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    posted a message on Unit Gains Strength per Kill?
    Quote from Kueken531: Go

    It actually should be quite as simple. Well, for huge amount of levels its a pain in the ass, because you cannot say like "get +1 damage every level", but you have to specify each level for its own (copy n paste is your friend ;) - still, you have to enter experience needed for levels manually)

    Just enter the levels in the Veterancy Level + tab and add the specifications for each level.

    @Kueken531: Go

    Great, but where exactly is the veterinary level/tab? I don't understand. How do I modify that the requirement is x kills, and the effect is x more damage and health? I've created a custom behaviour, but it's not err, I've looked over it but can't find where the relevant fields are...

    I need to make behaviour which buffs the damage and health per level up, as such? But where exactly are the unit attributes editable, since in the combat tab in a custom behaviour, there are quite a lot of tables for "damage" which are not easily differentiated?

    Posted in: Triggers
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    posted a message on Unit Gains Strength per Kill?

    @Kueken531: Go

    Excellent idea! I was actually considering something along those lines, but didn't quite know how to implement it. Any suggestions to get me started? Or is it as simple as just go into behaviours and add a veterancy one?

    Posted in: Triggers
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    posted a message on Unit Gains Strength per Kill?

    I have a working kill counter in my map, which rewards players with minerals and vespene relative to the value of the killed unit.

    However, in my exploring of the trigger system I discovered actions to modify unit properties, one of these was a life value, so in theory I could make a unit slightly tougher per kill... but how would I increase a unit's damage individually, per kill, as well as health? Is it possible? So if I have say, a bunch of marines, and one keeps making kills, he gets slightly more health and damage than the others?

    Posted in: Triggers
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    posted a message on Unit Purchasing his own Passive/Active Abilities?

    Well, title says it all.

    I'm trying to make a map where the player buys a unit from a supply depo, a marine, marauder, ghost or firebat.

    Okay, done that, simple enough.

    Now the more complicated problem is that I'd like the units to be able to buy their own upgrades. It would be easy if it was just giving the unit a barracks tech lab ability, but it's not that simple. For the idea to work, I'd like each unit to be able to buy three different abilities, 1 passive and 2 active. Most of these will be abilities native to non-terran units or special units, so I will have to make techs to correspond to them, I think, which I don't know how to do. I looked at concussion shells, but I can't understand how the different parts of it across the unit, upgrade, ability, effect, etc sections work. These are achieved, I've theorised, by having 3 research icons on the unit's primary command card, each of which leads to a submenu. Now, IDEALLY, when the player has selected one of the abilities from each of the sub menus, it will disable the tech UI button which denies access to the submenu of potential ability research, so they cannot attempt to research another ability for the same button slot, and it then reveals a button in the primary command card that corresponds with their selection from the submenu.

    I know it's a bit complex, which is why I'm asking. For an example, let's work with allowing a marine to purchase concusive shells (for his weapon) or to have a passive detector ability.

    Posted in: Data
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    posted a message on Custom Map Review Channel!

    Same request as Bibendus really! You'll need to grab a few friends to play it with though.

    Posted in: Map Review
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    posted a message on custom map walkthroughs, reviews, overviews.

    @JohanPoN: Go

    Review yes please.

    Posted in: Map Review
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    posted a message on Nodgene's Random Micro Game

    Hello everyone! This is my first custom map for SC2. I set out to design a multiplayer map that would be unique and most importantly, fun pick up and play.

    I've done extensive testing with friends as I've been developing this, and everyone who has played it has enjoyed it! I'd like to share it with the world and hope more people enjoy it :)

    http://www.sc2mapster.com/maps/nodgenes-random-micro-game/files/4-nodgenes-random-micro-game-competitive-version/

    Feedback is especially welcome!

    P.S. Although it's 2-8 players, the more the merrier! :)

    Posted in: Map Feedback
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    posted a message on custom map walkthroughs, reviews, overviews.

    I've uploaded one map I've been working on for a bit the other day. I've been testing it with friends as development was ongoing, and they all enjoyed it quite a bit and appreciated how I progressed it. I want to know that my hours invested haven't been a total waste... I hope self-promotion isn't a faux pas in this forum! Anyway, I was wondering if you could review my creation at some point, since you're in the business for that! :)

    http://www.sc2mapster.com/maps/nodgenes-random-micro-game/

    Also, since the map isn't final yet, any suggestions are very welcome.

