I would definantly add an ability to the battlecruiser that fires a battery (like an old warship) and these projectiles explode on impact. That would make navigating more important. Reduce acceleration, deceleration but increase maximum speed. I would also implement some sort of hyper speed (that disables shields, weapons and turning but makes the ship really fast.
A nice feature would be to have long range and short range weapons that you can skill. (short range being beams and long range being projectiles)
I was working on a map like described but figured I can't make 2 big projects at the same time^^
As I said, all works fine. The effect that is launched adds another behavior that makes invisible, invincivle and so on. All is done through the data editor and there are no problems there.
As said at least 3 times, the effect is launched! The problem is that the player is allways 0. No clou how I can change that...
I tried areound a little bit, is there anyway to fix this? Setting the "Acquire Player" field of the "Death Prevention" behaviour that fires the effect doesn't help...
Would you be interested to design a hole set of ability icons for my upcomming RPG map? This would be a large amount of work concidering the amount of icons needed (about 6x8=48). Use my signature if you need more info about the map. Let me know what you think and I will give you some resources.
As I said, all works fine. The effect that is launched adds another behavior that makes invisible, invincivle and so on. All is done through the data editor and there are no problems there. I just want to move the unit to another location via triggers once the "Incapacitated" behaviour is on the unit.
My best shot was the "Effect Used" event on the effect that is launched to apply the "Incapacitated" behavior. But it doesn't fire when I use Zeratul. If I add the first behavior to a Marine and try to kill him, all is well and the unit is moved. I compared the two units but couldn't find any mayor differences.
I wouldn't mess with time scale if its not really really nessesary since it really changes everything (how long behaviours last on the unit, firing speed, movement speed, health energy and shield regeneration, and so on).
I do exactly the same thing, Zeratul does not die. He just gets hidden, invulnerable and moved away. And that all works fine, so I know that the effect is launched. Its just the trigger that doesn't fire. And there are no conditions for that trigger so thats not the problem.
To prevent my heroes from dropping their stuff on death I work with an behavior that launches an effect on fatal damage response.
When I try to use the "Effect Used" event in the trigger editor to catch that effect, it is not allways firing. When the behavior is added to a Marine, everything works fine. But when added to Zeratul, the event is not firing.
Does anyone know why this could happen / has another idea to detect the "almost death" ???
The biggest number I am storing is the credits for the player, I am shure they mind if it looses some accuracy ;) I would recommend to add this to the readme since it cost me hours to figure out it was Starcodes fault.
I will just do VAL = (VAL / 1000) + (VAL MOD 1000) and save (VAL/1000) and (VAL MOD 1000) in seperate variables.
Change the maximum for the last integer you read in the "Example Usage" trigger from 17500 to 232.000.000 and the maximum for the first integer you read from 17500 to 232.000.000 the final result is 466 and not 18500.
I just tried it again with a fresh downloaded version of the example map you added in the first post.
Thanks for the answer, thats strange. If I change one of the maximum values of your example map to over 231.000.000 (for saving and retieving) its already screwed up.
EDIT: There is only one of those in each player bank.
Found some more. I don't know what it is. If you specify a maximum of 1.000.000.000 (which is totally in the signed int range) you get srewed up results. I am currently testing for the highest working value ;) I need to store the experience for my heroes and therefore need a really big maximum.
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I would definantly add an ability to the battlecruiser that fires a battery (like an old warship) and these projectiles explode on impact. That would make navigating more important. Reduce acceleration, deceleration but increase maximum speed. I would also implement some sort of hyper speed (that disables shields, weapons and turning but makes the ship really fast.
A nice feature would be to have long range and short range weapons that you can skill. (short range being beams and long range being projectiles)
I was working on a map like described but figured I can't make 2 big projects at the same time^^
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As said at least 3 times, the effect is launched! The problem is that the player is allways 0. No clou how I can change that...
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I tried areound a little bit, is there anyway to fix this? Setting the "Acquire Player" field of the "Death Prevention" behaviour that fires the effect doesn't help...
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I found the reson for the event not to fire! The player that uses the event is player 0, so this is clearly a data issue.
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@Dragenrder: Go
Thanks for uploading!
The map is now live on US servers.
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Would you be interested to design a hole set of ability icons for my upcomming RPG map? This would be a large amount of work concidering the amount of icons needed (about 6x8=48). Use my signature if you need more info about the map. Let me know what you think and I will give you some resources.
0
As I said, all works fine. The effect that is launched adds another behavior that makes invisible, invincivle and so on. All is done through the data editor and there are no problems there. I just want to move the unit to another location via triggers once the "Incapacitated" behaviour is on the unit.
My best shot was the "Effect Used" event on the effect that is launched to apply the "Incapacitated" behavior. But it doesn't fire when I use Zeratul. If I add the first behavior to a Marine and try to kill him, all is well and the unit is moved. I compared the two units but couldn't find any mayor differences.
0
I wouldn't mess with time scale if its not really really nessesary since it really changes everything (how long behaviours last on the unit, firing speed, movement speed, health energy and shield regeneration, and so on).
0
I do exactly the same thing, Zeratul does not die. He just gets hidden, invulnerable and moved away. And that all works fine, so I know that the effect is launched. Its just the trigger that doesn't fire. And there are no conditions for that trigger so thats not the problem.
0
To prevent my heroes from dropping their stuff on death I work with an behavior that launches an effect on fatal damage response. When I try to use the "Effect Used" event in the trigger editor to catch that effect, it is not allways firing. When the behavior is added to a Marine, everything works fine. But when added to Zeratul, the event is not firing.
Does anyone know why this could happen / has another idea to detect the "almost death" ???
Thanks in advance ;) elunder
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The biggest number I am storing is the credits for the player, I am shure they mind if it looses some accuracy ;) I would recommend to add this to the readme since it cost me hours to figure out it was Starcodes fault.
I will just do VAL = (VAL / 1000) + (VAL MOD 1000) and save (VAL/1000) and (VAL MOD 1000) in seperate variables.
0
Change the maximum for the last integer you read in the "Example Usage" trigger from 17500 to 232.000.000 and the maximum for the first integer you read from 17500 to 232.000.000 the final result is 466 and not 18500.
I just tried it again with a fresh downloaded version of the example map you added in the first post.
0
Thanks for the answer, thats strange. If I change one of the maximum values of your example map to over 231.000.000 (for saving and retieving) its already screwed up.
EDIT: There is only one of those in each player bank.
0
The maximum value is somewhere between 231.000.000 and 232.000.000! Is this something that can be fixed?
0
Found some more. I don't know what it is. If you specify a maximum of 1.000.000.000 (which is totally in the signed int range) you get srewed up results. I am currently testing for the highest working value ;) I need to store the experience for my heroes and therefore need a really big maximum.