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    posted a message on [SC2 Arcade] SC Lane Action

    @iooz: Go

    @FarCube: Go I want to thank both of you for your feedback!

    Bug fix:

    • Bunker:
      • Salvage ability has been added
      • The auto-load marines can be disabled by right clicking the abilitie´s icon in the bunkers command card.
    • When a Player leaves, the game ends right away for the remaining player.
    Posted in: Map Feedback
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    posted a message on Turf Wars

    Turf Wars

    Turf Wars is a tug of war style map, in which you will find many elements of the great game „Plants Vs Zombies“. The difference to the latter game is that two teams can compete against each other. A solo mode is available for those players that don´t want to jump into competitive mode right away.

    The main goal of the game is to defend your home against incoming Zerg attack waves. You prevent that by building various defensive structures, which can be placed on the battlefield from a construction menu at the bottom of the screen. Of course they cost resources, but the good news is that the sole resource in this game is Vespene. It can be harvested from Refineries by clicking the continuous dropped Vespene Pallets.

    What sets Turf Wars apart from other games is that the player can only interact with the world through the constructors menu. You don’t control units, they act on their own.

    Map Links

    US: starcraft://map/1/236069

    EU: starcraft://map/2/164173

    Summary

    • “Plants vs Zombies” style game
    • Modes: Solo, 1v1, 2v2
    • Tutorial available

      http://www.sc2mapster.com/media/attachments/49/562/Screenshot2014-05-16_16_14_58.jpg
    Posted in: Map Feedback
  • 0

    posted a message on Set Dialog Item Hotkey

    Here is a list of hotkeys that can be set with custom script code. NA... not available (I couldn´t find a code for those keys)

    aNA
    b166
    c30
    d24
    e29
    f167
    g25
    h51
    i19
    jNA
    kNA
    l23
    m27
    n17
    o32
    p164
    qNA
    r18
    s20
    t22
    u21
    v49
    w50
    xNA
    yNA
    z52
    TAB9
    CIRCUMFELX177
    SPACE62
    -168
    +169
    INSERT82
    POSITION184
    PAGEUP87
    PAGEDOWN86
    END85
    DELETE83
    ARROWLEFT80
    ARROWRIGHT81
    ARROWUP78
    ARROWDOWN79
    Posted in: Triggers
  • 0

    posted a message on Big Game Hunters: Zod Edition

    @Gradius12: Go

    lol no i referred to this guy

    http://www.sc2mapster.com/media/attachments/47/426/Z_The_Bitmap_Brothers.PNG

    @Zolden: Go

    Atm only one terrain. I´ll upload the map here so you can use it with other terrains if you like. I had no time to clean up triggers and data so it´s a little bit messy €: The latest version of the map will always be available on battle.net - unlocked.

    Posted in: Project Workplace
  • 0

    posted a message on Big Game Hunters: Zod Edition

    http://www.sc2mapster.com/media/attachments/47/485/Z_Reloaded_project_Mapsters.PNG

    BGH with the flavor of Zod.

    Features:

    • Capture obelisks to gain control of the factories within the same sectors.
    • Call down defensive structures from your Command Center to fortify your position.
    • Change the pilots of your vehicles to grant them unique buffs
      • Mercenery Marine = attack speed buff
      • Marauder = damage buff
      • Ghost = weapon range buff
      • Firebat = movement speed buff
    • The last queued unit is auto-trained endlessly until supply cap is reached.
    • Command Bio-Dome activates minimap

    Game Modes:

    • FFA, TeamVsTeam (up to 8 players)



    starcraft://map/2/160458 (EU)

    starcraft://map/1/230651 (US)

    or search for Big Game Hunters: Zod Edition on battle.net

    Enjoy!

    http://www.sc2mapster.com/media/attachments/47/753/Screenshot2014-02-26_18_49_59.jpg

    Posted in: Project Workplace
  • 0

    posted a message on 1.5 UI stuff demo 1: Control built-in UI stuff with trigger and Alway-Open inventory container panel

    So now it´s possible to place buildings with dialog items?

    Btw thx Renee for working your ass off, just to show us galaxy noobs how to use the new functions!

    Posted in: General Chat
  • 0

    posted a message on [SC2 Arcade] SC Lane Action

    http://www.sc2mapster.com/media/attachments/28/999/SC_LA_Preview_Mapster.jpg

    SC Lane Action a melee mod with tug of war elements. It was inspired by the SC flash game Starcraft FA (Flash Action).

    Game Modes:

    • 2v2 (with computer player possible)
    • 1v1 (vs computer or human player)

    FEATURES

    • Tutorial available
    • Hatchery (aka Kraken) is a hero. Several unique abilites can be learned to turn the battle to your favor.
    • Boost your mineral or gas income with Proton Catalyst (ability at Hatchery. Targets Minerals or Extractor)
    • Place defensive structures on top of the creep tumors.
    • Place units instantly on the battlefield from the protoss stone inlay
    • Your kraken will gain higher energy regeneration rate and increase its maximum energy at each level

    I would appreciate some constructive feedback.

