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    posted a message on Auto-harvest at start of game

    Thanks for the quick replies, i'm trying to make it work now this is like my second time on the trigger editor :)

    Cant fail with these good explanations, cheers.

    Posted in: Triggers
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    posted a message on Concussive shells on light units

    Im trying to make concussive shells a little less effective on light units, i dont really get the chain of events from the concussive shell to the slow effect in behaviors. Do i need to create a new slow-effect that applies to light units only?

    Posted in: Data
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    posted a message on Auto-harvest at start of game

    I want to make the workers start harvesting automatically at the start of a melee game. Preferably not bunching up either, but picking one mineral patch each. How can i do this?

    Posted in: Triggers
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    posted a message on Looking for a pro map-maker

    I've done as much as i can with my very limited editor skills and the map is finally starting to come together.

    Here's a new and updated list with the things that are still left to be done: (u can TL;DR and skip to bottom)

    Terran:

    Gameplay changes: "W" = select all orbital commands (same as for warp-gates)

    Marauder: Concussive Shells slows armored units to 0,5 and light units to 0,625

    Siege Tank: Always displays range radius to all players when sieged.

    Bunker: Salvage returns 65 minerals after 3 seconds. Can be cast while units are inside, this will unload them. Does not explode when salvaging. Animation changed to same as when building, but backwards very fast, for 3 seconds before disappearing. When selecting a bunker while units are inside, and rightclicking an enemy, the bunker will issue an "attack" command. (changed from a "rally point" command).

    Fusion Core: Tech reactor researchable at Fusion Core (200/200) 140 sec Upgrades all tech labs and reactors to tech reactors.

    Planetary Fortress: Hit points (1500) to 3500 Passive ability "Heavy Metals" the planetary fortress cannot be repaired within taking any damage the last 12 seconds, whenever a planetary fortress reaches 0hp it explodes violently, but remains alive for 12 seconds (still targetable and able to attack) before being destroyed.

    Protoss

    Zealot: Hits a fleeing target at least once when charging. (patch 1.3)

    Immortal: Shield upgrades reduce damage AFTER the "hardened shield" reduction. example: level 2 shield upgrades + Hardened shields = Maximum of 8 damage per hit.

    Void ray: Range vs massive units increased to 8 Passive ability "Focal Point" Automatic attack priority to massive units. +20% Damage to massive units. Immunity to Yamato Cannon and Neural Parasite.

    Charges 40% faster (of current value), but loses charge when switching target. Flux vanes 150/150: Charges 120% faster (of current value), model changes to Mohandar.

    Colossus: Has to stand still for 0,8 seconds before being able to start attacking.

    Archon: Immune to snare, stun, mind control, emp and psionic storm.

    Warp-in changes: all warping in units and buildings start with full health & no shields any damage taken during warp-in is sustained to health, avoiding shields. shields charge to max when warp-in is finished.

    Mothership: Immunity to mind control and EMP. New ability "Soul Keeper", consumes 1 friendly zealot to restore 75 energy and 75 life, 60 second cooldown. Plays sound "My life for aiur" when cast, zealot freezes and dies after 2 seconds. New ability "Persistence", When reaching 1 hp or when activated manually, it takes no damage for 8 seconds but is still targetable. Can only be cast once per mothership, large shield-animation when ability is active. New ability "Phase Paradox", Teleport to any pylon-powered loaction for 50 energy and 80 second cooldown. 12 second cast-time, uninterruptible, stunned when casting (persistence can still be activated but only by reaching 1 hp) Spins faster and faster while being cast.

    Chrono boost can be cast on units, increasing movement speed by 10%, attack speed by 5% and energy regeneration by 50%

    Zerg:

    General Gameplay "W" = select all hatcheries

    Zerg units can burrow and move under all terran buildings exept supply depots.

    Zerg units cannot burrow and move under any protoss structure exept for the pylon and the stargate.

    Overlords automatically start generating creep when lair is finished.

    Creep Tumor: "Reanimate" Any depleted Tumor can instantly renew itself for 50 minerals.

    Roach: Needs a new model.

    Mutalisk: Mutalisks can burrow, gains extra health regeneration (+200%) Bouncing Glaive requires research from spire, cost 100/100

    Corruptor: corruption is channeling, 12 sec, works the same way as neural parasite but they can move and attack while casting, and the animation is a continuous flow of corruption. Cast range of 7, deactivates if target surpasses range 9. effects: air/ground -50% attack speed, -20% movement speed, 25 sec cooldown.

