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    posted a message on Looking for Map Testers (EU)

    Okay everyone.

    I've solo-tested my map. And it works.
    Now I need someone to multi-test it. Preferably 4 people.
    Since it will be tested on a 4 player map. (I will be referree)

    Is anyone up? :/

    Posted in: Miscellaneous Development
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    posted a message on Changing Tech Requirements with Triggers

    Hi there. :)

    I was wondering, if I could change the build/unit/research requirements with triggers.
    For example: If certain requirements are met, I want the requirement for the Hydra Den to be a Spawning Pool, instead of a Lair.

    Probably a simple task. And yet I couldn't figure it out so far.
    Help? -_-;

    Posted in: Triggers
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    posted a message on Problem: Dialog Label not working properly...

    Yup. It works now.
    Thank you. :)

    Posted in: Triggers
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    posted a message on Problem: Dialog Label not working properly...

    Well, very long. *sweatdrop*

    If it interests you, this is the full text:
    Please read carefully! Press the Continue-Button to proceed.

    On the next page, you will choose which tech you want to use for the game.
    Choose whatever unit/tech composition you personally find most effective.

    Plus you will choose one, and ONLY ONE, hero-unit that grants special upgrades and can also be deployed on the battlefield.
    You can only have one hero-unit on the field. But you can rebuild it, if it dies!

    IMPORTANT: Changes for default units!!!
    Terran Changes:
    - Barracks no longer require a Supply Depot to be built (it was a stupid change, honestly! <.<).
    - Marauders can no longer use stimpacks.
    - Cost of stimpacks increased from 10 to 20 (Marines) and from 20 to 35 (Firebats).
    - Healing speed of Medivacs has been decreased by half (1.5 life per 1 energy).
    - EMP Round removed from Ghost.
    - Cooldown assigned to Orbital Command abilities (95 seconds for MULE, 12 seconds for Scanner Sweep).
    - Extra Supply ability removed from Orbital Command.

    Zerg Changes:
    - Infestor HP increased from 80 to 120.
    - Infestor Life Armor increased from 0 to 1.
    - Neural Parasite has infinite time limit once again!
    - Reduced Gas Cost for Overseers.
    - Creep Tumor Armor increased from 0 to 5.

    Protoss Changes:
    - Chrono Boost now has a 20 second cooldown.
    - Graviton Beam now has a 20 second cooldown.

    Yep, very long. So this might be problem.
    How can I get this working anyways?

    Posted in: Triggers
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    posted a message on Problem: Dialog Label not working properly...

    So I have created an Intro Dialog for my project, explaining the whole thing.
    Of course the text is long, so I gave the label an extra large size.

    But when I test it, this is the result...
    http://img843.imageshack.us/img843/5378/dialoglabelissue.png

    I dunno what I did wrong though...
    Here is the trigger setup:
    http://img87.imageshack.us/img87/6411/dialoglabenissue2.png

    Enlighten me, please. :)

    Posted in: Triggers
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    posted a message on Ready, Set, GO! Trigger

    Yeah. I found that out.

    And thanks again. :)

    Posted in: Triggers
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    posted a message on Ready, Set, GO! Trigger

    Well, if I copy the trigger from the challenge maps, it is displayed as 'Unknown Trigger'.
    And it doesn't work. Sorry... :(

    I have yet to try the array-boolean system. Yet to figure how to do it, if I play with less people than the maximum possible number of the map.
    Bear with me. I am still learning...

    Thanks for the help. :)

    Posted in: Triggers
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    posted a message on Ready, Set, GO! Trigger

    Okay. I am working on triggers now.

    I wanted the system to be like this.
    There is a Ready-Button for all players. If one player clicks the Ready-Button, his units remain in stasis, until all players clicked it.
    When all players clicked the Ready-Button, there is a countdown "3, 2, 1... GO!" and then all players can start playing.

    I am new to this. So there are a few problems.
    First up. I created a Ready-Boolean, that changes to true if you click the button.
    But how can I check if ALL players are ready?

    And then there is the countdown-timer.
    Since you have no access to Blizzards special Challenge "Ready, Set, GO!" trigger (which sucks), I wanted to recreate it as good as I can.
    How can this be done?

    Thanks in advance. :)
    (And expect MANY more questions from me. -_-; )

    Posted in: Triggers
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    posted a message on Several Issues with my mod...

    UPDATE:
    Terran Issue 1 solved!
    I changed the Effect to 'Barracks DropTrain' and now they do appear with a DropPod.
    Problem is: If you set a Rally Point, they won't go there.
    But oh well...

    Terran Issue 2 partly solved!
    Defensive Matrix works now the way I intended. I simply forgot to gave it range and arc.
    So embarrassing... -_-;
    Nevertheless, I decided to remove that ability. Sorry for all the trouble...

    Zerg Issue and Protoss Issue remain unsolved!
    I do thank you for the Validator suggestion for the Leviathan. It works!
    But the problem is that I can spam the button to create a Muta-Army over the limit, before they hatch and the supply number is reached,

    I still want the limitation to work like with morphing a unit if blocked though.
    I dunno how this can be done for an effect.
    I do hope you can help me with this.

    And the flawed Shield Regen literally frustrates me...
    No matter what I try, I just can't get the visuals to work properly.

    Please help me with those two remaining problems and I can proceed.
    Thank you! :)

    Posted in: Data
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    posted a message on Several Issues with my mod...

    Okay, I see now how this works.

    If you don't have enough food available, the Leviathan may spawns the Eggs, but nothing comes out of it.
    But this is not how I want it to be. As it still costs the resources, even if you are food locked.

