. The ships are swappable and players can change into any ship at any time, so long as they have the cash. The gameplay is similar to a MOBA style game. All feedback welcome! Screenshots below (the first one is slightly dated but still shows the correct shops):

    Shops in the base

    Game overview

    Combat!

    Map URL: starcraft://map/1/233463

    Posted in: Map Feedback
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    posted a message on Distributing leaver money

    How do I distribute a leaver's money among the remaining players on a team? Unfortunately anything I tried didn't work.

    Posted in: Triggers
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    posted a message on Distributing income to team

    I am trying to create an income system where the AI distributes income to the players on its team, adjusted for number of players and leavers. Alternatively, it can be a fixed income that increases the amount of cash given per number of leavers on the team. What would be the simplest way of accomplishing this?

    Posted in: Triggers
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    posted a message on Removing leaver units

    This may seem like a simple noob problem, but how do I remove leaver's units from the game?

    I created a trigger

        Events
            Player - Player Any Player leaves the game with Any
            UI - Player Any Player selected Quit Button on the Game Menu Dialog
        Local Variables
        Conditions
        Actions
            General - Wait 5.0 Game Time seconds
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Triggering player) == (Player (Triggering player) from (Players on team 1))
                Then
                    Player - Modify player (Triggering player) Minerals: Set To 0
                    Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Triggering player) matching (No Value), with at most Any Amount) and do (Actions)
                        Actions
                            Unit - Kill (Picked unit)
                            Unit - Move (Picked unit) instantly to (Center of Dead hero region) (No Blend)
                            Unit - Remove (Picked unit) from the game
    

    For some reason, it doesn't remove the player from the game. I would like to add that player's units (the hero) does respawn if it dies so killing it wouldn't do it.

    Posted in: Triggers
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    posted a message on Team shops

    Thank you for posting that. I looked at it and looked a lot more complicated than I would like to work with and would require to completely overhaul my current system.

    I resolved the team problem by having the team AI treat the player as an ally with shared spending and having the player treat the AI as an ally (no shared spending). That way, the player can use the shop the AI owns while spending own money. I haven't tested my solution yet in multiplayer but I think it works.

    edit: My solution worked

    Posted in: Data
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