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
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.
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
Russian Sauna Headquaters
Italian Restaurant Headquaters
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?
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
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.
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
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
Russian Sauna Headquaters
Italian Restaurant Headquaters
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.
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
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
0
0
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
0
0
0
0
0
0
0
0
0
0
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.
0
0
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
0
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