    I want it to be as if training a unit when supply blocked.
    Making the Leviathan not use the ability at all and hear the Queen say "SPAWN MORE OVERLORDZ111"
    Until you are no longer blocked.

    Hope you understand... Sorry for being a perfectionist. -_-;

    But I hope you can also help me with the missing DropPods for heroes and the Shield Regeneration.
    I want those three things to be up and running at least. It should suffice for a first version... ;)

    Posted in: Data
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    posted a message on Several Issues with my mod...

    It still doesn't work. Still can spawn Mutas freely. :(

    And I did add range to Defensive Matrix now and it still does nothing to other units...

    EDIT: WTF? Now nothing comes out of the Muta Cocoons? o.O

    Posted in: Data
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    posted a message on Several Issues with my mod...

    BUMP!

    Come on, ppz. I really want these bugs fixed.
    At least the first two Terran issues, the first Protoss Issue and the Zerg Issue.

    (Why am I mostly ignored anyways? <.<)

    Posted in: Data
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    posted a message on Several Issues with my mod...
    Quote from o3210: Go

    2. Remove the validator for the effect, if it is place.

    Well, can you tell me which validator exactly?
    I don't know how that works. -_-;

    Posted in: Data
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    posted a message on Several Issues with my mod...
    Quote:

    The Campaign does it. I don't know exactly how to do it but you should check the campaign. It probably has to do with the "Effect - Calldown" fields.

    I already determined the Calldown-Effect for the heroes. When I train them, it's just like a DropPod is dropped... only that there is no DropPod.
    They just say their Intro-Speech when I click em and after a few seconds they appear, just like they exited a DropPod.
    But no DropPod appeared... :/

    Quote:

    Go to the Defensive Matrix ability and make sure the Target Filters are correct. You want to check for the "Self" filter.

    I did. But it doesn't work. Only when it targets itself...

    Quote:

    Go to the Hyperion unit and change its Weapons field so that it is identical to that of the Battlecruiser. For the ability, I would make the ability activate a behavior on the unit which gives the additional weapons of the Hyperion.

    Well, I want the Hyperion to keep its weapon. Otherwise it would just be as strong as a normal Battlecruiser. Which would be a little stupid.
    But I don't want it to unleash an entire energy rain that destroys everything around itself in mere seconds.

    Quote:

    I'm afraid I'm not quite sure what the Shaped Blast upgrade should do.

    It is the campaign upgrade for Siege Tanks in Siege Mode, that reduces the damage done tp friendly units by 75%.

    Quote:

    Go to the Leviathan's spawn units Ability. Open the flags field and make sure that "Supply" flag is set correctly.

    There is no 'supply' flag. o.O

    Quote:

    Don't know about this.

    Just use the download link above and see for yourself.

    Quote:

    I think you can check "Transient" and "Allow Movement" under the Planet Cracker ability's flags.

    Hmm, it still doesn't move while using the Planet Cracker. But oh well... Maybe it's better that way. ;

    Posted in: Data
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    posted a message on Several Issues with my mod...

    I post a download link here. So that you might be able to help me a little better.
    Download the current status of my mod here: http://www.megaupload.com/?d=QDLFQ8F6

    NOTE: This is NOT the final version of my mod!
    Of course not all upgrades and units in my mod are available at the same time.
    You will need to make choices...

    Data Editing is complete now. I only need to finish the triggers and then it's done.
    HOWEVER there are some issues that I can't solve on my own.
    Here's a list of the issues I found...

    Terran Issues
    Issue 1: "No DropPods for Heroes"
    I want the Infantry heroes to appear via DropPods. But I don't know how to do this...
    I already started working on it and it still doesn't work. Did I miss something?

    Issue 2: "Defensive Matrix doesn't work properly"
    I took the ability from the Battlecruiser and wanted to make it like it was in SC1/BW.
    So I gave it to the Science Vessel and made it a Target-Ability.
    But it only works if I target the Science Vessel itself. But if I target other units, nothing happens...

    Issue 3: "How to fix the Hyperion?"
    Seriously, the Hyperion is OP in the over 9000 way. I wanted to nerf it to make it playable.
    But I can't figure out how to make it attack like a Battlecruiser.
    And as the way it currently attacks, I want it to be a special ability instead. Like the Missile Pods...

    Issue 4: "Shaped Blast = ERROR!"
    I included the Shaped Blast upgrade for Siege Tanks.
    But it doesn't work. If you go Siege Mode and want to attack something AFTER the upgrade is done, you cannot attack anything.
    And if you click on a target, the red message to the left just says 'Error'.

    Zerg Issues
    Issue 1: "Can't supply limit the use of the Leviathans spawn abilities"
    By default, you can spawn Mutas and Lords even if you're supply blocked.
    But I want to limit it. So that you can't use it, if you are supply blocked.
    How can I do this?

    Protoss Issues
    Issue 1: "Shield Regen doesn't work properly"
    I gave the Sentry a Shield Regeneration ability.
    Based on the Nano-Repair ability of the Science Vessel. Only that it regenerates Shields instead.
    But it doesn't work properly.
    Download the Mod and see for yourself...

    Issue 2: "No Planet Cracker on the Move"
    Okay. This would be imba. But for later projects, this might be useful.
    I do want to be able to move while using the Planet Cracker. But I can't figure out how to do this.

    Those are the issues I found. If you find some on your own, feel free to tell me. ;)
    And please help me, so I can fix these issues and get the project running eventually.

    Posted in: Data
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