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    posted a message on Add devilesk.571

    I'm in NA region. Add me and when I'm testing I'll invite you to my games.

    Posted in: Off-Topic
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    posted a message on Valve releasing DOTA ?

    Heroes of Newerth is the best.

    Posted in: General Chat
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    posted a message on [Lobby/Game modes] The complete guide/reference
    Quote from SquarelyCircle: Go

    @Kanaru: Go

    It is possible that I've set the lobby up wrong, but I believe I've done it right. So, what I'm about to ask, I believe is broken. However, if you know what might cause the problem, I'd love to know:

    Lobby players aren't transferred to the game properly. For example, if player 2 is moved to player 4, he is still player 2 in game, even if people join after him and fill up the spots (but it would be nice if it worked, imho, even when nobody else joins, so you can do a 1v1 game).

    I have this same problem. How do you allow players to move from team to team and then know which team a player is on when you're working with triggers?

    I don't want to just lock it so the host is always player 1 and he's forced to be on team 1.

    Posted in: Tutorials
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    posted a message on How to make teams?

    And how will I know which players are in which teams when I want to do stuff with triggers?

    Posted in: Miscellaneous Development
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    posted a message on How to make teams?

    How do you make a custom map where there's only two teams with only up to 3 people on each team in the lobby and players can move around in the lobby and switch teams and the lobby teams will match the in-game teams?

    Posted in: Miscellaneous Development
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    posted a message on The best defense...

    I got that achievement yesterday. It was pretty epic and took me a few tries. What I did was do a fast bunker push on the left side to maintain map control of that side and so I could keep continuously pressing that base on the left. You have to be pretty aggressive and push forward early. I think my first two bunkers were past the bridge on the left side, close to that intersection where the second rescue mission is. By the time the third rescue mission began, my bunker push was already there and I just walked an scv up the ramp.

    Try to prevent the creep from spreading because that makes pushing harder and stops you from laying down bunkers. A couple of bunkers with a few scvs repairing them can easily hold off the waves of units. On the right side I just built like 3 bunkers at the entrance to just hold that off. With bunkers and scvs repairing I didn't have to pay attention to that side at all. I kept slowly pushing that left side until I could put bunkers right below the ramp. Then once I got a large force I went up the ramp and took out the three hatcheries left. I believe this was at some point after the third rescue mission, whenever that is.

    I also had several barracks, most with reactors and a couple with tech lab to get some medics. I constantly pumped marines while I pushed so eventually I had a big enough army to take the hatcheries.

    The end was pretty epic because I had like a minute left and one hatchery to go. I had to take my every available unit, including scvs, and rush the top hatchery. It was a complete all in push and I was able to take out the hatchery before the enemy killed force. Meanwhile my base was getting absolutely destroyed. I had to lift my command center and fly it to the bottom and it literally died one second after the countdown finished to mutalisks.

    It probably would have been easier if I also pushed top early so I didn't have to go all in at the last second, but I didn't plan that far ahead.

    I also don't think I ever had more than 30 marines in once force at a time. With bunkers at the left base, I would constantly lure whatever enemies were gathering up on the ramp and kill them. Then when it was the right time I'd move my mobile force of maybe 20 marines and a few medics up the ramp and try to take out as much as I could.

    Also, I went back to get this achievement on hard after going through the campaign on brutal, so I might have carried over some research upgrades with me, like being able to build two scvs at a time. I'm not sure. EDIT: Well I just checked and I didn't have build two scvs at a time. I don't think I any of the others carried over either.

    I also salvaged the two bunkers in the inner part of the base that you start out with since I didn't need them at all, and it gave me a nice mineral boost so I could place bunkers farther out earlier.

    Posted in: General Chat
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    posted a message on Lobby teams >?> ingame teams?

    Yea, it's pretty stupid how even StarCraft handled the lobby and players better with the ability to make forces and put exactly which player numbers you want in them and that's how it would show up in the lobby and how players corresponded to slots.

    Bnet 2.0 just sucks at everything.

    Posted in: Miscellaneous Development
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    posted a message on Do you want to BUMP your map? Read this

    Ha, what a scam. He'll host each of our map once while we all host his map. In the end he's the only one that's going to benefit.

    Posted in: General Chat
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    posted a message on Starcraft 2 Forums are filled with trolls.

    sc2mapster needs to gather a large group of people that all agree the popularity system sucks and then all go to the sc2 forums together and complain about it and fight the trolls as a united group. If we have at least a dozen people regularly arguing and fighting for it then we can drown out all the other people by being a vocal minority lobbying for change.

    plenty of us complain about it here and in our IRC, but we should expand and try posting in the blizzard forums.

    Posted in: General Chat
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    posted a message on Offset relative to unit facing direction

    @Elemeno: Go

    Thanks, that's exactly what I was going for. I was using the initial/final/expire fields and their corresponding offset fields and apparently those work differently from the periodic fields.

    Posted in: Miscellaneous Development
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    posted a message on Offset relative to unit facing direction

    I appreciate the attempt, but you didn't understand the effect I'm trying to create. I'm trying to make a behavior that periodically launches a grenade in the direction a unit is facing. I want it to look like the infestor's ability to launch eggs, but instead of being an ability, I want it to be a behavior that runs on its own. And instead of the eggs turning into infested terrans, I want them to explode after a small delay.

    I've been able to do everything, except get the egg to launch in the right direction. My problem is that the target point the egg is launching to is based on absolute coordinates rather than relative to the direction the unit is facing.

    Posted in: Miscellaneous Development
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    posted a message on Offset relative to unit facing direction

    @kozm0naut: Go

    I don't really see how actor events will help me with the problem.

    Posted in: Miscellaneous Development
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    posted a message on fail new theme...

    @NotDeadYet3: Go

    Such a minor annoyance is not nearly bad enough to make me want to switch back to the old skin.

    The search results are now showing the posts anyway so there's no more problem for me.

    Posted in: Off-Topic
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    posted a message on Offset relative to unit facing direction

    I'm trying to do this in the data editor. I don't know how you would get the facing angle, apply functions to it, and then set offset fields to those values.

    Posted in: Miscellaneous Development
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