Hey, when I go to test a map, I have two teams. No matter where I drag myself on Battle.net, I am always Player 1 on Team 1. Is there any way to change this? I am trying to test the other team but it just keeps sticking me as Player 1 regardless of where I am.
I have a trigger that prints a message every single time a unit enters the Entire Map, and it doesnt get called when the Unit creation occurs. Is it possible it is being spawned outside the bounds of the whole map? Doesn't seem likely.
EventsUnit-AnyUnitdiesLocalVariablesConditionsOrConditions(Ownerof(Triggeringunit))==1(Ownerof(Triggeringunit))==2(Ownerof(Triggeringunit))==3(Ownerof(Triggeringunit))==4(Ownerof(Triggeringunit))==5(Ownerof(Triggeringunit))==6(Ownerof(Triggeringunit))==7(Ownerof(Triggeringunit))==8ActionsUI-Display("<s val="ABChoiceButtonText">"+((Nameofplayer(Ownerof(Killingunit)))+(" killed "+((Nameofplayer(Ownerof(Triggeringunit)))+"!"))))for(Allplayers)toSubtitleareaGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(Unittypeof(Triggeringunit))==HybridObliterator(Zhakul'das)ThenSound-StopTankSongAfterFadingSound-PlayTHanson03MusicChoiceBfor(Allplayers)(at100.0%volume,skipthefirst0.0seconds)Variable-Seta2=(Randomintegerbetween1and4)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(Unittypeof(Triggeringunit))==Buster(Unittypeof(Triggeringunit))==Zergling(Unittypeof(Triggeringunit))==Infestor(Spellcaster)(Unittypeof(Triggeringunit))==HybridObliterator(Zhakul'das)ThenUI-Display"Respawning in 20 seconds."for(Playergroup((Ownerof(Triggeringunit))))toSubtitleareaGeneral-Wait20.0GameTimesecondsVariable-Seta2=(Randomintegerbetween1and3)General-If(Conditions)thendo(Actions)elsedo(Actions)Ifa2==1ThenUnit-Create1Busterforplayer(Ownerof(Triggeringunit))at(RandompointinSpawnRegion)facing270.0degrees(NoOptions)Variable-SetUnit[(Ownerof(Triggeringunit))]=(Lastcreatedunit)Camera-Panthecameraforplayer(Ownerof(Triggeringunit))to(Positionof(Lastcreatedunit))over0.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningUI-Display"You are a Buster. Get near survivor..."for(Playergroup((Ownerof(Triggeringunit))))toSubtitleareaElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)Ifa2==2ThenGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfnumMaulers==0ThenVariable-SetnumMaulers=1Unit-Create1Zerglingforplayer(Ownerof(Triggeringunit))at(RandompointinSpawnRegion)facing270.0degrees(NoOptions)UI-Display"You are a Zergling. Get near surviv..."for(Playergroup((Ownerof(Triggeringunit))))toSubtitleareaVariable-SetUnit[(Ownerof(Triggeringunit))]=(Lastcreatedunit)Camera-Panthecameraforplayer(Ownerof(Triggeringunit))to(Positionof(Lastcreatedunit))over0.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningElseUnit-Create1Busterforplayer(Ownerof(Triggeringunit))at(RandompointinSpawnRegion)facing270.0degrees(NoOptions)UI-Display"You are a Buster. Get near survivor..."for(Playergroup((Ownerof(Triggeringunit))))toSubtitleareaVariable-SetUnit[(Ownerof(Triggeringunit))]=(Lastcreatedunit)Camera-Panthecameraforplayer(Ownerof(Triggeringunit))to(Positionof(Lastcreatedunit))over0.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)Ifa2==3ThenUnit-Create1Infestor(Spellcaster)forplayer(Ownerof(Triggeringunit))at(RandompointinSpawnRegion)facing270.0degrees(NoOptions)UI-Display"You are a Infestor. Stay out of sig..."for(Playergroup((Ownerof(Triggeringunit))))toSubtitleareaVariable-SetUnit[(Ownerof(Triggeringunit))]=(Lastcreatedunit)Camera-Panthecameraforplayer(Ownerof(Triggeringunit))to(Positionof(Lastcreatedunit))over0.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningElseElse
It simply won't create the units. It does every single other function but it just refuses to make any units.
I played this game on battle net. In my opinion it needs a little bit more work.
1) UI - The user interface is a little basic. Just a health bar? No mini map. This needs more work and branches into the next items I will bring up. Unfortunately you can only hide the entire UI or you have to keep the entire Battle UI. For some reason it say "only in Blizzard maps."
2) Weapons - You need to create a selection of primary and secondary weapons in which can be selected by a key press or by selecting a button on the ui display. Where are the abilities? no grenades or flamethrower. Planning on adding.
3) WASD/Key press movement - with the camera angle it would be more prudent to activate abilities and items with hotkey and move around with either the keyboard or mouse. WASD movement on BNet will always be too laggy to be successful IMO.
4) Items - You need health power ups etc. Adding as well
5) Objectives - What is the mission? Just run the path and kill zombies? Where is the character development 4 survivors running the streets... why not use vehicles to drive through the city. It seems boring with no replayability like NOTD. Again I've been working on this for about 2 days, just testing to see if Special respawns work etc
6) Banks - why replay? why not create a leader board special items and characters to select with gained experience. Possible, not sure yet. Seems a little NOTD-ish
7) Why are there transformation points. why not stick with civilians. use molotovs etc and then you can run into soldiers and vehicles that you can control. What they are just running around and find a mark vii power suit etc? Why not simply have civilians trying to make it to a evac point and along the way find soldiers to help and vehicles etc. or a marine rescue party. If I could find individual weapon attachment models for all of the guns I would want to implement I would gladly do that. I'm trying to replicate L4D though.
The title is awesome why not change up the formula a little bit.
I thank you for playing, as well as the detailed feedback. I should have specified that I'm really trying to see if the Special Zerg (Players 5-8) spawn and respawn correctly when players are in that slot, as well as if their abilities are working well.
Hello guys, I have been working on a L4D Style SC2 Map that really follows the true gameplay of the original. However it is completely impossible to test if everything works by myself, so I was wondering if a few people could get 1 or 2 games going to see if the core game mechanics work. I'm not even sure things are spawning correctly, so any help would be appreciated a lot.
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Anyone?
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Hey, when I go to test a map, I have two teams. No matter where I drag myself on Battle.net, I am always Player 1 on Team 1. Is there any way to change this? I am trying to test the other team but it just keeps sticking me as Player 1 regardless of where I am.
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@s3rius: Go
I'll give setting the Triggering Unit as a variable a try. That type of solution has helped in the past, thanks.
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I have a trigger that prints a message every single time a unit enters the Entire Map, and it doesnt get called when the Unit creation occurs. Is it possible it is being spawned outside the bounds of the whole map? Doesn't seem likely.
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It simply won't create the units. It does every single other function but it just refuses to make any units.
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I thank you for playing, as well as the detailed feedback. I should have specified that I'm really trying to see if the Special Zerg (Players 5-8) spawn and respawn correctly when players are in that slot, as well as if their abilities are working well.
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Hello guys, I have been working on a L4D Style SC2 Map that really follows the true gameplay of the original. However it is completely impossible to test if everything works by myself, so I was wondering if a few people could get 1 or 2 games going to see if the core game mechanics work. I'm not even sure things are spawning correctly, so any help would be appreciated a lot.
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