I'm working on a map where you own a shop and try to sell things.
Its really out there, at least as standard maps are concerned, but if its interesting to you I could use some help.
I actually was in charge of Harvest Earth 2 for a while, but I couldn't find a partner to help me, so its on hold.
I'm going to say once again, I haven't played B&W so I don't feel I could do justice to it, and nobody else has mentioned a desire to create it either.
Merchants RPG and Zerg Hunter RPG you can find in the first 3 popularity pages usually.
There's some Explorers map that I think is one too. Its in Co-op vs AI I believe.
The only decent one I've played is Transcendence RPG, but its unwinnable.
Those rules are pretty simple to implement, except for no keyboard. Give me a list of all of them, and what map you want it on, and I'll see what I can do.
At the start you had a choice between like 8 heroes. They all had some strengths and weaknesses through their damage type, since in SC1 they weren't editable. The dragoon was good against big units, because it had explosive damage, but bad against the zerglings you need to kill for money and only fair against hydras, the most deadly unit in the game. The zergling was good against everything, of course, but being melee meant it took a lot of damage and it didn't have huge hp. The Ultralisk was worthless, because it was so huge you'd get stuck between your team's units and the enemy. The goliath had decent damage against everything, and was ranged, but because of all its benefits it had a low attack upgrade. The vulture had bad damage against everything but zerglings and firebats, but that let it upgrade pretty fast. It was also incredibly fast, letting you support other lanes. There were no levels, your unit was your unit for the entire game.
There were generally only like 4 or 5 types of units: Zerglings, your basic creep. Firebats, the advanced creep. Ultralisks, the super-creeps. Siege tanks, which stopped you from progressing too fast. And of course Hydras, the harbingers of death that would cause 90% of teams to lose when 4+ were spawned and push down a lane. Killing anything besides a zergling usually got you a bonus of 50-150 additional minerals. In early versions I think you could kill your own units for profit, so if you saw a firebat walking down to fight the enemy you kill it before it even gets there.
In case it isn't clear, AoS was not PvP. It was 4 players with a weaker computer force on their side against a stronger computer force, boosted further by triggered spawnings of mass hydralisks whenever you pushed too far, or whenever the game lasted too long.
There were 4 horizontal lanes and in the original map only 1 heal spot at the top of your side of the map. This made being in the bottom lane really awful. There were several gaps throughout the lanes, so you didn't have to exit one lane on the sides to enter another.
I think you could buy the same units that the computer used, and they got the benefits of the upgrades. So if you were the goliath, you could buy a few tanks to try to support a certain spot on your lane. The ultralisk and zergling could buy a couple zerglings to take some siege tank fire or something. You could always buy outside of your race, but you'd have no upgrades.
I don't think I'm missing anything. As far as I remember there were no spells or anything fancy. Just having a giant war was revolutionary for the time, and you were more than happy to have a 6000 hp unit crushing 350 hp low-damage units all day.
This library has pretty serious bug in the Reorder List function. It potentially resets the String IDs you input, if you use any numbers in your string.
To fix that, simply change
That's pretty awesome.
I didn't realize that buttons offscreen are still going to exist, and you can push them back on/off again. Sure beats my plan of having a set number of buttons, and updating their values on every click.
I'll see how well I can use this. Thanks.
I need to put a lot of buttons on screen in a somewhat small amount of space, so I'm not clogging up the player's entire view.
Unfortunately, the only scrollbar I can find in the game is on a List Item. Lists work fine vertically, but if I use it I have a lot of wasted horizontal space.
So I'm wondering, if there's some kind of dialog item where it has a "visible" height for large it appears on screen, and an "actual" height that you can scroll through.
I just don't want to have to have the user scroll through 100 items on a List.
Search for something called Unit Indexer Library or Unit Index Library.
Last time I used it, it counted missiles as units to be indexed, so unless its been fixed you'll need to mod the library to exclude things like that.
0
I'm working on a map where you own a shop and try to sell things. Its really out there, at least as standard maps are concerned, but if its interesting to you I could use some help.
0
I actually was in charge of Harvest Earth 2 for a while, but I couldn't find a partner to help me, so its on hold.
I'm going to say once again, I haven't played B&W so I don't feel I could do justice to it, and nobody else has mentioned a desire to create it either.
0
Merchants RPG and Zerg Hunter RPG you can find in the first 3 popularity pages usually. There's some Explorers map that I think is one too. Its in Co-op vs AI I believe. The only decent one I've played is Transcendence RPG, but its unwinnable.
0
@boblefisken: Go
Could you tell me exactly which version of hunters you want? There are a bunch.
