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    posted a message on Debates by RodrigoAlves
    Quote from RodrigoAlves: Go

    Debates is actually being played on Battle.net US (60 hours). I played 4 games with 14-players this night.

    Screenshot attached.

    Wait. Your name is not RodrigoAlvez? Who is Roco Coro?

    Posted in: Map Review
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    posted a message on The best map is now on EU!

    Nevermind me... Impulse post is all. Perhaps EU havent got the chance to play it...

    Posted in: General Chat
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    posted a message on I had a Starcraft dream...
    Quote from RodrigoAlves: Go

    @s3rius: Go

    Yeah, my dream was also a nightmare. Kerrigan is really scary.

    Did she beat you on your own Debates game? Oh she turned u from zergling into pink debatesling with white beard?

    Posted in: General Chat
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    posted a message on Beginner with GE, challenges?
    Quote from shadowel: Go

    I'll call this unit "All-in" and i'll modify it's hew to bright green.

    Then, I'll ignore the absorb unit and just use a nuke effect when it dies.

    I'll make a trigger called, "I cause implosions that cause explosions."

    Then another trigger to come in effect at 20% hp (with use of a variable, loops and ifs) set attack speed and move speed so high that it won't move or attack before it blows up.

    Sounds like a 1 minute challenge to me.

    Sounds like you score 20/100 my very young padawan learner.

    Here's what you missed:

    - What about the bloating up sizes overtime? it is getting bigger overtime. Needs to play with actor events. Or you can do cheap inefficient way with trigger.

    - What about being attacked trigger? you have to check is there Bomb Absorber around it? if so how far the distance from the boss to the bomb absorber.

    - Answer this: What if the bomb absorber is not full 360 degree around? only 120 degree surrounding the boss? The rest of the 240 degree still get full radius explosion. while the 120 degree got the small radius.

    - And the most thing u missed is underestimating the task... Everything might sound simple but it's not.

    - You failed to ask question too. You failed to ask what if it didn't get attacked. How long until fully bloated up? Does the explosion radius vary based off how long it has been bloating up...

    Posted in: General Chat
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    posted a message on Beginner with GE, challenges?

    - Make a boss unit that has 10,000 Life. When it reach 20% of its health, it will start bloating up, cannot move, cannot attack. Just like Cell in Dragon Ball.

    - So it will be bloating up, getting bigger as time goes by. If it gets hit, it will blow up, dealing huge damage to a large radius. If you don't hit it within 60 seconds it will blow up anyway destroying everything.

    - However there is a special unit called Bomb Absorber that can absorb Explosion type damage. So if you place the absorber around the boss, and you hit the boss, the explosion radius will only be as far as where you place the Bomb Absorber.

    Posted in: General Chat
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    posted a message on Rock, Paper, Scissors
    Quote from Forge_User_36010895: Go

    @Maknyuzz: Go

    The reason people are bashing debates because in the early days Rodrigo filled half his posts and multiple thread with facts about Debates :b Or somehow related everything he posted to to debates, so it just spinned off and I think it's mostly teasing now-a-days. (This is in no way me bashing him btw). He made his map being noticed everywhere, I just made my first thread about it ever.

    But yeah, as EternalWraith was kind enough to put it, stay on topic (:

    Edit: @TheAlmighty, the person the Dark Templar is supposed to be doesn't actually have a Dark Templar as an avatar, it was just the closest thing I could find, and you also missed the most subliminal one.

    Ok Ok. Enough for me talking about Debates...

    So wanna hear what I would love to see from this game? You won't necessarily agree but here is what I would add:

    1. At the beginning of the game, players can attach unit type to each hand. i.e. Ultralisk to Rock, Banshee to Paper, Marauder to Scissors.

    2. There are costs too for each unit. So you cannot attach tier 3 units to all hand type. So say you start with 1000. Ultra costs 500 already, you cannot attach Battlecruiser which costs 600 for example. You would then attach Banshee which cost 300 Paper. You are left with 200. so you pick marauder.

    3. Each hand type has unit category too. example

    • Rock: Ultralisk, Collosi, Roaches, Firebat (Ground unit that looks tough)
    • Paper: Air Unit
    • Scissors: Light Unit. Doesnt necessarily has to be like what I wrote above. But you get my point. Each hand has unit category associated to it. Might need some data editing and balancing too.

    4. This could fit to Tug of War category imo. But then again it becomes another tug of war...

    Posted in: Project Workplace
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    posted a message on Rock, Paper, Scissors
    Quote from Forge_User_36010895: Go

    @Maknyuzz: Go

    Who's praising this like God? I lol'd.

