I am trying to make a teamshop for my map Empires of Stormy Seas (check it out) but the issue I ran into is that only one person can use it at a time. How do I make a teamshop similar to ones in WarCraft 3 where multiple people can use it at once?
I published my map and for some reason, when I try to join a public game, the lobby is not visible. It looks like the invisible Fun or Not lobby or the Starjeweled lobby. In a private game, everything appears just fine and the teams work as they should. What can I do to make my lobby visible?
I ended up making an Effect - Target ability whose filters were Allied and Structure. Then, I just made a teleport effect for the ability that had 500 range and it worked.
I am actually using a research upgrade to increase damage like the upgrades for terran units you would find in melee games. Does using that instead of a buff change anything?
I recently ran into an issue with dynamic tooltips and need some help. I made an upgrade ability (usable 200 times) that will upgrade hero ability damage by 2% per upgrade. I made a dynamic tooltip to show damage for the example ability with <d ref="Effect,SeekerMissileDamage,Amount"/>. However, after using the upgrade (which works), the damage in the dynamic tooltip remains unchanged. What do I need to do so it will show the correct ability damage after the upgrade in the tooltip?
I am trying to make an ability for an item that can teleport the caster within a certain radius of an allied structure. For instance, you want to get your hero out of your base by teleporting to a point near some allied structure in the middle of the map. This is often used in MOBA games. How do I create such a teleport ability?
I don't think it's part of HotS. Just try searching for any unit with the word "healing" or "heal" in the name and it should show up. Looking at how Blizzard did it and then duplicating the ability (or editing if you feel lazy) should do the trick.
There is a unit in-game called the Xel'Naga Healing Shrine. It uses an AOE healing ability called "heal", which does exactly what the name suggests. Just duplicate it and tweak it a bit to get a result you want. It's a bit easier than having to come up with an ability from scratch if you are unfamiliar with how to do it.
This is more of a general question and something I have been wondering about, and probably many others.
How do custom data objects (anything from a new unit, actor, or just basically anything that's in green) affect map loading time? That means anything from how long it takes to open a map in the editor to the game loading time.
Do certain data objects add to load time more than others? For example, would a custom unit add more to loading time than a custom behavior?
I am trying to find ways to reduce loading time of my map (both in-game and in editor) and I am wondering what can help.
I noticed that some of the damage effects go through immortal shields (do full damage) and some don't. What damage type do I pick so that the ability damage does not go through immortal shields? There are a few abilities I do actually want to go through the immortal shields and do full damage, so which damage type do I pick for that as well? Thanks!
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I am not sure what you are referencing to. Could you clarify?
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I am trying to make a teamshop for my map Empires of Stormy Seas (check it out) but the issue I ran into is that only one person can use it at a time. How do I make a teamshop similar to ones in WarCraft 3 where multiple people can use it at once?
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@Stormahawk: Go
Solved it. Go to Map -> Map Options and uncheck Hide Lobby. Why that's a default feature is beyond me.
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I published my map and for some reason, when I try to join a public game, the lobby is not visible. It looks like the invisible Fun or Not lobby or the Starjeweled lobby. In a private game, everything appears just fine and the teams work as they should. What can I do to make my lobby visible?
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I ended up making an Effect - Target ability whose filters were Allied and Structure. Then, I just made a teleport effect for the ability that had 500 range and it worked.
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@FunkyUserName: Go
I realized I didn't know how to make the ability and I am not sure where to start with it.
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@GlornII: Go
I am actually using a research upgrade to increase damage like the upgrades for terran units you would find in melee games. Does using that instead of a buff change anything?
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I recently ran into an issue with dynamic tooltips and need some help. I made an upgrade ability (usable 200 times) that will upgrade hero ability damage by 2% per upgrade. I made a dynamic tooltip to show damage for the example ability with <d ref="Effect,SeekerMissileDamage,Amount"/>. However, after using the upgrade (which works), the damage in the dynamic tooltip remains unchanged. What do I need to do so it will show the correct ability damage after the upgrade in the tooltip?
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I am trying to make an ability for an item that can teleport the caster within a certain radius of an allied structure. For instance, you want to get your hero out of your base by teleporting to a point near some allied structure in the middle of the map. This is often used in MOBA games. How do I create such a teleport ability?
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@EntityEnigma:
I don't think it's part of HotS. Just try searching for any unit with the word "healing" or "heal" in the name and it should show up. Looking at how Blizzard did it and then duplicating the ability (or editing if you feel lazy) should do the trick.
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This might be sort of a noob question but how do I prevent certain items from being bought in shops until an X amount of game-time has elapsed?
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There is a unit in-game called the Xel'Naga Healing Shrine. It uses an AOE healing ability called "heal", which does exactly what the name suggests. Just duplicate it and tweak it a bit to get a result you want. It's a bit easier than having to come up with an ability from scratch if you are unfamiliar with how to do it.
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This is more of a general question and something I have been wondering about, and probably many others.
How do custom data objects (anything from a new unit, actor, or just basically anything that's in green) affect map loading time? That means anything from how long it takes to open a map in the editor to the game loading time.
Do certain data objects add to load time more than others? For example, would a custom unit add more to loading time than a custom behavior?
I am trying to find ways to reduce loading time of my map (both in-game and in editor) and I am wondering what can help.
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@RuneKatashima:
It's not quite what I meant but thank you. I meant weapons of the same kind. I decided to resolve it by using behaviors instead of weapons.
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I noticed that some of the damage effects go through immortal shields (do full damage) and some don't. What damage type do I pick so that the ability damage does not go through immortal shields? There are a few abilities I do actually want to go through the immortal shields and do full damage, so which damage type do I pick for that as well? Thanks!