Hah, tell me about it. I'm finding it nearly impossible to even get people to help test my map, let alone answer questions about it! Oye! Come back people!
I am looking for people to help me alpha test my map. It is quite playable with about half an hour of content and I would like to test it for scale to see if it works with 1 through 10 people. For more information please see the map or forum for the map at the links below.
I am looking for assistance with Ironhome. If you would like to help in any way please let me know.
Map Info
Map Designer: Rhadamant (NA:Rhadamant/245)
Pre-Alpha Testers:
VJain (VJ) @ NA
Hawke (Tom) @ NA
Pushover (Simon) @ NA
xxxlord (Kevin) @ NA
Blades (Austin) @ NA
jaZ (Mike) @ NA
Phase: Pre-Alpha
General Map Info:
Map Size: 256 x 256
Playable: 236 x 228
Max Players 10
Features
Save / Load System
Unlockable Content
Experience System
Rank System
12 Unique Playable Heroes
Three Difficulty Levels
Hordes of new and unique enemies
Player Vote system for mission selection
Challenging Bosses and missions
Backstory
Ironhome takes place concurrently with SC2, tied into the storyline about 3 years after Starcraft: Brood War. At the height of The Confederacy of Man many soldiers and civilians alike sought refuge from the oppressive and brutal methods of the Confederacy. These refugees started to colonize and terraform a space station named Ironhome, orbiting a dead planet in isolation in the Koprulu Sector. Ironhome is an Eden for progressive research, political and societal freedoms and is untouched by the troubles of war and strife.
You start off as one of multiple heroic units returning home from a several week reconnaissance mission. Immediately upon your return you realize that your home has been overrun by an infection that has brought about much destruction. The infection acts somewhat like the Zerg, infesting buildings, reanimating corpses into zombies and spreading virulently. You must fight off the swarms of infected through many missions and stages and figure out how to win.
I tried this, great technique. I think it didn't work at first because the model I was using was of the 5% that had a unique death. And for some reason the same technique that works for everything else do not work for InfestedCivilianDeath ... hmm I have to troubleshoot that now. Thanks for the solution! And yes, I'll check out your map =]
Yeah, I saw that post before I posted. I want my units not to be frozen before death though, I want their corpses to not decay, but your method seems to freeze them at creation.
Yeah I thought of this, but I am a lot more concerned with the physical look of corpses, and not the existence of theoretical dead units. Thanks for the thought though.
I'd like to setup my map so that corpses of specific units take awhile to decay. This is probably done easily with events and timers, and I've been experimenting with them with little to no luck. I was wondering if someone could post a viable solution. Thank you.
As a hopefully temporary solution I've added a dummy ability to the unit every time the ability levels and then created a BehaviorCount validator for the levels of the ability and it works. I'd prefer not to have to use such a roundabout bassackwards way of making this work.
No... CREATE UNIT EFFECT is selected. You do not create units through actors. Actors are just the visuals/sounds used by your units/objects
I am going to rework my ability so it is not a morph ability, but rather a effect instant ability and when the ability finishes the source unit will die. I think I can take it from here and thanks for the uploads!!
Edit.
I am pretty sure the Morph ability can only morph a single unit into another single unit, so your effect instant create unit method will probably be the solution.
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and
^_^
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Hah, tell me about it. I'm finding it nearly impossible to even get people to help test my map, let alone answer questions about it! Oye! Come back people!
1
Fun map! I love destroying Ultras.
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@Rhadamant5186: Go
Would anyone be so kind as to volunteer to help me test this map? If you would please PM me here or leave a post! Thanks in advance!
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I am looking for people to help me alpha test my map. It is quite playable with about half an hour of content and I would like to test it for scale to see if it works with 1 through 10 people. For more information please see the map or forum for the map at the links below.
Map
Forum
0
Ironhome
Private Pre-Alpha Testing on NA
Website
Ironhome Website
News
I am looking for assistance with Ironhome. If you would like to help in any way please let me know.
Map Info
Features
Backstory
Ironhome takes place concurrently with SC2, tied into the storyline about 3 years after Starcraft: Brood War. At the height of The Confederacy of Man many soldiers and civilians alike sought refuge from the oppressive and brutal methods of the Confederacy. These refugees started to colonize and terraform a space station named Ironhome, orbiting a dead planet in isolation in the Koprulu Sector. Ironhome is an Eden for progressive research, political and societal freedoms and is untouched by the troubles of war and strife.
You start off as one of multiple heroic units returning home from a several week reconnaissance mission. Immediately upon your return you realize that your home has been overrun by an infection that has brought about much destruction. The infection acts somewhat like the Zerg, infesting buildings, reanimating corpses into zombies and spreading virulently. You must fight off the swarms of infected through many missions and stages and figure out how to win.
Heroes
Renegade
Combat Medic
Vanguard
Chapters
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@Keldrif: Go
I tried this, great technique. I think it didn't work at first because the model I was using was of the 5% that had a unique death. And for some reason the same technique that works for everything else do not work for InfestedCivilianDeath ... hmm I have to troubleshoot that now. Thanks for the solution! And yes, I'll check out your map =]
0
@Keldrif: Go
Yeah, I saw that post before I posted. I want my units not to be frozen before death though, I want their corpses to not decay, but your method seems to freeze them at creation.
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@Eiviyn: Go
I don't really use vehicles or supply, so ... wonderful! Thank you Eiviyn, I'll give this a try.
Thanks for all the replies.
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@Kueken531: Go
Yeah I thought of this, but I am a lot more concerned with the physical look of corpses, and not the existence of theoretical dead units. Thanks for the thought though.
0
Hello helpful reader!
I'd like to setup my map so that corpses of specific units take awhile to decay. This is probably done easily with events and timers, and I've been experimenting with them with little to no luck. I was wondering if someone could post a viable solution. Thank you.
<3
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@Rhadamant5186: Go
As a hopefully temporary solution I've added a dummy ability to the unit every time the ability levels and then created a BehaviorCount validator for the levels of the ability and it works. I'd prefer not to have to use such a roundabout bassackwards way of making this work.
0
Still looking for a solution over 3 weeks later... help! =[
My guess is that is is a problem with the Validator, if that helps.
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@OneTwoSC: Go
Thanks for all of the replies!!
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I am going to rework my ability so it is not a morph ability, but rather a effect instant ability and when the ability finishes the source unit will die. I think I can take it from here and thanks for the uploads!!
Edit. I am pretty sure the Morph ability can only morph a single unit into another single unit, so your effect instant create unit method will probably be the solution.