CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on Question: Not Attacking

    This is a very simple question, and there's probably a really easy way to do this that I just haven't figured out. I need, for a project, to have a unit NOT automatically attack enemy units, and only attack on command.

    Edit: Didn't exactly fix it, but found a workaround that does exactly what I need anyway.

    Posted in: Data
  • 0

    posted a message on A lot of weird stuff happening :)
    For the floating purple text, the problem is that for the ability, show cost (energy) is turned on.
    Posted in: Data
  • 0

    posted a message on Please stop insulting me or my work.
    Good CAN be a subjective word. It can also be objective if everyone seems to be having the same problem and it's somewhat widely recognized. Numbers are usually objective, but strongly opinionated numbers can be subjective as well.
    Posted in: General Chat
  • 0

    posted a message on Please stop insulting me or my work.
    I'm not talking about objectifying things into numbers. You can merely describe how "good" these individual components are in words, and why, and perhaps some advice to fix it. For example, you could say "The buttons for abilities X and Y that work well together are too far apart to be comfortably used, maybe they could be on __ and __ keys instead."
    Posted in: General Chat
  • 0

    posted a message on Please stop insulting me or my work.
    Quote from Karawasa: Objective versus subjective is all fine and dandy, except that there isn't a lot of topics in our corner of the internet that allow for objective discussion. Perhaps you could shine a light on this for me? There is nothing wrong with subjective as long as you recognize and account for it. Life is not a formula, sorry.
    Hate me if you will, I believe that many and most things in life and the internet are very easily objectified, but many people CHOOSE not to do so. Pretty much every map can be looked at in an objective sense: Quality of Graphics, Controls, Replayability, etc. And then you can form constructive criticism that helps everyone be better at creating the subject matter, rather than just forming insults.
    Posted in: General Chat
  • 0

    posted a message on Weekly Data Exercise #11 - Whats a Magazine?
    I wish I knew more about magazines... I was planning on having a Terran AG turret that could load up to 20 marines. Basically, every time it fires it loses a marine and the projectile looks like a marine... and of course, there would be a validator to stop it from firing with no marines. *sigh* oh the wonderful marine cannons I could make if I only knew anything about magazines... On a more serious and slightly related idea... why AREN'T there any tutorials concerning magazines?
    Posted in: Data
  • 0

    posted a message on Trap Ideas
    Thanks for the responses guys. I'm liking the Piñata (of course), the Psionic Emitter, and the Pressurised Trap. Catalyst Socket would be fun but kinda hard to implement, I'd need to make a validator to tell if it was one of my traps or not. And I'd need to check what type of trap it was to see what kind of boost I'd give. Hmm.
    Posted in: Project Workplace
  • 0

    posted a message on Trap Ideas

    Here's hoping that this is the right place to post. It seemed like the best fit.

    Anyway, I am, as many come to be, in need of inspiration. For a single player RPG I'm working on one of the heroes is trap based. I need ideas for the final ability that this hero can get (unlocks at max level). The suggestion I like the best earns my undying gratitude.

    Posted in: Project Workplace
  • 0

    posted a message on Minecraft...
    You can play Minecraft Classic for free on the Minecraft site. However, I wouldn't recommend it... Minecraft Beta is SO much better! And you don't really need to be rich to buy it... it's about $20.
    Posted in: Off-Topic
  • 0

    posted a message on Dragging Units In [SOLVED]
    Thanks! And by duplicate "most" I'm just going to assume you mean leaving out the part that makes the dragged in units stasis'd. And I'd have to delete the Apply Force and the Persistent for the force, right? EDIT: Tried it out, works as advertised. Thanks!
    Posted in: Data
  • 0

    posted a message on ZHRPG Apprenticeship (Filled)
    Ugh, this is really making me sad. This is pretty much the chance of a lifetime for me, but I played the first ZHRPG several times through and I know I just can't make something of that level.
    Posted in: Team Recruitment
  • 0

    posted a message on Dragging Units In [SOLVED]

    For an RPG I'm making, I have a hero that's almost entirely trap-based. Since most of the enemies are stationary and attack when they see your hero, this poses a bit of a problem. The solution I came up with was making an ability that "pulls" nearby enemies to a target location. It should order them to run there, but just drag them if that's the only way. Also, the drag radius should increase every level in the ability. The problem is: I have no idea how to do this. Most of my cluelessness lies in the "search area" and "issue order" things, but...

    Posted in: Data
  • 0

    posted a message on Incapacitate units
    Quote from Kueken531: This would look quite epic, though. Imagine a marine blasted away by a siegetank, his parts fly like everywhere and are lying around, saying "I'm fine, I just passed out. Will be ready soon." :D
    Well, isn't that what he wanted? to play the death animation on incap? And yes, a marine's death anim from getting killed by a siege tank WOULD be getting blown apart.... unless you changed all the death type animations to the same thing, but I dunno if that's even possible.
    Posted in: Data
  • 0

    posted a message on Incapacitate units
    I'd go to Actors, find the actor that is your unit's death animation, and add a "creation" event that fires when the Incap effect starts. Also: I'm probably not the best person to say this (I kinda just joined myself), but since this is your first post, welcome to Mapster!
    Posted in: Data
  • 0

    posted a message on How to make a ground unit be a detector?
    Here, I'll post some screenshots to help ya out. Sorry bout the not-so-great quality. So firstly, we have the Data Editor open to the Units Tab. We've got the Sentry selected. On the right, we've got Behavior - Behaviors + selected. Photobucket Then we double click Behavior - Behaviors +, click the green X, and scroll down to find Detector 11. Photobucket Click Detector 11 (or 10, or 12), click OK, and sentries are now detectors.
    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.