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    posted a message on Looking for Missile/Weapon data editor
    Small project for the map Mobsterville. Needed: Weapon that shoots a missile in a straight line. Destroyed if it hits a wall or an other unit. Can be dodged if the target is moving. Optional: Bullet system. Need bullet items to make a one shot. If possible, different bullets deal different damage. If anyone can help me out with this, would mean a lot. Tnx
    Posted in: Team Recruitment
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    posted a message on Please stop insulting me or my work.

    I have no idea who you are but after reading this bull cr*p, am wondering what kind of a twisted and unsecure sad little dude you are

    Posted in: General Chat
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    posted a message on Hero Revive Problem
    The only good way to revive hero is by using banks. Create a trigger that will store unit in banks when he takes critical damage. Also edit data value for the unit, there are 2 fields that have something to do with death, something about how long the game will store the unit after death before removing all data from the game. Set those values to at least 1 sec. Use bank function 'restore unit' to revive. Dont forget to set units health to >1 after he dies and before he revives or he will be restored with 0 health and die instantly.
    Posted in: Triggers
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    posted a message on MobsterVille
    MabsterVille is a tiny village on the small terran planet that survived the great zerg war. It has high population of the earth immigrants and is primerely ruled by the street gangs as authorities struggle to suppress illegal activities. It's a 6 player multiplayer map that can be just as fun in the singleplayer or in any other player composition. You will start the game as a villager that has lost all hope in government officials and decided to join one of the gangs that rule the city. From here on you will perform a number of missions for one of the 3 mafia gangs. - Russian Mafia - Irish Mob - Italian Mafia More info will come as the map keeps progressing. Here are terrain images: Irish Pub headquaters Photobucket Russian Sauna Headquaters Photobucket Photobucket Italian Restaurant Headquaters Photobucket Photobucket
    Posted in: Project Workplace
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    posted a message on How do you add a locale?
    But to be clear. Will it be using locale EU or US "or both at the same time"
    Posted in: Miscellaneous Development
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    posted a message on How do you add a locale?
    I am trying to edit maps together with few people from US, as i have GB version of the game, everything i add, they see as PARAM and vice a versa. Ive tryed File - preferences - General - Locale, but can only select GB. And map - locale, also shows only GB. Any idea how to add other?
    Posted in: Miscellaneous Development
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    posted a message on Plz Help me!
    You never substract NrOfUnitsSpawnded when a unit dies so the condition Number of Units Spawned < 20 is never met. Just add Variable - Modify Number of Units Spawned: - 1 to Survival - Unit Dies Tested, works fine. But you should probably increase tower collision so the units cant run between the towers. And some cows got stuck at the start. You can maybe add like debug expiration timer to the units. Also, you keep running the following function every 0.35 sec Trigger - Run Wave Unit (Ignore Conditions, Don't Wait until it finishes) A much better way to do things is to add a unit group that will remember every unit it spawns. And every 2 sec of the gametime, check how many units are alive in that unitgroup. If 0 restart the timer. Add an other trigger that wil spawn units Wave_Types[Wave Number]. Use "For each integer" or While, to spawn nr of units you need
    Posted in: Triggers
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    posted a message on How do I get specific letters/numbers from string?
    Its possible if its a string, not if its text. As there is not subtext option with texts For each integer X from 1 to String Length - set Local_Str = Substring from X to X (this will read ur string letter by letter) - If that substring (Local_Str - convert to integer) is greater than -1 (cant use 0 as its probably one of ur values) - - Set Local_Variable_String to 'combine string' : Local_Variable_String + substring from X to X I hope u understand all those function. In ur example, this trigger will take string Cat10Dog. Create a substring for C, a, t, 1, 0, D, o and G. Convert them to an integer. If u convert string C to integer, you will get nothing. If you convert 1 to integer, you will get 1. The condition will check if the converted number is greater than -1. As 1>-1 this substring will be saved This is how i would do it. It is possible that u can replace the If then else part by a validation that checks if the substring is indeed an integer instead of comparing numbers.
    Posted in: Triggers
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    posted a message on how do you get inspiration?
    Wow, dancing trees from smoking weed? Wot kind of weed r u talking about, i sure do want some of that! My tips are: 1. Do not masturbate! It will tire u out and demotivate your creativity. 2. Stop doing weed if you see dancing trees, as you are probably so stoned, you dont even know what ur smoking. 3. Do not make map if ur motivated by a movie or a game. Ur motivation will drop quickly as soon as ur memory begins to fade. And i bet its already pretty short from all the smoking
    Posted in: Off-Topic
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    posted a message on Data and Trigger editors for project MobsterVille
    PlaceHolder* Will share a playable vers when ready
    Posted in: Team Recruitment
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    posted a message on Data and Trigger editors for project MobsterVille
    I am searching for data and trigger editors for my upcoming project MobsterVille. It's a 6 player multiplayer map that can be just as fun in the singleplayer or in any player composition. Here you will perform a number of missions for one of the 3 mafia gangs. - Russian Mafia - Irish Mob - Italian Mafia I do really want to focus on great atmosphere (terrain, sounds, story) and great replayability value. I also want to note that i take my projects very seriously. This map will be finished even if a WW3 breaks out and i have to complete it in a bunker as a mutated human. Triggers Needed: -Dynamic Mission selection and missions -Friend System -Competitive gang system -Achievements Data Needed: -Most important: stats upgrade system -Abilities,Units,Effects,Buffs,Items -Driving Pushback system Here are ingame images: Irish Pub headquaters Photobucket Russian Sauna Headquaters Photobucket Photobucket Italian Restaurant Headquaters Photobucket Photobucket
    Posted in: Team Recruitment
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    posted a message on I like triggers.

    How would you like to work on MobsterVille project? I need to create a dynamic mission select system and to trigger missions. Its a lot of work and a good challenge. Added the map preview as attachment, the name DrugVille will be changed.

    Posted in: Team Recruitment
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    posted a message on Data Editor looking for work
    I am dying for a good data editor as I am very good with triggers, but do really lack in data department. Recently i hava started working on a new project named MobsterVille. In my mind it is the most amazing project ever, so i want to have everything perfect. 6 player map. You can join eather Irish Mob, Russian Mafia or Italian Mafia. The map is very clean, very noob friendly. Rewards teamwork. Saves progress between the missions. --------------------- Data needed: --------------------- 1. Vehicle pushback effect, dealing some damage. I was thinking about basing it on this ability http://forums.sc2mapster.com/resources/tutorials/9021-data-force-effects-intermediate-difficulty/ 2. Basic weapon, armor and buff items that i can use as a template to fast-create new items 3. Most important: researching upgrades and translating those upgrades into bonuses with multiple levels. Like bonus HP, bonus energy, bonus attack 4. Not so important: Multi level buyable abilities
    Posted in: Team Recruitment
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    posted a message on Blizzard releases 3/4 Custom BlizzCon Maps

    Does anyone know how to use those custom models in my map? I mean, those mods are 30mb, that exceeds the map limit by a huge margin

    Posted in: General Chat
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    posted a message on Sc2 - Basic Driving System

    Really impressed, the best driving system ive ever seen. I had to rebuild it though to get it working with any vehicle on the map using unit groups and Units custom values for different vehicle settings. Also implemented a damage system when moved to a none pathable point and a pushback behavior when the car hits people. The downside for this system is that its probably rlly heavy for the system.

    ----

    Anyway, do i credit your name or is there a team that i can mention

    Posted in: General Chat
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