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    posted a message on How to allow a unit to move while morphing?

    @jarltheafro:

    So there's no field that controls how long a unit is unable to move while morphing?

    Posted in: Miscellaneous Development
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    posted a message on How to allow a unit to move while morphing?

    Does anyone know how to do this?  I'd like for a ground robot thing to be able to morph into a flying robot thing without having to stop and wait for it to finish.  The robot thing from melee.  I forgot what it's called.

    Posted in: Miscellaneous Development
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    posted a message on If you give a Phoenix the Missile Turret turret,

    It spins around in circles forever.

    Posted in: Miscellaneous Development
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    posted a message on Premium Maps?

    @Sephiex:

    What's dial up?

    Posted in: Miscellaneous Development
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    posted a message on tower defense questions

    @maverck: Go

    Your solution can be applied to #1 as well.

    Posted in: Miscellaneous Development
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    posted a message on tower defense questions

    @Etravex:

    1)

    Event -- unit dies

    Action -- Order killing unit to run to next path.
    If the path is stil blocked, it will attack again.

    Posted in: Miscellaneous Development
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    posted a message on Desperately need testers

    www.sc2mapster.com/maps/vtd

    This is ridiculous.  I haven't been able to get a single game because no one knows the map exists.  If people do play it, they play it without me, and if there's a problem, I never find out about it.

    I'd like to get at least one game before the beta is over.

    "Ask a friend to test".

    Not everyone is as social as you are.  I'd just like to make a map, test it with people.  I don't want to form relationships with anyone.  I'm not good at it, and it is a chore to me.

    In warcraft 3 you could just host "New map need testers"  and it would fill instantly.

    What am I supposed to do now?  

    Edit:  By the way, the game does have a solo mode, if anyone wants to try it offline.

    Posted in: Miscellaneous Development
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    posted a message on Map is dropping players... why?

    @SquarelyCircle: Go

    I think it's a widespread problem. It's happening for me as well.

    Posted in: Miscellaneous Development
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    posted a message on New Patch - Broken Projectiles

    @BloodLX99: Go

    Check the actor events. For some reason, after the patch, the attack events were no longer on the actors if you duplicated them from a melee unit.

    You don't have to redo the entire unit, just reduplicate the actor, and everything will work.

    Posted in: Miscellaneous Development
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    posted a message on Doing damage based on attacker's mana

    I was hoping their was a field somewhere I was missing.

    I'm nervous to use triggers, as certain damage responses or behaviors seem to be incompatible with units modified via triggers.

    I suppose I could make a simple damage effect, and apply it iteratively to the attacked unit for each point of energy the attacker has using a trigger.

    Thanks for the suggestions.

    Posted in: Miscellaneous Development
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    posted a message on So how are we dealing with the patch?

    If this helps anyone:

    The biggest change seems to be actor events. if you duplicated melee actors, the events will be screwed up.

    You can easily fix this simply by re-duplicating actors.

    Data paths are messed up.

    It is not difficult to track these down. Go through your data. Anything you've edited will be green. Check these, if anything says "unknown" after the entry, then your data is pointing to a non-existing asset. Change it to the new one.

    But, as for icons... I still can't figure this out. The ability to choose particular icons still exist, but many of them now don't work. I'm not sure why you can still choose them in the menu. It's annoying.

    Another thing: The way a unit's cost works is changed.

    Previously, you could only set the cost in the ability which trains/builds the unit. Now, you can both do that, as well as set the unit's cost in the unit's cost field itself. A side-effect of this change is that any duplicated units now have their cost field filled in with their melee costs. Go through and clear them to zero.

    For my map, that was about it. I had a large number of custom units, all of which required redoing actors and costs. It did not take very long.

    By the way, if you are using original melee assets, these are likely screwed beyond repair. I left some units with weapons from the melee game, and they're just gone. Completely.

    Are the errors you are running into more complicated than this? I'm curious as to what else was changed.

    Posted in: Miscellaneous Development
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    posted a message on So how are we dealing with the patch?

    @LeetBox: Go

    There are specific things which do not work, and almost all of them have causes pertaining to data paths being renamed, or data fields being optimized for more intuitive use. They are easily fixable if you know what you are looking for. I think the exception to this is the camera bug.

    If you could be more specific than "all of my mods are messed up", people might be able to help you.

    Posted in: Miscellaneous Development
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    posted a message on Doing damage based on attacker's mana

    I mean energy.

    I can't seem to find an effect or data field for this.  Does anyone have a suggestion on how one might go about accomplishing it?

    I'd like for a weapon's attack to do extra damage per point of energy.  All I was able to find were fields pertaining to the target's vitals, not the attacker's.

    Posted in: Miscellaneous Development
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    posted a message on How to organize a map test?
    Quote from Sixen: Go

    They'll be adding Chat Channels in at a later point. You'd need to just contact friends or host the map publicly, =|.

    Does the game come with friends?

    Posted in: General Chat
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    posted a message on Please test my TD!

    http://www.sc2mapster.com/maps/vtd/

    10 player, mazing.

    Solo and team mode.  Solo is built into the maze.

    I have not yet been able to test with multiple players.  Feel free to download the map and test it solo.  If you like it, help me test it multiplayer.

    The tech tree is half done.
    The first 25 waves are done.
    The first 2 hero weapons are done.
    Terrain is done.  I'll prettify it later.

    For solo mode, the total lives remaining are shared between players.  You receive 45 lives per player at the start.  Solo mode is intended to be more difficult.  However, I have yet to test it with other players, so I could be wrong.

    I'm posting this now at its half-finished state, because I'd really like to get some testing done before the beta goes back down.  The game is completely playable as if it were finished up until level 25.  I could be wrong, actually.  I've never gotten that far.  I'm very bad at video games.

    Anyway, feedback is always appreciated.  Feel free to post here, or my map page.  If you'd like to assist with additional testing, I'd appreciate that as well.  I'd be happy to return the favor.

    Vexal.525

    Posted in: Project Workplace
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