    Overseer: Changeling is invisible, cannot be seen by detectors and they show no "blur". Has a sight range of 2 when in this state. 5sec delay into automatic reveal and disguise when encountering enemy. Sight range increased by 1. Energy cost increased to 75.

    Ultralisk: No collision to banelings/zerglings/broodlings/zealots/HTs/DTs/sentries/marines/reapers/hellions/ghosts/workers. Friendly units under the ultralisk cannot be harmed by splash damage attacks (hellion flame, colossus, tank, archon, baneling)

    When walking over enemy units, it slows their movement speed by 50% Can push enemy units aside (not massive units). Ultralisk model changes after chitinous plating upgrade

    Hydralisk: Hydralisk model changes after range upgrade Hydralisks gain the ability to move underground when Tunneling Claws are researched.

    Infestor: Cannot neural parasite workers (this is to prevent "W" conflicts) Needs new model. All friendly units will attack neural parasited units. Fungal growth stun decreased from 8 to 4 (patch 1.3) Ignores protoss shields and damages life instead. Fires a missile instead of being instant cast (patch 1.3)

    Zergling: New upgrade from spawning pool (lair) "zergling metamorphosis", zergling morphs into any ground unit (minus the 25 minerals already spent on the zergling). When selecting a zergling, clicking "metamorphosis" will lead to a sub-menu with all zerg units available for choice. (much like hallucination) Basically the zerglings will act like larvaes, morphing into anything the player chooses, even flying units (build time is the same).

    New upgrade from Hive "malevolent creep" cost 200/200, Slows all enemy ground units movement by 10% when walking on creep. to zerg enemies, it negates the creep movement bonus.

    List of player league/points distribution

    Healthbars for "damaged units only" (option for players) Option to have simplified healthbars, straight green lines with no "boxes", no energy bar, no shields bar.

    Gas harvesters stay outside of refinery when mining gas.

    improved pathing, dynamic Example 1 units will actively search for new paths when on a move-command, this way any move order will be updated if a supply depot is lowered. Example 2 ignore obstacles through fog right now, a unit that is sent towards a base that is blocked off, will act as if the path is blocked BEFORE even seeing the wall. The unit has to discover the wall, before trying to find any alternate path.

    All static ranged attackers (photon cannon, siege tank, turret, spine crawler, spore crawler) display their range radius permanently.

    fixed colors; group 1: red, yellow, orange, green; group 2: purple, violet, blue, teal. player chooses one primary color out of any group, and a secondary color from the opposite group This way, players will get their favorite color, and if it conflicts with the opponents choice the player will get their secondary choice of color (dice roll over who gets their first choice).

    Visible to players (in-game) production tab units tab income/harvester tab APM 1 extra level of zooming out

    Auto-hotkey option: ctrl+# = always auto-bind all [unit/building] to [number] For example All newly constructed barracks will fall into the ctrl-3 hotkey group.

    Ordering a worker to construct a building will move all friendly units standing in the way aside as quickly as a force field.

    New function for issuing orders: Holding CTRL and right-clicking with multiple units in selection will order ONLY ONE unit to go to that destination, this unit will also be removed from the current selection. This is useful for things like spreading out overlords across the map, or splitting up workers.

    When an unarmed caster unit/detector (raven, medivac, infestor, high templar, observer, overseer) is set to attack-move it will stop when encountering an enemy, as if it had a range 8 attack and were to start attacking.

    Visible To observers

    APM production tab units tab income/harvester tab Very powerful zoom-out function Lots of camera angles Auto-camera, switching between most used control groups and hot spots. same as in KOTH maps smart camera.

    All supply requirements multiplied by 4. An active supply counter is enabled under the regular supply meter. Example: 345/410, Supply counter will show "+65" Example: 100/90, Supply counter will show "-10" in red

    I've noticed some of the changes i want are really going to take alot of work, for example having ultralisks collide with stalkers but not zerglings will probably require me to make 2 new sets of movers and divide every single ground unit. And about the dynamic pathing, i think some one mentioned above that it's nearly impossible.

    If you have any hints on how to make any of these changes in an easy fashion i would be happy.

    Now is there any way i can test-play this map with a friend without having to publish it?

