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    posted a message on Gates of Darkness: Need heroes/ideas

    Bump.

    Could use some people to test my map as well. Also have one question: If i make my map private, and invite others to play a game, will my map show up in their recently played section, or do i have to make it public?
    And if anyone can answer my questions from the previous post, or give me ideas for my map, i'd be grateful. I'll be making a vid of this map pretty soon as well.

    Posted in: Project Workplace
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    posted a message on Battle for "Currently unnamed Xel'naga Fortress/Temple/Thingy"

    Sounds really awesome, and there are gonna be a lot of triggers involved placing all the units in each phase, lol. Thatll be a pain setting up xD

    Btw, what are the points for? My guess is that at the end the team with the most points wins.
    Also, this is going to be a VERY long game. Not only does it have 1 battle in which players have to win, but 4... Im pretty sure it wont rise up high in popularity simply because it cant be played as much as other maps due to the time it will take to beat :p But it sounds pretty awesome. Reminds me of the battleground from WoW where one team defends and one attacks, and after a certain time (or the defenders failing) they switch places, just that here its gonna be 4 rounds instead of 2 and switching of races.
    In addition to the game time... That's gonna be an effin huge map with everything that's needed O.o You sure it's gonna be uploadable to bnet?

    Posted in: Project Workplace
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    posted a message on Help With Weapons

    Set the backswing of both weapons to 0
    on flags uncheck "linked cooldown" on both weapons, together with all other flags, and make ONE of them have "can initiate attack", and both of them "Constant scan" (or something with a similar name)
    If it doesnt work, i'll open up the editor and try it myself again... Till then, just play around with the flags of the weapons, a certain combination will work (check everything that doesn't restrict it's usage, and you should have the right flags)

    Posted in: Miscellaneous Development
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    posted a message on Easy problems

    For the global respawn trigger... Make a player group and use "if then else" and make the condition that owner of unit (the one you respawn) is part of the player group. OR just make a condition in an if/then/else thing before anything runs (Owner of Unit(bla bla) is controlled by (user)). I know it was possible to do the second in WC3, havent used in sc2 yet though so i dont know the exact names.

    For 2) - set a variable as the spawned unit,
    Camera - Pan the camera for player (Owner of "Variable") to (Position of Unit (Variable)) over (time) seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
    OR if you respawn the units at a certain fixed location, put a point there and use that instead of Position of unit. If neither of these will/can work, make a variable (point), set it to the position of the unit where it's supposed to respawn, and re-use that variable instead of position of unit.

    If you still have trouble, mind copying your triggers into your next post or posting a screenshot?

    Posted in: Miscellaneous Development
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    posted a message on Need Help with TD

    What weapon are you using? Did you just copy+paste it from another weapon? If yes, you ahve to go to the actors, copy paste the [weapon] attack actor and teh [weapon] missile actor, and modify the top fields to fit your weapons launch missile and damage/impact effects. If you dont do this, the weapon will shoot but theres no missile to shoot and hit the target

    Posted in: Project Workplace
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    posted a message on A Few Basic Questions and a error I need fixed.

    Im pretty sure you can do the teams using the "player properties" under "map", if that wont work try "game variants", create a variant, give it a name, set it to default, click the attributes tab, and set up the teams there (that place is very self-explanatory)

    if with number 2 you mean you spawn a hatchery with a trigger, just make the trigger create 3 larva as well. Don't know how to link the larva to the hatchery though :/ Maybe it does that by itself? If not, just maybe try to duplicate the Queens spawn larva effect/behavior and set it's duration to 0.1 and then make a trigger apply it to the hatchery after it's spawned.

    Number 3... if you mean that building that are under construction finish faster, i can't help. If you mean that they make units/researches faster, just make a trigger like this:

    Event -
    (player) presses button (button you want.) (down) (therell be something like "shift, alt, control excluded", just leave that)
    Actions -
    Pick all units in unit group (units owned by player (triggering player) in region (entire map) matching condition (Required: structure)) and do:
    Actions -
    Add 1 behavior (whatever chrono boost is called or a duplicate you might use)

    Make the same trigger again, except this time change "down" in the event to "up", and instead of adding the behavior remove it.

