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    posted a message on New map: Morphling Wars

    If anybody is still interested in my game, I had just made a channel dedicated only for this game. Come to channel "MW" in the NA servers if you want to play this game with me or others who are interested.

    Also, if you haven't been following my game there has been multiple updates to the game which has completely changed it, major changes include: -A new arena, replacing the old one. -Can now hold up to 8 players in a FFA style battle. -Morphing spells has been put into a different command card and all spells have been changed into its default hotkey.

    Posted in: Map Feedback
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    posted a message on New map: Morphling Wars

    Just trying to get my map's popularity rating up so if anybody would like to test my map post here the times you might be on and i'll whisper you if i can be on at that time or you can whisper me/add me Character code 722/MatTaNg.

    Morphling Wars is 1v1 arena map where you micro a single unit which has the ability to change(or morph) into 10 different units. The object of the game is to quickly find the counter to your opponent's current unit and change into that unit in order to do the most damage. Unit changes are instant so you must react fast.

    However, it's not that simple there are also casting units like sentry's and Ravens which offers a twist in the game. These casting units have all their spells which you can utilize which allows you to be creative for example you can throw hallucinations in there and trick your oppenent or throw down a PDD, Feedback or EMP, whatever you feel like!

    Here are the 10 units you can morph into & their special abilities: 1. Zealot -Charge 2. Stalker -Blink 3. Roach -Burrow heal NOT INVISIBLE! 4. Sentry -Force Field, Hallucination 5. Dark Templar -Slow, Lots of damage NOT INVISIBLE! 6. Raven -Auto-Turret, PDD, Missile 7. Viking 8. Battlecruiser 9. Ghost -Snipe, EMP 10. High Templar -Feedback, Psi Storm

    If you need any more info about the map post here.

    You can download the map at this site or at http://sc2.nibbits.com/maps/view/135425/morphling-warssc2map

    Posted in: Map Feedback
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    posted a message on Not sure why this trigger isn't working

    Sorry need this problem solved, Bump!

    Posted in: Triggers
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    posted a message on Not sure why this trigger isn't working

    Okay thanks for the help, i've been reading your comments and messing around alittle bit, i set an array varriable for 6 different spawn points, changed random integer to 1-6 and i added a create unit trigger however it gives me an error saying "A error occured in Find Random Numbers while trying to start Starcraft II, Please try again". Then it will spawn the unit for a random player at a random location correctly but it doesn't spawn it for all of them, every game is different some players will get a unit some players won't. It doesn't even display the random numbers anymore as text. I bolded the things i added so it will be a little easier to look at.

    Also this might be a bit off topic but when i go near a changeling(The unit i'm trying to spawn) that doesn't belong to me, ex: it belongs to player yellow it would change the color yellow to my color red but i still can't control it, i don't know if yellow still controls it since i'm using the test function. Stranger yet when i move towards it, it spazzes up and down, when i move away it stops spazzing but still remains the color red. My unit remains completely unaffected though. Not sure if this trigger is causing this or if this is just a bug but just putting it out there.

    Find Random Numbers

    Events

    Game - Player Any Player types a chat message containing "run", matching Exactly

    Local Variables

    rnd = 0 <Integer>

    i = 0 <Integer>

    locations = 0 <Integer[5]>

    players = 0 <Integer[5]>

    Conditions

    Actions

    Variable - Set Spawn Points[0] = Spawn 1

    Variable - Set Spawn Points[1] = Spawn 2

    Variable - Set Spawn Points[2] = Spawn 3

    Variable - Set Spawn Points[3] = Spawn 4

    Variable - Set Spawn Points[4] = Spawn 5

    Variable - Set Spawn Points[5] = Spawn 6

    Variable - Set locations[0] = 0

    Variable - Set locations[1] = 1

    Variable - Set locations[2] = 2

    Variable - Set locations[3] = 3

    Variable - Set locations[4] = 4

    Variable - Set locations[5] = 5

    - Generate Random Numbers

    General - Pick each integer from 1 to 6, and do (Actions)