Instead of a dropdown menu, would you be fine with the restrictions being shown in the tips section?
Does the No Melee rule include disabling worker weapons?
Does the No Observers rule include CC scans?
Are No Observers and No Defenses allowed to stack? It will cripple anybody who has both.
When you say No Energy, do you want that to apply to the Boosting units? No energy is just a worse form of No Boosting.
Why do you have a No Advanced rule and a No Air rule? All air units are advanced, except for overlords.
Does No Air prevent Terran lifting?
Is No Advanced and No Melee allowed to stack for Terran? Similarly, No Advanced and No Queens for Zerg. This means a single air unit can kill them.
I'm tired of asking these questions. Just tell me exactly how you want each rule to behave.
0
Those rules are pretty simple to implement, except for no keyboard. Give me a list of all of them, and what map you want it on, and I'll see what I can do.
0
DrSuperEvil is wrong too. SC1 based on WC3? AoS was out before WC3 was ever released.
0
Fullachain is close, but incorrect.
At the start you had a choice between like 8 heroes. They all had some strengths and weaknesses through their damage type, since in SC1 they weren't editable. The dragoon was good against big units, because it had explosive damage, but bad against the zerglings you need to kill for money and only fair against hydras, the most deadly unit in the game. The zergling was good against everything, of course, but being melee meant it took a lot of damage and it didn't have huge hp. The Ultralisk was worthless, because it was so huge you'd get stuck between your team's units and the enemy. The goliath had decent damage against everything, and was ranged, but because of all its benefits it had a low attack upgrade. The vulture had bad damage against everything but zerglings and firebats, but that let it upgrade pretty fast. It was also incredibly fast, letting you support other lanes. There were no levels, your unit was your unit for the entire game.
There were generally only like 4 or 5 types of units: Zerglings, your basic creep. Firebats, the advanced creep. Ultralisks, the super-creeps. Siege tanks, which stopped you from progressing too fast. And of course Hydras, the harbingers of death that would cause 90% of teams to lose when 4+ were spawned and push down a lane. Killing anything besides a zergling usually got you a bonus of 50-150 additional minerals. In early versions I think you could kill your own units for profit, so if you saw a firebat walking down to fight the enemy you kill it before it even gets there.
In case it isn't clear, AoS was not PvP. It was 4 players with a weaker computer force on their side against a stronger computer force, boosted further by triggered spawnings of mass hydralisks whenever you pushed too far, or whenever the game lasted too long.
There were 4 horizontal lanes and in the original map only 1 heal spot at the top of your side of the map. This made being in the bottom lane really awful. There were several gaps throughout the lanes, so you didn't have to exit one lane on the sides to enter another.
I think you could buy the same units that the computer used, and they got the benefits of the upgrades. So if you were the goliath, you could buy a few tanks to try to support a certain spot on your lane. The ultralisk and zergling could buy a couple zerglings to take some siege tank fire or something. You could always buy outside of your race, but you'd have no upgrades.
I don't think I'm missing anything. As far as I remember there were no spells or anything fancy. Just having a giant war was revolutionary for the time, and you were more than happy to have a 6000 hp unit crushing 350 hp low-damage units all day.
0
This library has pretty serious bug in the Reorder List function. It potentially resets the String IDs you input, if you use any numbers in your string. To fix that, simply change
to just
I think the library has some feature where IDs are option, so if you're using that then my solution here will probably just break more things for you.
0
I believe actors are local. That means you should be able to rotate them no problem.
0
Are you anchoring on the center? That's probably the easiest way to push something off the screen.
0
That's pretty awesome. I didn't realize that buttons offscreen are still going to exist, and you can push them back on/off again. Sure beats my plan of having a set number of buttons, and updating their values on every click. I'll see how well I can use this. Thanks.
0
Flipping it 90 doesn't work.
I'm not going to change the offset, I'm just going to have to update the values of every button when 'scrolled'.
0
Will creating rows of buttons and flipping a slider 90 degrees imitate one?
0
I need to put a lot of buttons on screen in a somewhat small amount of space, so I'm not clogging up the player's entire view. Unfortunately, the only scrollbar I can find in the game is on a List Item. Lists work fine vertically, but if I use it I have a lot of wasted horizontal space. So I'm wondering, if there's some kind of dialog item where it has a "visible" height for large it appears on screen, and an "actual" height that you can scroll through. I just don't want to have to have the user scroll through 100 items on a List.
0
Search for something called Unit Indexer Library or Unit Index Library. Last time I used it, it counted missiles as units to be indexed, so unless its been fixed you'll need to mod the library to exclude things like that.