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    posted a message on [Solved]Amount of Damage based on vital of the caster

    You can also do this with attributes such as the ones you see in MOBAs, such as Strength, Agility, Intelligence, etc...

    Posted in: Data
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    posted a message on [Solved]Amount of Damage based on vital of the caster

    @asciame1: Go

    Alrighty, without actually making it myself, here's what I think you should do:

    - Remove all damage from the ability, but keep the Damage effect and have it apply.

    Use this trigger:

    Events
            Unit - Any Unit takes Fatal or Non-Fatal Any damage (from YOUR DAMAGE EFFECT HERE effects
    
    Local Variables
            Energy Missing <Real>
    
    Actions
            Set Energy Missing = Arithmetic(Real)((Damaging unit) Maximum Energy (Current) - (Damaging unit) Energy (Current))
            Environment - Deal damage using YOUR DAMAGE EFFECT HERE on (Triggering unit) from (Damaging unit) with {YOUR DAMAGE CALCULATION HERE} extra damage.
    

    This should do it. For your damage calculation, go to the Expression tap. You can use A~ somewhere to put in a variable.

    Hope this helps.

    Posted in: Data
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    posted a message on [Footprint] Buildable on ramp requiring creep

    I've been experimenting and switching things around with footprints, but I can't seem to get this to work.

    Basically, I need a footprint that allows a unit to be built on a ramp, but requires the location to have creep there.

    Help is appreciated.

    Thanks.

    EDIT: Managed to fix this. Simply made the footprint require creep, that did it.

    Posted in: Data
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    posted a message on The arcade is now free
    Quote from houndofbaskerville: Go

    ty for helping me "understand"

    The recent changes mean you do not have to purchase the full version of StarCraft 2 to use the Arcade. It allows people who have the free Starter Edition to be able to fully use the arcade - I'm not 100% sure but I assume this also means that the HotS Dependency is available to, therefore making spawning obsolete.

    Hope this helps!

    Posted in: General Chat
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    posted a message on Island Defense 2
    Quote from TyaStarcraft: Go

    Those are some really nice looking screenshots. I especially love the shop UI and the hero status bar, they're really clear and very well-done.

    Thanks. The main intention behind the design of the shop was to make it as user-friendly as we could. Hopefully we've done that.

    Posted in: Project Workplace
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    posted a message on Island Defense 2

    ID2Logo


    Island Defense 2

    For several years, a remake of Island Defense for StarCraft 2 was the dream of an entire community. Members of this community were of the belief that the current version of Island Defense was too bug-ridden and differed far too much from the game they grew to love from WarCraft 3. In late 2011, a Development team was assembled from people from this community. About 8 members decided to work on the project, and immediately got to work. Problems were immediately realised, as the logistics of creating the project were soon realised, and keeping control of an entire development team of 8 people was something which no one ended up wanting to do. As such, the project soon collapsed and the idea was shelved. Earlier this year, I began work, again, on Island Defense 2 from scratch. Along the way, we've had some very talented people do work for the project in a whole range of forms. Eight months on from that day, the map is nearly in a state where it is ready to be released. We hope we have done the game justice, and furthermore hope that people will get more enjoyment out of playing it than we did out of making it.

    Island Defense in a nutshell

    Island Defense is a cat-and-mouse style, risk-vs-reward game which involves elements of hero play, tower defense, micro and economic management. One player is the Titan - a fearsome beast which is protecting a gold mine comprising of a previously unknown isotope of gold. Unfortunately for the Titan, small rats have begun to infest his Island and it must defend the gold and its island from it. These small rats, Builders as otherwise known, are going to the island for their own purposes - which seem to revolve around procuring some of this rare gold. With the gold, Builders can upgrade themselves and their arsenals in ways that lumber and steel cannot.

    A more in-depth look at the game

    There are numerous Builders - each of which have different roles. The three primary roles of Builder are Baser, Support and Hunter. Most Builders have a primary and secondary role - their primary role being what they can do strongest, and their secondary role being more of a last-resort style of play. Basers construct bases to protect themselves from the Titan, for in the open the Builders are extremely vulnerable, easily being able to be killed by the Titan. Hunters usually build armies and/or are a one-man army, and supports complement other Builders depending on their playstyles.

    As time progresses, the Titan becomes stronger and the Builders must adapt accordingly. There reaches a certain point where the Titan will become stronger than the Builders - at this point, Builders need to start relying on teamwork and the rare commodity, Gold, to protect themselves. Gold is used to unlock the most powerful upgrades and buildings. The problem with this, though - is that it is only available in the effective lair of the Titan - in the middle of the map. The Titan has vision of this area and can recall to it whenever the ability is off cooldown. This makes Gold difficult and dangerous to get, however it is required if Builders are to survive late game. This, of course, is assuming the Titan hasn't been slain or hasn't slain all the Builders first.