    Posted in: Map Review
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    posted a message on Period Timer, Units In Region?... also Unit Mineral Value?

    Okay, last issue fixed. Issues resolved.

    I managed to use a series of actions to get it working as I'd like it. As I wanted something relative to build cost.

    Event...Unit - any unit dies

    (Killing player) == 1

    -Var Set "VarX" = (Mineral cost of (Unit type of (triggering unit))) -Var Set "VarX" = (VarX / 2) -Player - Modify player "1" Minerals: "VarX"

    :) Seems to work!

    Posted in: Triggers
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    posted a message on Period Timer, Units In Region?... also Unit Mineral Value?

    Half of the two problems are fixed! Someone helped on the main SC forum with...

    <<quote>>@nodgene,

    Hey there.

    Personally, I would probably set the condition out like this: - Number of units in unit group - Type: living - Unit group: [A function] Units in region matching condition - <your options here, defaults are probably fine for what you're doing, except you may need a trigger for each player> - is greater than - 0

    That should work, as far as I know, and shouldn't require a unit event.

    Good luck!<</quote>>

    Posted in: Triggers
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    posted a message on Period Timer, Units In Region?... also Unit Mineral Value?

    @illidans911: Go

    How do I check for the unit count in the region?

    Posted in: Triggers
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    posted a message on Period Timer, Units In Region?... also Unit Mineral Value?
    Quote from thommiej: Go

    @nodgene: Go

    i dont understand ur first question, explain it better please

    your second question is really simple. Click on the parameter where u choose how much minerals, and go to functions, choose "Unit type cost". and set the unit type to (go to function again) "unit type of unit" and choose triggering unit. it will look like this:

    Player - Modify player 1 Minerals: Add (Minerals cost of (Unit type of (Triggering unit)))
    

    duplicate the action and change the minerals to vespene gas

    Hope this helped!

    Okay, first off...

    I want a trigger with a per second time event to check if any unit of a player is in a region.

    I tried to do this using three triggers. One of them checked if a unit had entered, and another if a unit had left the region. Upon entering the region, an action set a variable to "1", a third trigger checked if this is so, and then proceeded to every second, grant the player minerals. If any units left the region, the variable was set to "0". If a unit was killed whilst standing inside of the region, the trigger did not consider that they had "left" the region, and continued to grant resources, as if one was still there. That was how I tried to do the triggers for the above problem.

    The second issue is not as you suggested, I'll try and explain again. Every time a player makes a kill, the value of that kill should in part be rewarded back to them in minerals. So, if they kill a marine, they earn 50, if they kill an ultralisk, they earn 300. I want to reduce the amount earnt too, so the reward is perhaps half... so if they kill a marine they earn 25 minerals, and an ultralisk warrants 150 minerals.

    Does this help? :)

    Posted in: Triggers
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    posted a message on Period Timer, Units In Region?... also Unit Mineral Value?

    It's what it says on the tin really. I've been trying to make this work unsuccessfully for a while now. I've found you lads from someone mentioning the forum on the official SC2 mapping forum. Anyway...

    1) Period Timer, Units in Region...

    I tried initially using entering and leaving region events, which switched on or off an int. This int was then checked in another trigger, which dispensed a reward if it was on. However this system doesn't account for the possibility of any units that happened to enter the area getting shot to pieces. Units in Region, or Units in Region Matching Conditions... might... but I havn't been able to get them to work, something about In Region not liking the fact the trigger does not have a unit based event, and then Matching Conditions doesn't like the fact a unit group is not involved. Eh, help! It's probably something simple too.

    2) Get Unit Mineral Value...

    The second issue I found was trying to make a responsive kill reward trigger. The default trigger works fine, that is, a unit any unit dies event, killing player condition, reward actions. Fair enough, but I want the reward to be relative to the mineral cost of the killed target. Otherwise a default kill reward value will encourage players to not use lower or higher end units, for fear of unfair rewards one way or another. To top that little conundrum, I was wondering if there was a way (no doubt, with the mathematical triggers) to reduce this stated value a bit, so the reward is half or so, but not 100% of the killed target's worth.

    Thanks in advance.

    Posted in: Triggers
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