    Then go to the data editor, find the chrono boost behavior (or if you actually plan on keeping the nexus and chrono boost, duplicate this and change the triggers to it's duplicate) and change it's duration to -1. If you use the original chrono boost behavior, you'll hear the sound and the special effect will appear above every building, but if you use a duplicate, that wont happen (unless you duplicated actors as well)
    I never checked chrono boost in the editor, so i dont know what field affects the production speed increase, but im sure you'll find it if you need stuff to be even faster.

    for number 4... I had some errors as well, then i deleted all game variants and remade them and it worked. Might not be the same error though :(

    Hope this helped and i was clear enough :)

    Posted in: Miscellaneous Development
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    posted a message on Gates of Darkness: Need heroes/ideas

    THAT is an awesome idea! Thx!
    "Flash" is already used more or less as Phase Strike (lvl 1 just blink, lvl 2 deals 100 damage to target, lvl 3 deals 300 AoE damage), but i like the concept of the hero you said :) I'll definitely make one like that (probably use the dark zealot model, as zealots are being spawned in the ordinary waves, or some other melee unit)
    Fury barrage - i know how to do it, but maybe turn into more into attack rate increase by (insert huge number here)% for 2-3 seconds and let him rip through everyone.
    I'd need help with the third one though :/ Don't know how to make units jump and/or move them with abilities (i can do teleports, but actual moving...) Anyone able to point me to a tutorial or show me how? Thx.

    Thx a lot for the idea Zeldarules28 :) Cant wait for more people to give me some ideas.
    i'll probably make the Tauren Marine into something similar to the Tauren Chieftain -> Shockwave (need a model :/ ), War stomp, instead of the aura make a temporary self-buff with the same effect, and instead of reincarnation i'd give him something else i have yet to think off...

    Also, does anyone know where i can get some cool custom models for heroes?
    Another tiny question which will probably require a huge answer: How do i change the actor/model of a unit temporarily without changing the unit itself (has to be possible to do it either with triggers or somehow connect it to a behavior i have or be done using effects). What i need is basically for "The Destroyer" in my map to turn into an archon while he is using "Power Overwhelming"
    And i know this probably isnt the thread to ask this in, and i doubt this is possible anyway, but can anyone answer this:
    Can i make a hero with different levelable abilities, and then switch that hero using an ability with another hero with identical XP, items, and most importantly the same level of abilities but it being different abilities? (What im thinking off is lets say the hero in question is an angel on lvl 3 with a lvl 2 heal spell and 500 XP and 3 equiped items. Can i change that angel into a demon on the same lvl, same XP, same items, and convert the heal ability to a damage ability, and do the same for all other abilities, so that basically my hero can switch between super-evil mode and healing/support mode, every ability has its counterpart? (heal->damage, healing aura->damaga aura, etc))

    Posted in: Project Workplace
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    posted a message on Release Usernames.

    TheWatcher 477

    Will be happy to test anyones map if you catch me online :) or even play melee games and/or other maps. EDIT: Also have the same number as in the beta

    Posted in: General Chat
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    posted a message on Gates of Darkness: Need heroes/ideas

    Hello people :) Hope this is the right section...
    I'm making a map called "Gates of Darkness", which currently is a basic hero defense. You can find it in the maps section, at the time of posting its first page and i'll be updating it today again to add my fourth hero.

    I'll come first to the point of this post and talk about the map later:
    I'm running out of ideas for heroes and items. Currently i've got four heroes (at the time of posting, the uploaded file only has 3. "The Summoner" was a hero i finished ages ago, but wouldn't level because he mainly fought using summoned units, and i didn't know how to share XP >.< Fixed that yesterday) which have pretty unique spells (not unique as in world-wide unique or something like that, i mean unique as in the heroes don't share abilities which work the same way in this map).
    So, gimme an idea for a hero or item, and i'll make it. Doesn't have to be the whole hero, you can just tell me one ability, even if it's ridiculous. I'm probably gonna make a hero "Octahedron of Doom" which will have the ShapeOctahedron model, shoot cubes at people, and use really ridiculous abilities (Banana grenade FTW!)