    PATCH NOTES

    • The Kraken´s abilities cost no longer money, but experience points gained with each level.
    • The new experience level for the Kraken is 25.
    • New XP bounty system for the Kraken (Hatchery):
    • 0.5x XP: If a unit is killed by some other unit, you get a 0.5x bounty in XP of the killed unit.
    • 1.0x XP: Units that were killed by the Kraken are awarded with a 1x XP bounty.
    • 1.5x XP: Building units gives you a 1.5x XP bounty of that unit,
    • Neuron Profileration and Myelin Amplification are now attributes (Intelligence, Dexterity) of the Kraken.
    • Intelligence: Increases maximum energy by 50 at Level 2, 6, 10 and 14
    • Dexterity: Increases energy regeneration rate by 1 at Level 4, 8 ,12 and 16
    • If one of your units gets killed, you get 1/2 of the mineral and vespene costs refunded. The continuous spawning marines are not affected from this change. To better distinguish the latter marines from the ones that you place on the battlefield, the model was changed to the XP reward marine, stats are the same.

    UNIT STATS

    UnitCost (Minerals)Cost (Vespene)XP
    Drone50010
    Marine50010
    Roach75015
    Medic501015
    Zealot100020
    Sentry505025
    Hydralisk1002530
    Mutalisk1252535
    Ghost1505045
    Siege Tank1257550
    Banshee1507555
    Immortal2007565
    Ultralisk25010080
    Colossus25015095



    UGRADES ADDED TO NEURAL NETWORK

    • Upgrade Medic to Merc Medic (higher hitpoints and healing rate)
    • Research Zealot Charge
    • Research Siege Tank range (from 7 to 9)
    • Research Banshee Cloaking field

    ABILITIES

    AbilityCost (Energy)
    Disintegrate (Feedback)50
    Heal100
    Repulsive Field100
    Defensive Matrix100
    Time Bomb100
    Ionic Blast (Psi Storm)125
    Spore Cloud100



    DEFENSIVE STRUCTURES

    UnitCost
    Minerals
    Cost
    Vespene
    Damage
    (Bonus Dmg)
    Attack PeriodDPS
    (Bonus DPS)
    Bunker500
    Spine Crawler100025 (30)1,8514 (16)
    Plague Vector150100150,819
    LRM Cannon15010020 (40)1,811 (22)
    Flaming Betty150100181,512
    Posted in: Map Feedback
  • 0

    posted a message on [Data] Button Tooltip Referencing

    @Oneiros333: Go

    <d ref="Effect,YOUREFFECT,VitalArray[Life].ChangeFraction[0]"/>

    You can always make a test upgrade and change the desired field. Then go to XML view and you´ll find your desired reference.

    Posted in: Tutorials
  • 0

    posted a message on Starcraft FA5

    Great news! I think with the ton of stuff we can do with the editor, it would be a shame to just make a remake of it. So I totally agree with your point.

    If you need a beta tester I am in :)

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Starcraft FA5

    Just played this awesome flash game . In fact its just a towerdefence with some twists. Does anybody know if this map has been remade for SC2?

    Here´s a footage:

    Embed Removed: https://www.youtube.com/v/ydRZ-4C7ymA?fs=1
    Posted in: Map Suggestions/Requests
  • 0

    posted a message on [POC] A*-Fruit (A-StarFruit) Pathfinding Algorithm

    updated first post + vid

    I think I got it as close as it can get to the pathfinding system of Z. :)

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on [POC] A*-Fruit (A-StarFruit) Pathfinding Algorithm

    @Frizi: Go

    Well, I am a A* noob. What you mean with custom nodes? Could you be a little bit elaborate about it or guide me to a tutorial.

    btw I uploaded v1.3. The found path is now delivered to the marine.

    edit: v1.4 with "TriggerTookTooLong" protection is up
    edit edit: v1.5 roads have higher priority than usual terrain.

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on [POC] A*-Fruit (A-StarFruit) Pathfinding Algorithm

    @SouLCarveRR: Go

    If I´ll take a 256 x 256 map, the largest possible, and add nodes (distance between nodes = 1) I would need an array size of 65536 oO. The limit on arrays is 8190 iirc, so yes its impossible. anyways I´ll had fun creating it. :)

    @rpc190: Go

    I am currently thinking about how the found path could be delivered to the unit. I want to avoid adding waypoints on every found node. At the moment the marine is still using the SC2 pathfinding.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [POC] A*-Fruit (A-StarFruit) Pathfinding Algorithm

    credits go to maverck for his pioneering work

    Not a library, but a proof of concept for anyone interested in how to implement this algorithm in a SC2 map

    What is A* (A-Star)?

    It is a pathing algorithm used in SC:BW and many other games. To not just copy and paste walls of text here is a good introduction: A* Pathfinding for Beginners

    How can this be useful?

    I am trying to recreate the pathfinding system of the old game Z (Bitmap Brothers), where units prefered some terrain over others, like roads over desert. At the moment I can´t promise if it´ll work.

    VERSIONS

    • v1.2 I managed to recreate the found path. It is marked with the FeedbackImpact model.
    • v1.3 The found path is deliverd to the unit with waypoints. I made the waypoint model invisible, so its a little prettier.
    • v1.4 I added a "TriggerTookTooLong" protection. So more complex paths can be calculated. The drawback is that the trigger is more time-consuming.
    • v1.5 Roads now have priority over usual terrain.
      v1.6 I´ll think this version is as close as it can get to the original pathfinding algorithm of Z. Only thing left to do is apply a speed buff, when a unit enters the road.
    • v1.7 Just polished the code and the map; including smart waypoints. There should be no more trigger errors, so hopefully the last version I uploaded.


      v1.6


    Bugs

    • until v.1.5 If the while loop in the "pathfinding" action is executed too long, calculating a more complex path, it can cause a "Execution took to long" error.
    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on Get Closest Unit...

    yes! you can use the closest unit to point action

    Posted in: Triggers
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