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    posted a message on Need help improving my Aggro System.

    As I said, it depends what you need. You should be able to make atleast 10-20 units with loops system (10-20 enemies on screen same time). The loops activate when enemies come near and will stop when unit dies/enemies go away....

    Of cource the loops wont run all the time. You can activate them when you spawn unit, attack unit, unit enter region or whatever...

    And you could even use loops for the heroes only, to check if there is nearby ally that has more agro and then pick every nearby enemy and order them to attack the one with most aggro.

    Posted in: Triggers
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    posted a message on Need help improving my Aggro System.

    Its a bit so-so how I would do this. How many units you need to be able to count the aggro from and how large you wan to area to be that the aggro affect? As it is now, the zergling would run all over the map if the people with the most aggro would be far away.

    Im not sure if there is some really smart way of doing this, but I quess I would go with action definition or periodic triggers.

    You pick units in some area around zerglng and check who has the most aggro, this way the zergling doesnt even need to attack unit to detect who has the most aggro.

    Yea...loops are the only way to go here. Those triggers just seem plain bad for some reason, even tought it works....

    Posted in: Triggers
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    posted a message on Detecting units movement with triggers?

    That wont do for my needs :<. I need to make it detect it right away. And I was also wondering how to make ability cast while moving so the caster wont stop moving (there is movement allowed flag in abilities, but didnt change anything)....

    • edit* Problem solved, not sure what I did, but Clicked all sorts of stuff from ability to make it work while moving and I used count order count to detect movement (not sure if this will get bugged with some orders, but seems to work fine for now).

    Meh hold possition also messes the order, but Im not sure if matters for my cause....

    Posted in: Triggers
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    posted a message on Detecting units movement with triggers?

    How can you check with triggers if unit is moving...in wc3 we had movement speed of unit, but couldnt find anything like that here :/

    Posted in: Triggers
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    posted a message on How to make hook that follows caster?

    I can make a simple hook spell, but when it needs to follow caster im a bit lost...Like you hook a unit and start walking away, the hooked unit will still come to the casters point.

    I would also like it to look smooth and realistic when caster walks away there wont be any sharp angles for the hook. The hooks like will bend and make the spell look smoother.

    Any ideas? tips? how to do this? No need to describe the basics of the spell. I just want to do should I store some info on variables? like points periodically where the hook goes....

    If you dont know what hook spell is, check youtube for pudgewars/pudge

    • EDIT* I actually managet to make a working hook spell, but the angle problem remains. It looks ugly :/. I want it to be as smooth as in pudge wars hook, dunno how I would do that tought....I used dummy units as hooks and put the to unit group, dont know if thats a good way to do a hook spell...I wonder if there is some formula that would be good to check distance/angle between hero and dummy unit to make it look better.
    Posted in: Triggers
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    posted a message on Combo Arena (Working Title)

    Made dialog hero selection today. Its kinda simple, but looks ok.

    Things i need to do before release:

    • 3rd hero (yup im gona make 3 heroes for the BETA), I got this hero planned a bit already. Just need to do a bit more brainstorming.
    • Game modes (make the terrain a bit larger and add couple of game modes.)
    • Some balancing and testing
    • Possibly items and leveling system?

    So thats about it. Propably I will be able to do these things during next month, even tought my holiday is ending. I also could use ideas for items and skill tree system. Im no sure what kind of things should I add as items. They shouldnt increase damage too much, but I dont want them to be useless either. I personally wouldnt mind the map going without items, but It would surely increase replaying value greatly if it was done properly.

    so lets brainstorm together!

    Posted in: Project Workplace
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    posted a message on How to make $$$ from maps

    Indeed it would be nice to make some money with the maps that are well done. Im not sure if the blizzard marketplace is going to be a total failure or not. My plan was to make Premium version of my map which would include 1-2 new heroes that doesnt come in normal version. And then after I add more heroes to Premium version, I could transfer some old ones to the normal version. Im not sure if anyone would be willing to support map makers like that tought....(not much difference in content). The price for premium would be something like 2dollars, which I would be happy to pay for good maps.

    I dont think too many people would be interested in donating....but who knows? Definetly could use some money since im a student.

    Posted in: General Chat
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    posted a message on Combo Arena (Working Title)

    Finally managed to get some decent gameplay footage.

    Embed Removed: https://www.youtube.com/v/l7g6YAv7Fso?fs=1

    --------------

    The video seems to get stuck a couple of times. If you skip a head a bit after the stuck, you should be able to play the video. If the problem doesnt fix itself, ill try to upload this again tomorrow.

    --------------

    Here is some video material from my testing sessions. The warrior is pretty much ready to go. I fixed most of the bugs from it and most of the spells seem pretty balanced. The mage on the other hand will go trough some changes. In the video it was my first time testing the hero, so some spells might seem too strong, but that will change.

    The terrain will also go trough some changes before release. The map will propably be 6 player map with few different game modes. I havent yet decided the modes, but I was thinkin of creating the following: CTF, Arena, Team Arena, Zone Capture (Not sure if all of them or just some).

    big thanks for buughost for testing my map :)

    Posted in: Project Workplace
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    posted a message on [CheddaCheeze] Terrain Showcase [Picture Heavy]

    first 2 are simply amazing!

    3rd and 4th doesnt really strike me. the 4th seems pretty plain to me.

    Good job anyway.

    Posted in: Terrain
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    posted a message on Combo Arena (Working Title)

    thx guys.

    Testing starting soon, if someone want to join in.

    Posted in: Project Workplace
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    posted a message on [Data] Is it possible to make unit attack ground?

    Atleast you can do "attack ground" type of attack, by creating invisisible dummy and attacking it. I found no other way :/

    Posted in: Data
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    posted a message on Combo Arena (Working Title)

    Im gona host another test today at 22.00 (GMT +2) on EU area.

    The map is still pretty much the same, but I tought I would test it out again for fun. I havent made too much progress on the new hero (the mage). curently I have ideas for 3 basic spells and 2 combos (some of them are almost ready). As soon as I get the ideas ready, im sure I will be able to make the hero ready quite fast.

    so test at 22.00. Everyone invited!

    you can add: burne, code 478 as friends.

    Posted in: Project Workplace
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    posted a message on [Data] Is it possible to make unit attack ground?

    I wana do weapon that can attack ground and cause splash damage (missile weapon), but I cant find a way to do it.

    pls help

    Posted in: Data
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    posted a message on Virtua SC2 Racing

    that looks fun. seems like the dring system works great and the terrain is also nice.

    I kinda dislike that there is only 1 arena where you can drive in 1 map? i dont know how big those arenas are, but still would be nice if there was couple in same map :/.

    I would also like to see something like death rally implemented. Its a game where you can buy weapons like mines, guns and turbo boost.

    Posted in: Project Workplace
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    posted a message on [Data] Force Effects (Intermediate Difficulty)

    Its so sick how good you are at this stuff!!!

    You make me doubt about my methods, you could propably do leap spell with something like that too, but I have done it with triggers. Would be nice to see how leap spell would look with data editor methods tought....

    I really apriciate there tutorials. They contain so much usefull stuff and they are responsible for teaching me how to use data editor.

    btw, I would like to hear how did you become so good? I find data editor being sooo hard to use without tutorials.

    Posted in: Tutorials
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