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    posted a message on Fleet Assault [Official Thread]

    No you don't understand. I know what you're trying to ask me to do. Let me see if i can explain this further.

    Like you said, each ship type has different regeneration rates. However, there are various equipment that the player can buy to improve the regeneration rate of the shields. For example, player A bought 2 Heavy Shields that would improve the user's shield regeneration by 0.5. So assuming that the default regeneration rate is 2 shield points per second, that would make it an increase to 3 points per second. That would mean that if he were to take combat damage, the regeneration rate will drop by 75% to 0.75 points per second instead of 0.5 points per second if he had no Heavy Shields. For what you're suggesting, there's no way(via Data Editor) for me to be able to change the value of the reduction on the fly. From what i've checked, making Upgrades to change the value won't work as it does not allow me to change those values for the Behaviour. If you don't believe me you can go and check, the only things you can change for the Behaviour is its duration and requirements.

    Posted in: Map Feedback
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    posted a message on Fleet Assault [Official Thread]

    1) This will only work if there was no item upgrades that improves the regeneration rate of shields. Which this map does.

    2) This suggestion won't work because i'm not just applying this behavior to single ships controlled by a player, but multiple ships. it wouldn't make much sense to have all ships of the same type receive a shield regen reduction because one of them took damage.

    At any rate, i managed to come up with a system but there's a potential of causing a degree of lag, so i may have to take it off.

    Posted in: Map Feedback
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    posted a message on Fleet Assault [Official Thread]

    Rana: Hmm...I'm not too sure if i can fix this, but i'll try. Thx. =)

    designerdougm: There's only one problem for me with the suggestion...i need the regeneration rate to be cut fraction-wise, but unfortunately, the behaviour modification values only allow for set values, not fractions. =(

    Posted in: Map Feedback
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    posted a message on Fleet Assault [Official Thread]

    Finally a response! is there anything you'd like to see improved?

    Just so you know, the coming versions will have the following updates: 1. Intro cinematic for the idiots. 2. Ability to sell your ships. 3. Moar items. 4. A new ship class. Though i'm not to sure about doing this yet. Wait till the map gets more popular first.

    Posted in: Map Feedback
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    posted a message on Video Map Review Channel

    Jamin are u based on the NA servers? If you are i would like you to review 3 of my maps for me, going in order of priority: Fleet Assault, Battleline Wars, and Fleet Commander. Let me know if you need more information. =)

    Posted in: Map Review
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    posted a message on Fleet Assault [Official Thread]

    As of this moment i'm trying to get a video cast of this map done, but that would take awhile.

    However, i would like to get some feedback from people. No one willing to provide criticism or even support for the map? =(

    Posted in: Map Feedback
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    posted a message on Battleline Wars [Official Thread]

    Batteline Wars Loading Screen

    Name: Battleline Wars

    Genre: Tug of War + Hero Defense

    Suggested Players: 2-12

    Official Site: www.clanttg.com

    Description: Each player has a Commander hero and a Guardian hero. Summon troops with your Commander and send them to battle in 6 different Battlelines to destroy the enemy Obelisk. Defend your team's Obelisk with your Guardian.

    Map Features:

    • Choose from either Terran, Zerg, or Protoss races.
    • Each race has its own unique set of heroes, units and abilities
    • Commander heroes possess special abilities unique to their race that can turn the tide of the battle.
    • Commander abilities require vespene gas which is acquired from each unit that is successfully sent across a battleline.
    • Guardian heroes have the ability to traverse from defending the Obelisk to leading/defending attacks across any battleline, but cannot attack the enemy Obelisk itself.
    • For every 5 units of the same type spawned on the battlefield, a single unit of that same type will be created as a reinforcement unit, which can be controlled and sent to the Obelisk or any battleline as reinforcements.
    Posted in: Map Feedback
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    posted a message on Fleet Assault [Official Thread]

    Fleet Assault Loading Screen

    Name: Fleet Assault

    Genre: Aeon of Strife, Space Battle, Base Defense

    Suggested Players: 2-12

    Official Site: www.clanttg.com

    Description: Join the epic battle between the Terran Alliance Fleet and the Imperial Earth Fleet as a fearsome space captain and decide the fate of the galaxy!

    The first to destroy the enemy Mothership wins the battle!

    Fleet Assault is available in both NA and SEA servers.

    Map Features:

    • Up to 8 ship classes to choose and switch from at any time, from Squadrons to Capital Ships
    • Customizable Weapons and Equipment
    • Dozens of Weapons and Equipment to choose from
    • Custom Inventory and Item Shop UI
    • Dodgeable projectiles
    • Turret-based weapons(placement of weapon item in the inventory affects how weapons are fired)
    • "smart" NPC AI

    Send all suggestions/bug reports/complaints to [email protected] or visit channel "Clan TTG"

    Credits: Dex, DimeBagBenny, JetaiCasse, OUCH, Chirus, KainDelpher, NailNHammer, PrinceRatan, Tiny, Psycho, Parallax, Sinsling

    Videos:

    Embed Removed: https://www.youtube.com/v/05954Csp3wI?fs=1

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

    Embed Removed: https://www.youtube.com/v/XdIj1ZrhWCw?fs=1

    Embed Removed: https://www.youtube.com/v/b_jDCetsxy8?fs=1

    Embed Removed: https://www.youtube.com/v/r5QlagclqMU?fs=1

    Embed Removed: https://www.youtube.com/v/G8xOu452leo?fs=1

    Embed Removed: https://www.youtube.com/v/WWCh07B7YeI?fs=1

    Posted in: Map Feedback
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    posted a message on Disabling attack across cliffs

    I already have a trigger in place to do this but it's not really efficient that's why i'm looking to see if there's a way to do it without triggers. Or at least with much simpler triggers.

    Posted in: Data
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    posted a message on Disabling attack across cliffs

    If Fog of War was turned OFF(meaning everyone can see everything), is there anyway to prevent ranged units from firing across cliffs?

    Posted in: Data
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    posted a message on Make Unit "Head" look at point

    Actor - Make unit Unit look at (Position of Target) using look at type Instant Head only

    I can't seem to get this trigger work right. I want my unit(let's say a Goliath, or Hellion) to have it's "head" face another point even though it's body is facing another direction. But no matter which option i use for the trigger it doesn't seem to work. Help?

    Posted in: Triggers
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    posted a message on SotIS Inventory

    Does anyone know how Storm of Imperial Sanctum's Inventory is done? It seems abit too efficient for it to be done through dialogs. =/

    Posted in: Data
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    posted a message on Generic Hallucination/Mirror Image

    Does anyone know how to make a hallucination/mirror image type ability that can be applied to ANY type of unit type(via target unit selection)? Because from what i can see from the sentry's hallucination ability, it can only be applied to one unit type.

    Posted in: Data
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    posted a message on Remove from Minimap

    Just wondering: Is there anyway to remove a unit from minimap view either via a Behavior or Triggers?

    EDIT: Just so you know i've tried setting "Not On Radar" via the Modifications setting for behaviors but it didn't work. I assume that that's for "radar detection through fog" abilities.

    Posted in: Data
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    posted a message on Question About Actor Animation Bracket

    Tried it. Didn't work.

    Posted in: Data
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