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    posted a message on [Release] The Sorcerer's Defense

    Version 1.3 is out on the US servers (EU soon.)

    - Fixed a bug where repeatedly clicking the ready button could cause multiple spellbooks to spawn.
    - Pathing markers now indicate the direction of travel.
    - Added 30 seconds to the build phase in multiplayer.
    - Removed time limit from build phase in single player.
    - Eliminated players no longer need to vote ready for a wave to start.
    - Increased the collision radius of all creeps by 100% so they can no longer fit in a 1x1 gap.
    - Disabled collisions between creeps.
    - Increased the visual size of many creeps to match their collision radius.
    - Stuck creeps should now be able to resume movement on their own.
    - All of a defeated player's towers should now be removed as was intended.
    - Adjusted difficulty curves for all levels.
    - Players now default to Casual difficulty.
    - Removed some doodads.
    - Players must press escape to vote to skip the intro.
    

    Keep the feedback coming, I'm squashing bugs as fast as people can report them.

    Posted in: Project Workplace
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    posted a message on Ordering all units to use their skill number x?

    The "Set ID" ability field lets you type in a string identifier for any ability. If a unit is ordered to use an ability it doesn't have, it will try to execute an ability with the same set ID. This is how, for example, giving a burrow order to one zerg unit will order other types of units to burrow, even though the burrow ability is different for each one.

    So, for all the abilities that you're going to use in slot "A" then make the set ID "A", etc. Then when you order an ability to use any of the A-slow abilities, it will try to use whatever its own A slot ability is.

    Posted in: Triggers
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    posted a message on Showing projected attack range

    You need to create a custom placement actor for you unit. the placement actor should be based on the standard "Placement Model" actor, the only things you need to change are the events to have it create the appropriate range actor on actor creation and destroy it on actor destruction.

    edit: I realize somebody already posted the correct answer midway through the thread. Why are people still posting "I don't know how to do this" when the answer is literally in the same thread?

    Posted in: Miscellaneous Development
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    posted a message on [Solved][Effect/Behavior] Colliding Missile, correct kill credit for follow-up effects.

    Look at the magister's psi bolt attack for a working implementation.

    Posted in: Data
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    posted a message on SotIS Unlocked

    People have known how to unlock maps since the day map publishing was added in beta. It's not exactly rocket science to reconstruct SC2Components.list. Nevertheless I think it would be in bad taste for SC2Mapster to actively publish guides on how to do so, because generally if it's obscure knowledge the people who actually know how to do is are less likely to abuse it, while if it's made easy for anyone to do you're going to see a lot more abuse.

    Honestly I don't think it would be a problem IF Blizzard wasn't in the habit of reseting the popularity every couple of weeks. If someone unlocks your map and bumps it after a popularity reset suddenly you no longer have control of the "main" version of your map. That's just not cool.

    Posted in: General Chat
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    posted a message on Defining GVariables in Pick Player in Player Groups

    Why are you storing the names of the players in your own array anyway when the name of player function does the same thing.

    Posted in: Triggers
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    posted a message on Nonsense... create cargo units.

    "Unit is clicked" events only fire when the unit's "Unclickable" flag is not checked, which the default for most units.

    Posted in: Triggers
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    posted a message on Framerate drops everytime a unit dies

    Use the trigger debugger's built in profiler.

    Posted in: Data
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    posted a message on [Release] The Sorcerer's Defense
    Quote from progammer: Go

    @RileyStarcraft: Go

    It does crash alot, i havent been able to beat the game once due to crashing. It happen very randomly and might have something to do with your data editor effects. (mine was on low also).

    (Even test with guest account does crash)

    I would think so but people have sent me crash reports where they didn't even build anything yet, so I can't really narrow it down to a particular actor or effect. It seems to only happen for some people, and some people crash WAY more than others, so I think it might either be a graphics or sound thing. Whatever it is it's almost certainly a game engine bug that Blizzard needs to fix, although if I'm ever able to I will come up with a workaround.

    Posted in: Project Workplace
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    posted a message on [Library] Planet View 1.0

    The planet name/description text looks awesome. Did you use some sort of special effect or is that just how text looks when you have a good computer?

    I've only ever seen this game on low :( :( :(

    Posted in: Trigger Libraries & Scripts
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    posted a message on DotA 2 by Valve
    Quote from raydude714: Go

    Icefrog actually takes the community ideas in full consideration and bug fix response of 2-3 days of map releases. With him supporting, I'm pretty sure valve dota will be able to increase it's playerbase to the less competitive after the initial remake.

    It's been said that the mark of insanity is doing something exactly the same way and expecting a different outcome.

    Posted in: General Chat
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    posted a message on Help - water swamp effects
    Quote from Excludos: Go

    Does anyone have any ideas on how to make the water (and the surroundings) more lively, more realistic, and simply more "swamp like"?

    Doodads doodads and more doodads. Also vary your textures more, flat textures look ugly as hell in SC2.

    Posted in: Terrain
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    posted a message on DotA 2 by Valve
    Quote from SouLCarveRR: Go

    Blizzard saying dota isnt a premium map doesnt mean they're not giving credit.

    It means that the map is using copyrighted materials.... sounds, models, icons. None of which blizzard would allow you to "re-sell" as they have previously stated.

    I think it's also the lack of custom assets. I got the impression that the premium map program was designed to provide an incentive for teams to create their own art, sounds, and music, instead of just reusing Starcraft 2 stuff in a different context. That's not to say you couldn't use any SC2 stuff but I'd wager when the premium map program launches there will be a minimum custom asset requirement to get approved.

    And of course, it can't have anything copyrighted by someone other than Blizzard.

    Posted in: General Chat
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    posted a message on [Release] The Sorcerer's Defense
    Quote from Nardival: Go

    ps... one last thing to say... a little dialogue box informing the player of the next-round element could be nice. It is a bit of a hassle having to hit F11 or F12 or whatever it is, just to read 1 word under a Unit's Tip. Maybe in the F11 or F12 dialogue menu, you can write some description of the unit (backstory) or specific strategies which will help in beating that round (eg, boss round, use slow + static on the boss) etc... :)

    Thanks for the feedback, just wanted to mention about this point specifically, under the ready button it shows you the next round's unit color coded to show what element it is.

    Posted in: Project Workplace
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    posted a message on make camera rotate around a unit with the unit as target

    Create 4-5 cameras facing a target from different angles and apply each of them in sequence.

    Posted in: Miscellaneous Development
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