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    posted a message on Forced Teleport?

    @Sceptilesolarbeam: Go

    Seems the teleport effect is a bit buggy. Anyway, you can work around it pretty easily. Make the primary effect of the ability a Create Persistent effect with Period Count 1, Period Duration 0 and Periodic Effect your teleport effect. See attached map.

    Posted in: Data
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    posted a message on Forced Teleport?

    @Sceptilesolarbeam: Go

    If you hover over some fields in the data editor, tooltips will pop up telling you what that field is supposed to do. In the case of the Teleport effect, they'll tell you which field is for the teleport location, etc.

    Posted in: Data
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    posted a message on damage response

    Go to the data editor. Under the section called Gameplay Data, select Default SC2 Gameplay Settings. Change the "Damage Minimum" from 0.5 to 0.

    Posted in: Miscellaneous Development
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    posted a message on DOTS and On Attack Effects
    Quote from TheAlmaity: Go

    Basically what Schwick said, but since you're using a weapon that already exists, just also create a "Set" effect, add the "Apply Behavior" for the DOT and add whatever the impact effect for the weapon is into the set. Then change the impact effect of the missile to the newly created Set effect. This will make it apply both effects upon impact, one of them doing what the weapon did till now, the other one adding a (de)buff that deals damage over time.

    You don't need a Set. In the behavior, you can edit the "Initial" effect and change it to the direct damage portion of the attack.

    Posted in: Miscellaneous Development
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    posted a message on X Lurker Defence

    The reason that the difficulty is still messed up is because I've actually never tested it in multiplayer. O_o I'll try to rectify that.

    Quote from StlJuggalotuzz: Go

    -The name should be changed to Crawler Defence as it is ppossibe and easier to just build and upgrade Crawlers to beat the map. No Lurkers needed.

    I actually made the map with that in mind. People should be able to beat it without using lurkers, without using spine crawlers, without using heroes or without using advanced units. This may have been one of the factors that led to the map being too easy.

    Quote from StlJuggalotuzz: Go

    -The creep generation from the crawlers generates an insane amount of lag as I had noticed that each crawler generates it's own layer of creep the creep does not combine. So if you have 55 crawlers in your maze, that is 55 layers of creep the game is having to render.

    I don't really notice that the creep doesn't combine, looks like it does to me, but I do agree that it lags like crazy with too many spine crawlers.

    Quote from StlJuggalotuzz: Go

    -Losing units if you move into a teamates area is kinda counterproductive. Sometimes there are leaks from both sides and someone else has to help clean it up before it reaches the end. It would be nice to be able to help and get the spoils and not lose my hero unit. I understand this prevents griefing but as it is a team based game, everyone wins, or everyone loses.

    Heroes are immune to that effect, at least according to my triggers. The idea is that if one person's falling behind, the team mates can send them additional units to help. They can always send the units back if necessary.

    Quote from StlJuggalotuzz: Go

    I am enjoying the current updated mobs though. the new abilites on each mob definatly add to the flavor. But some flying units, or units immune to the effects of the creep would be nice. Just something that prevents me from ONLY building lurkers to win.

    I actually had to make the colossus air units in order for them to walk through spine crawlers. Unfortunately that also meant I had to make spine crawlers and lurkers able to hit air units. I'm probably going to buff the base damage of all the advanced units a bit to make them competitive with lurkers and crawlers.

    Another problem about balancing the map is that I actually designed it to be beatable solo, but in multiplayer you obviously have 2 players on each lane, so I'd have to double the hit points on all the waves for it to be a challenge in that regard. So it's either too easy for multiplayer or too hard for single player.

    Posted in: Map Review
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    posted a message on Making a Low Health Message Appear only once

    A local variable is basically one that is only used in one instance of the trigger.

    For example, you have 2 variables: X and Y, both integers, both set to 0 initially.

    X is local. Y is global.

    Your trigger does the following:

    Set X = X + 1
    Display X as a value
    Set Y = Y + 1
    Display Y as a value
    

    After you run the trigger 5 times, you would get the following:

    1. X = 1 Y = 1
    
    2. X = 1 Y = 2
    
    3. X = 1 Y = 3
    
    4. X = 1 Y = 4
    
    5. X = 1 Y = 5
    

    Every time the trigger runs, a new variable X is created, set to 0, then you add 1 to it. After the trigger ends, that X more or less disappears and is never used again. The Y variable is used all 5 times the trigger runs.

