I found something very odd. I found that the cursor change works for zerg and protoss but not terran.
Edit: Ok i figured this thing out. If you want to change the cursor you can't use terran race. You then change the Arrow cursor icons.
What's funny is that in my map I wanted to change the icons for minerals/vespene... and my races were all custom races which defaulted to terran UI... so I tried importing custom images and overriding... and it never worked properly... THEN I switched everyone to be Protoss and it works now.
So is the first Screen an example of when a player clicks an item and thus it is being dropped, and the 2nd is when a hero has dropped the item? Can we confirm that these work and are the right way of doing "A hero drops an item" ?
This is good news for me... Would you happen to know which event to use when a hero picks up an item?
Well there is an ability type called "augment" which allows you to do this specific task, adding behavior, occurs when issued attack order, using mana + autocast however this ability (for no good reason) is incompatible with Learn ability. Of course there is a workaround where you have multiple copies of the ability and giving a "show" requirement node based on learning a dummy ability.
EDIT:
You should set autocast to offensive, it will autocast whenever the hero attacks.
Both of these solutions are sort of what I want. I ended up using Ability of type Behavior, then set it to toggle, then make it do the behavior with a damage response... and it applies a damage inside the damage response+ area.
I couldn't get it to be autocast, but instead just toggled on or off and then it applies to the weapon :D
Good enough for now I guess...
Edit: I couldn't just use a straight up Behavior because my hero learns these abilities, thus they have to be abilities.
Hey everyone, I'm having an issue right now with trying to make an ability that adds damage on attacks, but drains mana upon doing that attack. It would also be on autocast... the perfect example would be Frost Arrows from Warcraft 3. The first thing I thought to do was make it an Augment ability... but Augment can't have levels and I will be making it have 10 levels.
So, props to anyone who can tell me how to do this! :D
I have an array boolean in my map called Player has already left <Boolean>[16] = false;
Then every 4 seconds I check if each player has left the game, then check if their boolean is false, and then if so, set it to true and do any necessary removal stuff. But yeah this is quite a workaround...
Okay I see what you guys mean... I guess the issue is more then that I was overwhelmed on my first play.. especially because I picked the power team. Maybe make the power lines farther? I didn't really have a clue that I needed to build power lines and then towers. Maybe I just need to play it more.
Just tested this bad boy today; it was on page 2. Forget which version so you may have fixed some of these... maybe not.
1. Simplify the loading screen; the picture overwhelms it so I can't read anything :D
2. I like choosing bonuses like Wealth etc... however the races confused me. Mostly the power race... but the tech race was decent. Didn't try splash because people said it's broken. Not sure about bio either.
3. Linked to number 2; I remember line tower wars and how much fun I had in war3 with it. This is a great followup. But I think each race's complexity is too much.
Suggestion:
Perhaps remove races (I know, drastic change... but I would honestly love it) and make everyone build same towers at the start. Then whichever path they start building or upgrading towards, it'll unlock more towers of that type. E.g. someone builds small lightning tower, this unlocks large lightning tower, and thus players can make their own "trees" of choice. Right now if you choose a bad race its GG... this might alleviate that.
4. Keep it simple. The power race... so complex getting a simple maze going... the tech race... annoying having to build pylons every time, and the pylons don't block units properly fyi ><. I would prefer if you just went back to simple mechanics and straight up mazing. This is just my opinion, but I'm a pretty experienced mapper and long-time war3 player. I would play your map A LOT more if it was just simplified :D
Oh and maybe I didn't read right, but what do carrier towers do for tech? I built it for 5k and then didn't see it do anything. But maybe I missed something...
5. Not sure what caused it... but about the time I started sending Stalkers, the whole game went into lag frenzy. Actually at this time I was also getting the psionic storm tower (forget name)... basically became unplayable (amount of lag). However, before this it was pretty fun and stable.
6. Couldn't train income-units from 2nd/3rd buildings... not implemented yet?
Hope this helps; I really want to see this map OWN.
Hey everyone... while recently compiling my hero tutorial, I ran into an issue regarding hero abilities. Right now when you make a "Learn" ability for a hero that teaches all of his skills, you can't just directly set the amount of skip levels (as far as I know). By this I mean: if you wanted an ability to only be learnable every 5 levels (instead of the default of 1) there's no quick and easy way to do this. From what I can tell, it would require (atm) some intricate work in requirements to do this... and it would have to be done for EACH ability.
Unless anyone has a solution for me outside of making lots of requirements... I'd like to suggest adding a field to the Learn ability, inside the Info+, for each ability in there. Simply a number field that allows one to set the amount of levels until one can retrain a new rank of the ability. I believe Warcraft 3 had it as a field for hero abilities...
Edit: Default is actually 0, if you have 5 points you can spend them all right away on an ability.
Hey everyone, took a lot of my own learning and stuff I've seen in other tutorials and made a decent video on putting together a hero. Doesn't include Items but that may be in the future.
Part 1:
Right click the video and click watch on youtube to get widescreen/fullscreen.
Subsequent parts in the descriptions...
Hey everyone, new video tutorial on doing a voting system for levels (could be used for anything), a zergling that "poops" creep, locking the camera, spawning a unit, custom lighting, and even the coolest thing ever: foliage!