    I've got ideas for a few more heroes, but nothing solid really... I wanna use that dark archon model (not the red SC1 dark archon, "spoilers", the one from the campaign. wont say more in case someone's not done yet.), the Tauren Marine. If the murloc marine has an attack animation, i'll add him somehow as well...

    One other thing i need are boss fights. Huge evil guys with extremely powerful spells that will require teamwork to kill. Similar to WoW raid bosses - group of players have to follow a certain strategy and beat at the guy for a while to win. If you can think of a boss like that, let me know. He'll need abilities that deal huge amounts of damage, but can be evaded.

    If you have any other suggestions for me, what you might think could be fun in a map like this, please tell me. I'll try and put as much in as possible.

    You dont need to read whats below to help me, its just there to tell you my plans for the map so that if you want to suggest something for the gameplay, you can see whether i thought of that already and/or if it would fit.

    Now, about what i have in the map and what im planning on:
    Currently waves spawn every 45 seconds (Will probably change the numbers somehow during the course of the game). Right now theyre unlimited, but ive got a behavior that is added to all created units in stacks equal to the wave number, which makes the units keep up with the heroes pretty fairly (its almost impossible to reach wave 50 when playing together with my friend on one lane). There are 8 lanes, and beacons outside them to enable/disable wave spawning in the corresponding lane (Timer will never stop and wave number will always increase)
    What i want is the waves to end after wave 50 (i know how to do this, but im not going to do that yet since i dont have the ending for the map) and then open up a new area. Just so you know, the layout of the map is taken from "X-hero siege" from WC3. The new area will be 2 lanes, each of them filled with a lot of units, and every time one dies the same unit will respawn a short distance away from the death, untill a certain number of kills is reached in that lane (probably something like 200xPlayers), once all units are dead (permanently), the next area opens, with a huge final boss which all the players will have to fight at once and work as a team to defeat, and if they do, they win. If not, they all respawn at the nexus in the center of the map and have to re-try (or quit). This is the basic idea for the gameplay.
    This is the more specific idea: Every 10 waves, the units spawning in the waves will change. First is toss units, then either terran or zerg, and waves 20-30 will be the last race, 30-40 will be rotating between the three races (30=toss, 31=terran, 32=zerg, 33=toss, etc), 40-50 will be a mix of the units (with different models if possible. Dark toss, mercenaries, etc). I might add that every now and then, two heroes will have to duel each other. But i might not add that since most of the heroes abilities are focused on fighting large numbers of units at a time, and some of them would be way more powerful used against a single target, while others will suck (Phase Assasin - Phase Massacre: Near instant 21k damage. Average hero health by the time that ability is unlocked: 5k). One other thing will be that every X waves, heroes will have to fight another boss (they will all be moved into one area, and will have to fight a boss with teamwork again)

    Thanks for all comments and suggestions in advance!

    p.s. I'm a caster for the channel "Intostarcraft" on youtube ("The Watcher"), i'll be trying to promote sc2mapster when doing custom map casts and/or some tutorials (i'll be saying stuff like "i learned all this on sc2mapster/i found this map on sc2mapster", and telling people to check this site out). If you want me to make a video about your map and upload it there, PM me and i'll gladly do it :) I might even use custom melee maps for our regular tournaments (Altough using non-blizzard maps for that might be hard to organise :( )

    Posted in: Project Workplace
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    posted a message on Random Spawn

    Try using an integer variable, and make the trigger set the variable to "random integer" between x and y, then have the trigger check if the variable is a certain number (use if then else, you can use "or" conditions to make something like Variable <50 OR >40, to have it work every time the variable is set to a number between 40 and 50) and then have it execute all actions, in this case spawning the unit. If you want it to spawn on a random location, i think you can use at "point with polar offset", make the angle "random angle" and the offset "random integer" and then just have it calculate that from a certain preset point on the map (make sure the random integer isnt too big if you want your spawn to be in a certain area. Simplest points you can use are "center of region" if you want a certain area or "Center of map" if you dont care where it spawns)

    Im pretty sure that should work. You'll have to play around with numbers though. If im unclear, ill check back later here and repeat everything, but with the editor open so that i can tell you the things exact to the letter (or make a trigger, screenshot, and post it here)

    Posted in: Miscellaneous Development
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    posted a message on Text Message to a player

    Use "Convert player to player group"

    Posted in: Galaxy Scripting
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    posted a message on Stargate Idea - Possible?

