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    posted a message on Can't Find Map Editor!

    This is just another posibility, is your computer a Mac?

    Posted in: General Chat
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    posted a message on Community Project: Unit Hitboxes

    Any help would be much appreciated, i am working on mapping out the marine at the moment.

    Well The Legend of Zelda series are good games.

    Posted in: Team Recruitment
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    posted a message on Unit dieing when he reaches another unit

    Just change the radius of the circle in the map initialization trigger.

    Posted in: Miscellaneous Development
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    posted a message on Unit dieing when he reaches another unit

    Here is a trigger way also.

    Posted in: Miscellaneous Development
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    posted a message on Unit dieing when he reaches another unit

    You could save the Zealot as an variable. In the same trigger that you create him you set your zealot variable to the last created unit, than you have another trigger where you make it so that whenever a unit enters within 1.0 of your zealot variable that you kill the triggering unit.

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Unit Spells

    I have done a slight modification to my ability power matrix. It now has a max range limit of 9 and it will now also deal less damage the further the two sentrys are from each other, if the distance is 0.0 than it will deal 4.5 damage each tick, if the distance is 9.0 than it will deal 0.5 damage every tick. I have also fixed the issue where the sentrys would run away when hit. You are fully welcome to try it out.

    Edit: Here is the new Video:

    Embed Removed: https://www.youtube.com/v/V7p1HBAB0VE?fs=1
    Posted in: Project Workplace
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    posted a message on [Contest] Unit Spells

    Here is a short video of my sentry ability Power Matrix in action:

    Embed Removed: https://www.youtube.com/v/4kSXOwtPlng?fs=1

    It lasts 20 seconds and costs 50 energy.

    Posted in: Project Workplace
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    posted a message on [Contest] Unit Spells

    Here is the first version of my sentry ability, called Power Matrix. Target a friendly sentry to create an electric fence between them and any enemy units in this electric fence will be damaged over time. You can adjust the distance between the sentrys after you have cast the ability to increase the AOE of the ability but increasing the AOE will at the same time reduce the damage done for every unit inside the field. Micro well and chain together interesting ability combinations to utilize the ability to its fullest. This ability is not the most flashy out there, as it is focused on a mechanic which should encourage good micro by the user.

    Any balancing feedback, comments and suggestions about it in general are welcome.

    (Note that this ability is made almost completely through triggers, the AOE damage effects are indirect and are not through search area effects and instead uses my PointInRegion function (as the largest reason to doing this in triggers was to test the function out). The only things i have not done through triggers is the ability command button and the targeting system that goes through it. If anybody wants to make the exact same ability but completely in the data editor then you are welcome to try, I might do it myself some other day.)

    Edit: Uploaded newer version.

    Posted in: Project Workplace
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    posted a message on [Contest] Unit Spells

    Would it have to be able to be visible on the units command card or can you make the ability soloely through Key Pressed events and triggers?

    Posted in: Project Workplace
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    posted a message on PointInRegion Function

    This is a function i made for the map i am working on but i thought others might have use for it as well.

    This function allows you to make rectangular regions by placing out points (i might add more functionalitys another time). The big difference between this function and the simple rectangular regions you can make for the GUI is that through this function you can make rectangular regions with different angles. I am uploading a test map in this post, in the test map you can move the marines which serve as points to create a region of your choice and check for yourself. To use the function in another map simply copy it and the point in region boolean and paste it into your map, than when you want to use it just do a simple action function call with the points you want.

    Posted in: Project Workplace
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    posted a message on So how bad are WASD movement in SC2 online?

    Maybe you could convert hotkeys to a sort of key down event for WASD movement (is it possible to select a unit when hide UI is turned on?) and then only use a conventional trigger for the key up event.

    Posted in: Miscellaneous Development
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    posted a message on So how bad are WASD movement in SC2 online?
    Quote from s3rius: Go

    You do have about 0.5 to 1 second delay with WASD movement (or any key control) it seems. When I'm testing my FPS online it's.. unpleasant but still playable.

    It was much worse in WC3.

    I am guessing that is with some trigger optimization as in all key down actions in one trigger and all key up actions in another? Or does that have no effect at all on the delay?

    Posted in: Miscellaneous Development
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    posted a message on Dealing with Points/Regions?

    Can you not set the points to variables? As variable names are much easier to remember and variables themselves easier to change.

    Posted in: Galaxy Scripting
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    posted a message on Hardcore lag when facing certain directions NEED HELP

    Set the camera property called farclip to a lower number. Maybe to around a value of 75 - 150. This should prevent rendering of the entire map.

    Posted in: Miscellaneous Development
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    posted a message on I give up with B.Net, it's an insane piece of crap.

    Please read it again We previously announced that the first phase of the StarCraft II beta test would be coming to a close in all regions on Monday, May 31. In order to prepare for the final phase of beta testing, we plan to extend the current phase in all regions until Monday, June 7. After this date, the beta test will be unavailable for several weeks while we make some hardware and software configuration changes for the final phase of the beta test and the release of the game. We plan to bring the beta test back online for a couple of weeks prior to the game’s launch to complete our testing. We’ll have more details to share about when this final phase will begin at a later date.

    It is 4 days until the end of the first beta phase. Then they will be tuning the game software and hardware for a couple of weeks and then there will be another couple of weeks of beta testing to fix any leftover problems.

    These sort of threads are not constructive. If you are going to post feedback about a beta then chill out and post your problems in a calm manner.

    Posted in: General Chat
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