    Look at all the comments. nobody bashing u. Everyone here love u Zarrakk! including me... But why is it that everytime Rodrigo posts something about his social game, he got all the bashing etc etc... I hope the bashing is just teasing...

    My post simply wants to know why Rodrigo's social game got bashed and yours no single negative comment yet...

    Posted in: Project Workplace
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    posted a message on Rock, Paper, Scissors

    Debates 2.0? Funny how everyone bashing social games like Debates but praising this game like God... lolz...

    If ever get released, I'll give comprehensive steps to play rock-paper-scissors with your friend.

    - Install SC2 -> 15-20 mins

    - Patching from 1.1 to 1.3 -> 5-10 mins

    - Searching and Browsing for Rock-Scissors-Paper map on the custom game list -> 2-3 mins

    - Waiting in lobby -> 1-2 mins

    - Loading the map -> 1 min

    - Intro etc etc -> 1 min

    - Play!

    Posted in: Project Workplace
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    posted a message on hyper triggers
    Quote from Forge_User_59026135: Go

    @zeldarules28: Go

    there are still no for loops in sc2. if you create one in the editor, the editor creates a big pile of crap of while loops

    Really? Oh crap. So it is essentially better to do while loop on every occasion instead of for?

    Posted in: Triggers
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    posted a message on Patch 1.3.0 incoming
    Quote from TheAlmaity: Go

    Why is EU always last?

    GMT perhaps?

    Posted in: General Chat
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    posted a message on [Videos] Doodad Hunt 2 Development
    Quote from Bounty_98: Go

    @zeldarules28: Go

    I change the units mover when you jump to Colossus with upgrades/triggers. Then i just made everything that i want to you to be able to jump over have Cliff Pathing :)

    You're back! =)

    Great improvement from the "Soul-less" Doodadd hunt 1. Hey, you add improvement of the Seeker. What about the Doodadder? Just sit there waiting to be killed?

    Also, the cartoony graphic looks mucho muhco better imo. It hides the horrible native SC2 model. Did you do that through lightning? or you edit each model through 3dmax (no way right?)?

    Posted in: Project Workplace
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    posted a message on Targetable Dialog Item
    Quote from Usernameisntworkingright: Go

    @Usernameisntworkingright: Go

    here is the map, i couldn't figure out one thing though. How to get out of the sub-menu after you have casted the ability. This is not very dynamic at all as you will need to store the ability depending on which button is pressed, unless there is a way to see if an ability is linked to the button. You should also store the dialog items/dialog which i didnt do AND the hero that the dialog is meant for.

    If you find any bugs i didnt mention or i did something wrong please let me know.

    Hey thanks for the guidance. I was thinking of the same method too but wondering... really? no easier, shortcut way of doing it?

    Regarding bug. You need to set the switch for ButtonPressed to 0 when players hit cancel button. It stays at 1 atm but no biggie.

    Also, I was wondering if the cursor can stay as CROSSHAIR when you hover on the Hero button. Hopefully they add HOVER DialogItemEvent. I can only see Click, Changed Value, Changed Item atm...

    Posted in: Triggers
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    posted a message on Targetable Dialog Item
    Quote from BasharTeg: Go

    It would only work if your spells were trigger-based. The game's default targeting system always selects below the dialog layer. You basically need a dummy spell with instant cast which sets off a switch via triggers. Then, if the player clicks the dialog button, order the unit to cast the REAL spell on a specified target.

    But then on REGULAR button click, it should focus and center the camera to the hero unit. only on SPELL TARGET click, I want it to heal the hero unit. Any other tricks to this?

    Posted in: Triggers
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    posted a message on Targetable Dialog Item
    Quote from Deeweext: Go

    Just make dialog items and make them target different players? that will be easy unless you WANT it to be after the player clicks heal spell, then click and it cast that spell. Dunno how what would work out easy

    What I WANT is after you click heal spell, when it ask for a target, when you click on a dialog item such as button, image, pics of you hero, it will target heal you hero unit. How would you do that in SC2?

    Posted in: Triggers
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    posted a message on Targetable Dialog Item

    Hi guys,

    If u play WC3, there's a mini panel for hero on the top left of the screen, and you can cast target spell to that icon.

    So my Q is, what is the best and most efficient way to do that in SC2? i.e. I have Hero Panel Dialog Item, and I want to be able to cast Heal by clicking on the picture/button of the hero unit.

    Thanks!

    Posted in: Triggers
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