    Posted in: Miscellaneous Development
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    posted a message on Trying to have Marine use custom weapons.. help with upgrades please.

    The reason your +1 "ranged" damage doesn't work is because the colossus beams do "splash" damage.

    Go to the Effects tab in the data editor and look up "colossus - thermal lances (damage)".

    Posted in: Miscellaneous Development
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    posted a message on StarCraft II Inappropriate Content Policies
    Quote from Skoite: Go

    Will i get in trouble for calling my map Final Fantasy??

    Yes, you will.

    http://www.sc2mapster.com/maps/evocation/

    ^ That project was originally called Final Fantasy 13 Open RPG.

    Posted in: General Chat
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    posted a message on CatalogFieldValueSet

    Certain values simply can't be edited with CatalogFieldValueSet. Modification+ is, unfortunately, one of those values.

    Posted in: Miscellaneous Development
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    posted a message on Buff Shield Spell?

    You basically edit the Modification->Unit tab for the Vital sections. See attached map (ability is on the zergling).

    Posted in: Miscellaneous Development
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    posted a message on Anyone else having weird issues?

    @Metrael: Go

    They also seem to have changed the ID of most of the unit weapons/missiles, so if you had edited the blizzard's base weapons like I did, expect to have to redo the entire process. Yay.

    Posted in: Miscellaneous Development
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    posted a message on Make a fireball ability

    @Paranoiks: Go

    Getting the spell to work was easy. Setting up all the actors to make it look/sound decent was... ugh.

    Posted in: Miscellaneous Development
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    posted a message on [Elite Operations] Looking for Terrainer

    @Mozared: Go

    No other responses yet. I'll send you a PM.

    Posted in: Team Recruitment
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    posted a message on [Help] Unit Loading to a Transport

    @DysprosiumDy: Go

    Did you try double-clicking the part that says "Order: Order With No Target"? ;)

    You could also click the parenthesis around the ability command.

    Posted in: Miscellaneous Development
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    posted a message on [Elite Operations] Looking for Terrainer

    Map Project Page

    This is an AoS style map which is mostly finished (except for terrain, obviously). I'm begging for help here because I cannot terrain, at all. So if you would like to help out, the basic terrain I'm looking for is something to the effect of the Arid Wastes map that I'm currently using: 1 vs 1 melee with 2 nearby expansions and multiple, symmetrical paths to the enemy base. In fact, I would even appreciate if someone wants to simply put some finishing touches on the Arid Wastes terrain with doodads and the like. If you're interested, simply post here or send a PM.

    About the map:

    It consists of two teams of 4 vs 4.

    Rather than all players choosing a hero from a tavern at the start of a game (as in most traditional AoS maps), all players are given the exact same hero. However, there are three main ways of customizing the heroes:

    1. Spell Selection - Each hero will have access to a total of 5 out of 15 spells. You can choose which spells these are at the start of the game.

    2. Equipment Setup - At any Armory, you have the option to swap out armors, helms, shields, boots, accessories, weapons and ammo. If you see that your enemy likes to use Armored units, you have the option to pick a setup to counter it.

    3. Talent Trees - Heroes gain talent points from leveling up which can be spent in the three talent trees: Combat, Tech and Stealth. Each tree offers a different play style. Combat is the front-line captain of the squad style, capable of tanking hits and giving them back with interest. Tech grants the ability to use certain vehicles in battles. Stealth focuses on hit and run tactics, with an emphasis on burst damage.

    Experience is also gained very differently from traditional AoS maps. Both teams gain a steady stream of experience from SCVs mining at the main base and the expansions. Killing enemy combat units grant fairly little experience, but killing enemy SCVs grant a hefty amount.

    Most vehicles/buildings, such as SCVs, bunkers, medivacs, stalkers and sentries can be controlled by entering them like transports.

    You win by destroying all 3 enemy Planetary Fortresses.

    Posted in: Team Recruitment
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