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    posted a message on 'Remembering' a target

    But that would mean that if two of these units attack the same target they would both suffer even more damage reduction. Which isn't the goal.

    I think that the only way to really do this is by triggers, so i'll just try that, if anyone knows of a way to do this without triggers i'd be very happy :)

    Posted in: Data
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    posted a message on 'Remembering' a target

    What i want to do is this:

    I have one unit that does a regular attack, every time it attacks it'll do less and less damage. In order to counter this you will need to manually target a new unit, this will reset the damage.

    My problem is this: I want to actually force a player to target a new unit to cancel the damage decrease. This means i will need to check if the attack target is the original attack target, but i wouldn't know how, apparently markers don't work that way.

    Does anyone know of a proper way to do this?

    Posted in: Data
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    posted a message on Carrier interceptors with multiple targets

    In want to create a carrier-like unit that has multiple interceptors, where each interceptor will attack a different target. At first i've done this using validators, by applying a behavior on a unit that is hit. This will result in the carrier targeting multiple units consecutively, with all interceptors moving to the next target, but with only one shooting.

    That works fine, until you introduce multiple carriers, i cant find a way using validators to spread out the interceptors on different targets, so that each target has rougly the same amount of interceptors on it. Not without using a whole lot of search area validators anyway, which makes my computer lag bad when there are multiple carriers around.

    I was wondering if anyone knows of a way around this problem? I've tried using multiple weapons with each doing a random target sort, but this doesn't seem to work, each interceptor will attack the same target.

    Posted in: Data
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    posted a message on Dixel's TD

    The current best highscore in EU is something slightly under the 14 minutes. Which i assumes beating the reverse waves where they spawn and beating the rest all the way to the right :P

    Posted in: Map Feedback
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    posted a message on Dixel's TD

    @Ulab: Go

    Hmm, we had some issues yesterday with it, which i believed we fixed, is the param/value still in effect? And if so is all triggers broken?

    Posted in: Map Feedback
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    posted a message on Dixel's TD

    We have now also published this map on the US servers, thanks to Abion.

    So please feel free to try it out and see if you like it and maybe set a highscore!

    Posted in: Map Feedback
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    posted a message on Dixel's TD

    @Noio: Go

    The youtube movie finally finished uploading

    Embed Removed: https://www.youtube.com/v/BQ3s2BKizdc?fs=1

    Before the patch the map was almost on the first page, so it won't be hard to find once the EU servers get back online, hopefully anyway.

    The latest version has, or should have, highscores using banks, meaning you can compete against the entirety of the EU servers.

    We're looking for all kind of feedback, including those tiny annoyances you might have with the UI or with a tooltip, model and the likes. If anything breaks due to the patch we should have the map up and running again tonight.

    Posted in: Map Feedback
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    posted a message on [Data] Morphing Buildings Guide

    This tutorial helped me out a lot, but i suggest you remove the abilmorph.*.start part from step 4, for turrets it creates an additional turret model in the old model, thereby really screwing up the looks of the Morph proces(but it does still work)

    Posted in: Tutorials
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    posted a message on What's with siteops not working???

    For me this worked after having created 3 things:

    A Site Operation(Explicit Rotation) actor , one that turns the model, it's set to -4 on the Y axis, the numbers here appear rather counterintuitive and i haven't figured out how they work exactly.

    A behavior i can give to the target unit so that the model i want is created at the same time as he is. This behavior doesn't really need anything changed at all.

    And finally an actor of the Model type, in it i have done three things. Specify a model. In events+ i added to Behavior.<behaviorname>.On -> Create and Behavior.<behaviorname>.Off -> Destroy. I have also added the Site Operations actor to 'Host Site Operations'.

    In order for the model to spawn you need to add the Behavior to a unit. I'm not sure if that is what you need, but if you can get this to work you might be able to adapt the process to something else.

    Posted in: Data
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    posted a message on (solved) Auto Turret custom construction process

    I've sort of succeeded, it now starts with building, it never leaves stage A however, when the building is finished it does play the final stage, the retracting scaffolds. Since my build time is rather short it looks good enough and i'm satisfied for now.

    For those who also want to try the same thing, what i've changed is set the 'Art - Model (Build)' in the turret to the in construction model instead of the auto turret model. I also needed to add 'Unitconstruction.[unitname].start -> create' in the events.

    Posted in: Data
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    posted a message on (solved) Auto Turret custom construction process

    For my TD i want to allow the builder to build the auto turret. This isn't a problem. I however also want it to look like a regular terran building is in progress. If you simply add the turret as a building to be build by your SCV it'll simply show up and not do anything while under construction.

    So i decided to look at the supply depot build, tried to copy the actors related to construction and thus create my very own custom build process for the auto turret. This however doesn't appear to work, when i test the map all i get is a black or white half sphere showing up where the building process should be going on.

    I'm not entirely sure if the problem lies within the actors, but it seems likely, so this is what i have at the moment(autoturretlvl1build is a copy of supply depot build):

    Events

    Posted in: Data
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    posted a message on Color change on perdition flame attack

    I want to change the perdition so its flaming attack has a different color and i can't get it to work, i've tried http://forums.sc2mapster.com/development/map-development/8812-data-tint-colo-beam/#p5 This works for the colossus beam but i can't get it to change the color of the flame of the perdition turret. Anyone have any ideas how to actually change the flame color?

    Posted in: Miscellaneous Development
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    posted a message on Building Scale Bug

    You need to modify the '<model name> Placement' model as well, and set it to the same scale. If you expect the building to be destroyed you probably also need to the change the model death as well.

    Posted in: Miscellaneous Development
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