    Actions

    Variable - Set rnd = (Random integer between 1 and 6)

    General - While (Conditions) are true, do (Actions)

    Conditions

    locations[rnd] == -1

    Actions

    Variable - Set rnd = (Random integer between 1 and 6)

    Variable - Set players[(Picked integer)] = rnd

    Variable - Set locations[rnd] = -1

    Unit - Create 1 Morphling for player rnd at Spawn Points[rnd] facing 270.0 degrees (No Options)

    - Display Random Numbers

    General - Pick each integer from 1 to 6, and do (Actions)

    Actions

    Debug - Display (Text(players[(Picked integer)])) as debug output using Type 1, and Do display it in the game window

    Posted in: Triggers
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    posted a message on Not sure why this trigger isn't working

    How would i match 'locations' with my spawn regions?

    Posted in: Triggers
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    posted a message on Not sure why this trigger isn't working

    Thanks this helps a bunch, but i'm a bit confused as to what you did so i could'nt seem to figure out how to implement it into my map to make it spawn a unit for 6 different players

    Posted in: Triggers
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    posted a message on Not sure why this trigger isn't working

    Not sure why this trigger isn't working, i have 6 players in my game and i want them to spawn in 6 different regions so that players can have a 1v1 deathmatch against each other. I want these spawns to be random so that each player plays against a random player each round. This is what i have and i can't see whats wrong with it. I used a random integer to random the player and i put them in while loops so that it will keep running through until all the numbers are different and i set wait conditions so the while loops start one at a time, however, my problem is that my while loops don't seem to be working and some of the numbers end up being the same so the trigger cannot continue because of my wait Action.

    Events

    Timer - Elapsed time is 0.1 Game Time seconds

    Local Variables

    Random Integer = (Random integer between 1 and (Number of players in (Active Players))) <Integer[6]>

    Number of Players = 0 <Integer>

    Conditions

    Actions

    General - While (Conditions) are true, do (Actions)

    Conditions

    Random Integer[0] == Random Integer[1]

    Random Integer[0] == Random Integer[2]

    Random Integer[0] == Random Integer[3]

    Random Integer[0] == Random Integer[4]

    Random Integer[0] == Random Integer[5]

    Actions

    Variable - Set Random Integer[0] = (Random integer between 1 and (Number of players in (Active Players)))

    General - Wait for (Conditions), checking every 0.2 Game Time seconds

    Conditions

    Random Integer[0] != Random Integer[1]

    Random Integer[0] != Random Integer[2]

    Random Integer[0] != Random Integer[3]

    Random Integer[0] != Random Integer[4]

    Random Integer[0] != Random Integer[5]

    General - While (Conditions) are true, do (Actions)

    Conditions

    Random Integer[1] == Random Integer[2]

    Random Integer[1] == Random Integer[0]

    Random Integer[1] == Random Integer[3]

    Random Integer[1] == Random Integer[4]

    Random Integer[1] == Random Integer[5]

    Actions

    Variable - Set Random Integer[1] = (Random integer between 1 and (Number of players in (Active Players)))

    General - Wait for (Conditions), checking every 0.2 Game Time seconds

    Conditions

    Random Integer[1] != Random Integer[2]

    Random Integer[1] != Random Integer[0]

    Random Integer[1] != Random Integer[3]

    Random Integer[1] != Random Integer[4]

    Random Integer[1] != Random Integer[5]

    General - While (Conditions) are true, do (Actions)

    Conditions

    Random Integer[2] == Random Integer[3]

    Random Integer[2] == Random Integer[4]

    Random Integer[2] == Random Integer[5]

    Random Integer[2] == Random Integer[0]

    Random Integer[2] == Random Integer[1]

    Actions

    Variable - Set Random Integer[2] = (Random integer between 1 and (Number of players in (Active Players)))

    Also sorry about this Wall of text, the trigger goes on longer because i have 6 players but it pretty much continues the pattern throughout, i didn't think i needed to make this wall of text even larger. I'd also like to know a better way to do this if there is one, because the trigger will not work unless there are exactly 6 players, its also long and of course, isn't even working.