0
What's funny is that in my map I wanted to change the icons for minerals/vespene... and my races were all custom races which defaulted to terran UI... so I tried importing custom images and overriding... and it never worked properly... THEN I switched everyone to be Protoss and it works now.
0
So is the first Screen an example of when a player clicks an item and thus it is being dropped, and the 2nd is when a hero has dropped the item? Can we confirm that these work and are the right way of doing "A hero drops an item" ?
This is good news for me... Would you happen to know which event to use when a hero picks up an item?
0
Yeah I'll wait for now I think :D Thanks
0
@Etravex: Go
Both of these solutions are sort of what I want. I ended up using Ability of type Behavior, then set it to toggle, then make it do the behavior with a damage response... and it applies a damage inside the damage response+ area.
I couldn't get it to be autocast, but instead just toggled on or off and then it applies to the weapon :D
Good enough for now I guess...
Edit: I couldn't just use a straight up Behavior because my hero learns these abilities, thus they have to be abilities.
0
Hey everyone, I'm having an issue right now with trying to make an ability that adds damage on attacks, but drains mana upon doing that attack. It would also be on autocast... the perfect example would be Frost Arrows from Warcraft 3. The first thing I thought to do was make it an Augment ability... but Augment can't have levels and I will be making it have 10 levels.
So, props to anyone who can tell me how to do this! :D
0
@Kantutan: Go
I have an array boolean in my map called Player has already left <Boolean>[16] = false;
Then every 4 seconds I check if each player has left the game, then check if their boolean is false, and then if so, set it to true and do any necessary removal stuff. But yeah this is quite a workaround...
0
@Pyro93735: Go
Okay I see what you guys mean... I guess the issue is more then that I was overwhelmed on my first play.. especially because I picked the power team. Maybe make the power lines farther? I didn't really have a clue that I needed to build power lines and then towers. Maybe I just need to play it more.
0
@Docablo: Go
Just tested this bad boy today; it was on page 2. Forget which version so you may have fixed some of these... maybe not.
1. Simplify the loading screen; the picture overwhelms it so I can't read anything :D
2. I like choosing bonuses like Wealth etc... however the races confused me. Mostly the power race... but the tech race was decent. Didn't try splash because people said it's broken. Not sure about bio either.
3. Linked to number 2; I remember line tower wars and how much fun I had in war3 with it. This is a great followup. But I think each race's complexity is too much.
Suggestion: Perhaps remove races (I know, drastic change... but I would honestly love it) and make everyone build same towers at the start. Then whichever path they start building or upgrading towards, it'll unlock more towers of that type. E.g. someone builds small lightning tower, this unlocks large lightning tower, and thus players can make their own "trees" of choice. Right now if you choose a bad race its GG... this might alleviate that.
4. Keep it simple. The power race... so complex getting a simple maze going... the tech race... annoying having to build pylons every time, and the pylons don't block units properly fyi ><. I would prefer if you just went back to simple mechanics and straight up mazing. This is just my opinion, but I'm a pretty experienced mapper and long-time war3 player. I would play your map A LOT more if it was just simplified :D
Oh and maybe I didn't read right, but what do carrier towers do for tech? I built it for 5k and then didn't see it do anything. But maybe I missed something...
5. Not sure what caused it... but about the time I started sending Stalkers, the whole game went into lag frenzy. Actually at this time I was also getting the psionic storm tower (forget name)... basically became unplayable (amount of lag). However, before this it was pretty fun and stable.
6. Couldn't train income-units from 2nd/3rd buildings... not implemented yet?
Hope this helps; I really want to see this map OWN.
0
@OneTwoSC: Go
Added an image link in the description of part 3. Shows how to do skippable ability levels for just Blink.
Link: http://img15.imageshack.us/img15/1064/learnabilities.jpg
0
Ooh thanks so much!
0
Hey everyone... while recently compiling my hero tutorial, I ran into an issue regarding hero abilities. Right now when you make a "Learn" ability for a hero that teaches all of his skills, you can't just directly set the amount of skip levels (as far as I know). By this I mean: if you wanted an ability to only be learnable every 5 levels (instead of the default of 1) there's no quick and easy way to do this. From what I can tell, it would require (atm) some intricate work in requirements to do this... and it would have to be done for EACH ability.
Unless anyone has a solution for me outside of making lots of requirements... I'd like to suggest adding a field to the Learn ability, inside the Info+, for each ability in there. Simply a number field that allows one to set the amount of levels until one can retrain a new rank of the ability. I believe Warcraft 3 had it as a field for hero abilities...
Edit: Default is actually 0, if you have 5 points you can spend them all right away on an ability.
:D
0
Hey everyone, took a lot of my own learning and stuff I've seen in other tutorials and made a decent video on putting together a hero. Doesn't include Items but that may be in the future.
Part 1:
Right click the video and click watch on youtube to get widescreen/fullscreen. Subsequent parts in the descriptions...
Map DL: http://www.wikiupload.com/h9o9NrQq
0
Hey, just a quick video tutorial for people to go from an unpublishable map to playable & public on Bnet.
0
@avgnerd: Go
fine!
http://www.wikiupload.com/DmA6ubUO
0
Hey everyone, new video tutorial on doing a voting system for levels (could be used for anything), a zergling that "poops" creep, locking the camera, spawning a unit, custom lighting, and even the coolest thing ever: foliage!
Enjoy :D