    PatchOne, once you find a model maker to make the stargate, the powered/unpowered thing can be used as well (altough i think giving it other animations than powered and unpowered and triggering them would probably be simpler).

    Still, if you want help, i can try and do something, but if i should do the story in the stargate center, ill have to catch up on the SG1 episodes. Been watching only SGU and SGA at the moment, they havent aired SG1 here for a long time, and even when they did i wasnt able to watch properly. I can still help with some terrain, unit or trigger work over the summer.

    I tried the thing with combat i suggested (spammed trees, got 1 ghost with high energy regen and sensor towere behaviour), and the problem is i dont know how to set the chase range for unit. I knew how to do it in WC3, but they removed that menu here (Gama data, or something like that... same place for max hero levels and things like that), so sometimes its rather hard to lose your enemies as they always run to the location you shot from, and if you're in sight from there they run to where you were when they saw you again. Sometimes you can you're rid of em after 2 seconds, and other times they chase you across the map :( Also, i dont know how to do this here either, but in WC3 you could set the attack to artillery, or something like that. Been a long time since i opened the editor there... Anyway, the type of attack siege weapons used: You fire, and it hits the exact spot your target was before. If it moved, it wasn't hit. Is this possible in SC2 as well? It would make the combat more realistic since you can miss your opponents, and if you run it would be harder to hit you.

    Ive got 2 weeks of school left, and probably wont have anything to do in that last week, so if you have something in mind for me to do/try, i'll have time pretty soon. If your team is full and/or you dont want me, just say so :)

    Posted in: Project Workplace
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    posted a message on Stargate Idea - Possible?

    I really like this idea, and would be glad to help any way i can. Ill definitely have a lot of free time over summer holidays (three weeks from now), and can then help out with anything. Not a pro at terraining, data editor or triggers, but i can do some nice work with all 3 of them. I actually made a kind of "zombie traffic system" in WC3 once (its not perfect as i gave up the map once i got a beta key), which i think is one of my most complicated triggers up to now Zombies running around more or less equally (gotta change a few values for the variables only, not much work) through a school and schoolyard ;)

    Anyway, the job i actually meant to apply for is story writer. Ive got a pretty good imagination, and write a bit in my free time. I can send you some stories i wrote (all incomplete in writing, and im not such a great writer, but this is meant as a simple proof that ive got a good imagination) It would be fun to actually make it a completely new branch of the SG story. Another 9th chevron adress discovered that leads to a space station billions of light years away, and it wasn't made by the ancients but another race (that way we can use the SC2 stargate model), and we can unfold a whole story of another stargate-travel-system like that. We could also say that the Destiny is actually travelling towards that space station (i dont know how far SGU came yet, whether the team has control over the ship or whether they knows its purpose. im watching it over german TV so im behind) Only a small SG team consisting of around 20 people got through the gate, but they quickly recruit local aliens throughout the galaxy (i saw your character creation vid, this story could explain the protoss models you use ;) )

    Also, im not sure if this would work, but try and changing the height of the unit u use as the stargate to something like "-0.3", maybe you can get a part of it underground that way, as it is in the serie.

    And i dont know whether you managed the powered-unpowered issue, but if you have units beside it (or create a dummy unit without an actor if u dont), give the units the warp prism ability to generate a power field, then enable that ability with the dialing trigger.

    And i had an idea for combat: Make all trees and doodads on the maps LOS blockers, and give your hero a shorter range Sensor tower ability (and maybe even snipe). This might make battles more fun, as you can actually hide from your enemies, know where (but not who) they are, and you can shortly run out and snipe them then hide again.

    I'd like to maybe talk to you over a chat or something if possible to discuss some ideas quicker if you want (skype, face, gmail are the ones i have, or SC2 battle.net if you dont have them)

    Posted in: Project Workplace
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