    Thanks for being patient here and the help of course :P

    Posted in: Triggers
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    posted a message on How do i increase the attack damage on a unit?

    Thank you

    Posted in: Data
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    posted a message on How do i increase the attack damage on a unit?

    Title pretty much explains it all, pretty simple question and when i say attack damage i mean the physical, upgradable(Psi blade for example) weapon damage that units use. I've looked in the weapons tab and the units tab and i couldn't find it.

    Posted in: Data
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    posted a message on Not sure why this code isn't working

    Alright, i got it to work thanks, my problem was i was using a random real instead of a random integer.

    Posted in: Triggers
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    posted a message on Not sure why this code isn't working

    I'm trying to make an arena type game so in the beginning i need 2 different units spawning for 2 different players however there are a total of 6 players(so 4 are watching). I made this line of code but its not working:

    EVENT:

    Timer - Elapsed time is 0.1 Game Time seconds

    LOCAL VARIABLES:

    Random Integer = (Random real between 1.0 and (Real((Number of players in (Active Players))))) <Real> Random Integer 2 = (Random real between 1.0 and (Real((Number of players in (Active Players))))) <Real>

    CONDITIONS: None.

    ACTIONS:

    General - While (Conditions) are true, do (Actions)

    CONDITIONS:

    Random Integer == Random Integer 2

    ACTIONS:

    Variable - Set Random Integer 2 = (Random real between 1.0 and (Real((Number of players in (Active Players)))))

    General - Wait for (Conditions), checking every 0.5 Game Time seconds

    CONDITIONS:

    Random Integer != Random Integer 2

    Unit - Create 1 Changeling for player (Integer(Random Integer)) at Spawn 1 using default facing (No Options)

    Unit - Create 1 Changeling for player (Integer(Random Integer 2)) at Spawn 2 using default facing (No Options)

    When i tested this i got a variety of results; for some reason when i loaded it with one other computer it spawns 2 changeings at the correct locations however they both belong to me, i reloaded my game 5 times and got the same result but on the fifth time i got an error saying "MeleeInitialization took too long"(MeleeInitialization is the name of the trigger). Then when i tried to do this with 5 other computers it either worked perfectly(Spawned 2 units belonging to 2 different players) or it gave me 2 units belonging to the same player.

    To make things short i think the problem is the fact that my while loop is not working for whatever reason, its not setting the "Random Intergers" equal to each other because my problem is the fact that the units spawning belongs to the same players.

    Thanks for your help.

    Posted in: Triggers
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    posted a message on (Solved) Burrow costing 2 supply

    I couldn't find a Repaircost field for my roach but i found a Cost field and it seems to be 0/0/0 for both burrowed and unburrowed

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Burrow costing 2 supply

    For some reason my roach burrow costs 2 supply, i tried resetting the skill back to default and it went back to "Default ability(CAbiArmMagazine)". I tried searching for the original skill and i couldn't find it, i found Roach(Unburrow) but Roach(Burrow) seems to have dissapeared.....any ideas? Also, how do i make a player start with 0/200 supply? In case i never figure this problem out. Thanks

    Posted in: Miscellaneous Development
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    posted a message on How to hide an ability by default

    Okay thank you for the help

    Posted in: Data
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    posted a message on How to hide an ability by default

    It doesn't seem to be working; under upgrades i made a copy of Protoss Air Upgrade and named it "Hide Ability" and changed the Affected Unit Array into "Changeling". Then i made a new Requirement and named it Ability Hide, i right clicked the show folder and copied your settings:

    Type: Count Upgrade Alias: Hide Ability State: Completed

    Then i added my new requirement under the tab "Requirements" under "Command Type" in the units section under ability. And yes i want each unit to gain access to the ability at different times.

    Posted in: Data
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