    New features in Island Defense 2

    • New Terrain
    • New Builders
    • New Titans
    • Ranking and Experience system
    • Full Titan Shop with recipes
    • Titan scaling
    • Anti-clutch basing mechanics

    Screenshots

    ID2Collage

    More Information

    If you would like additional information about the project, click this to head on over to our official forums.

    We're also looking for someone to do some lore for us. If you're interested, PM me.

    Posted in: Project Workplace
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    posted a message on A good CvM/PvZ2/Island Defence 1.5.. any in the works?

    Hi PKHustle!

    I'm the lead developer on a remake of Island Defense V1.5, Island Defense 2. Island Defense 2 will address some of the more core issues which are present in Island Defense V1.5. The new map will completely change the game, combining elements from some of the most successful maps to create a unique Island Defense experience.

    ID2 began about a year and a half ago. Eight members of the ID1 community decided to remake the map as we were of the belief that the game was fundamentally flawed. It strayed too far from the game we all knew and loved from WarCraft 3, and didn't provide the same gameplay experience. Soon afterwards, the project collapsed - the logistics of running a development team with 8 members was enormous, and problems arose. Earlier this year I began working on the map again. Currently, there are two people working on the map, and 6 months on from when I restarted it from scratch the map is nearing completion.

    Here's what the new map is going to include:

    • Brand new Titans, Builders
    • Extensive Titan Shop
    • New Terrain
    • Percentage-based armour
    • Item-based Titan Hunters
    • Anti-clutch basing

    ID2 is about 70% complete, with 6 Titans, 3 Minions and 8 Builders. If you want more information about the project, head on over to our website and have a read of some of the threads. The website *might* be done for maintenance at the moment. If it is, it should be back up soon.

    Thanks.

    Posted in: Map Suggestions/Requests
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    posted a message on Actor links MIA in OE

    Bumping this. Anyone got a way to fix it?

    Posted in: Data
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    posted a message on (Solved) Making a ground unit attack air?

    Welcome to the forums!

    What you're searching for is not on the Immortal itself - but on it's weapon. Each weapon has target filters which dictate what it can use. If you find the Immortal's weapon in the editor, you should come across a field which is (Basic) Weapon: Target Filters. Double click on this, and as you can hopefully see, the Ground filter has 'Required' next to it, which Air only has allowed. In order to allow the unit to attack air, we need to change the filter so that Ground isn't required. This can be done by right clicking on the 'Required' next to Ground, and changing it to allowed.

    This is assuming you're using the table view of the editor. If you're not sure whether you're using it, Press Ctrl+1 and see if it does anything. If it doesn't, then you're using it.

    Hope this helps!

    Posted in: Data
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    posted a message on Is there any way to pause game time?

    Set global timescale to 0 and pause all timers. It's basically a workaround. The timescale will mean that time is frozen in the game.

    Posted in: Triggers
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    posted a message on Looking for Data/Trigger Dev(s)
    Quote from Mugen245: Go

    @EpsilonAlpha: Go

    Im up :) , I could make you a Mini Item Shop like the one I have in my Map :)

    Thanks, although that portion is mostly taken care of for now. Still looking for someone to help out with data.

    Posted in: Team Recruitment
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    posted a message on Looking for Data/Trigger Dev(s)

    id2logo

    Hi guys! I'm looking for people to help out with the second iteration of Island Defense in StarCraft 2. Currently, the game is in a beta stage with most of the core components ready. I need some people to help out mostly with content, as that is what the game is lacking at the moment. This content is MOBA-style heroes. If you get a strange enjoyment out of this, then this is probably the right job for you.

    I'm also looking for a trigger specialist to rebuild the shop system. I intend to rebuild it eventually myself, however if someone else is willing to give it a shot then that frees me up to do other important things.

    If you're interested in helping out, post here and I'll PM you more information.

    Posted in: Team Recruitment
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    posted a message on Transferring data from one variable to another

    Hi guys,

    Firstly, if this has been posted before, I apologise. Had a look and couldn't find anything on this topic.

    I have data in two separate records, the record variable is an array with 2 dimensions. When I try to transfer the data from one array to the other, it doesn't work. Both values are integers.

    For example;

    Variable - Set AData[B][C].X = EData[(Picked integer)].X

    Variable - Set AData[B][C].Y = EData[(Picked integer)].Y

    Variable - Set AData[B][C].Z = EData[(Picked integer)].Z

    Problem is, it's not working. The EData[(Picked integer)]._ does have a value before and after the actions are run. I confirmed this with an integer to text conversion trigger. It also has a value after, but the AData[B][C]._ value is 0 before and after.

    Help is appreciated.

    Posted in: Triggers
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    posted a message on Requirements counting Behavior Stacks

    The purpose of it is to check whether the amount of stacks of 3 different behaviors added together is less than 3.

    Posted in: Data
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    posted a message on Requirements counting Behavior Stacks

    Is there a way to make a requirement count how many stacks of a behavior are present on a unit? Multiple stacks are present on the unit and are changing its vital, they're just not being registered by the requirement.

    Thanks.

    Posted in: Data
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