    Posted in: General Chat
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    posted a message on Energy upgrade

    Thanks now it works!

    Posted in: Data
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    posted a message on Energy upgrade

    I've made an +25 starting energy upgrade for the queen but i'm pretty stuck. The upgrade is in the spawning pool and it works fine, but i can upgrade it over and over, and the button i chose for it doesnt work. The picture is just blank.

    Posted in: Data
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    posted a message on Changing the cost of an upgrade

    I found waldo!

    Posted in: Data
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    posted a message on Changing the cost of an upgrade

    I still cant find it in abilities.... searching for "caduceus"...

    i r doing it wrong.

    Posted in: Data
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    posted a message on Changing the cost of an upgrade

    @TheAlmaity: Go

    in abilities or upgrades? Because in "abilities" i cant find caduceus, only medivac heal, double-beam and load/unload

    the caduceus in "upgrades" doesnt contain any info about cost.

    Posted in: Data
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    posted a message on Changing the cost of an upgrade

    I honestly cant find it, even searched for threads about this. I'm trying to change caduceus reactor to cost 50/50 instead of 100/100.

    Posted in: Data
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    posted a message on Looking for a pro map-maker

    @houndofbaskerville: Go

    I'm going to try and make this map alone. I've already managed to make most of the terran models change when upgraded. I'm running into problems constantly, so where do i ask all these newb questions? Like, where do i change upgrade costs? How do i completely change the name of a unit? I also need alot of help on creating abilities.

    @Vexal: Go

    Too bad, most ladder maps are 140x140 so i guess that is out of question. I would like to know how to make a mod file and import it, but i'm not going to get ahead of myself because the mod is far from finished.

    Posted in: General Chat
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    posted a message on Looking for a pro map-maker

    It would be nice to have a all-in-one map, because you wouldnt need to remake the game if you want to play on a different map. There are already lots of custom games using this function, raynors party for example, although those are very small maps. Is it possible to have, lets say 4 maps, combined in one document?

    Posted in: General Chat
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    posted a message on Looking for a pro map-maker

    @QueenGambit: Go

    Those are some nice ideas, but not entirely what im looking for. I'm trying to just slightly tweak the current game, fix the so called broken units (mothership, ultralisk) that are rarely being used, and make every single possible strategy viable even in high level games. Even small changes can really mess with the dynamics in the game, forcing players to adapt to each others strategies.

    I'm also wondering if some of these changes are even possible, like having all ladder maps pre-loaded into one single map?

    Posted in: General Chat
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    posted a message on Looking for a pro map-maker

    I didnt ask for opinions, i asked for some one to help me make the friggin map.

    Posted in: General Chat
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    posted a message on Looking for a pro map-maker

    This is written very sloppily because its my own personal notes. Enjoy.

    Terran:

    Orbital Command: Transport Capacity increased to 7. Max energy = 150 "Extra supply" energy cost (50) to 40 "W" = select all orbital commands (same as for warp-gates) Mule, 30 second cooldown.

    Marauder: Marauder model changed to Hammer Securities after Concussive shells AND stimpack being researched Concussive Shells are 25% less effective against light units.

    Marine: Model changed to War Pigs After when level 2 infantry weapons has been researched.

    Reaper: Nitro packs is automatically researched when a Factory is built. D-8 Charges removed. P-45 pistol can target buildings. +10 hp +1armor.

    Ghost: Nuke cost (100/100) to 75/75 Ghost academy (150/50) to 100/100 Build Ghost (150/150) to 125/150 EMP range (10) to 9 Snipe range (10) to 12 Ghost model changed to "Spectre" if cloak and moebius is researched.

    Medivac: Caduceus reactor cost (100/100) to 50/50 Caduceus reactor increases starting energy by 50 Model changes to "Medivac Upgrade" after research. Name changed to MedEvac

    Raven: Corvid reactor cost (150/150) to 50/50 Durable materials cost ( 150/150) to 50/50 Seeker Missile cost (150/150) to 100/100

    Siege Tank: Model changed to Siege breaker after siege mode research is complete

    Banshee: Banshee model changed to Dusk Wings after cloak being researched

    Bunker: Salvage returns 65 minerals after 3 seconds. Can be cast while units are inside, this will unload them. Does not explode when salvaging. Animation changed to same as when building, but backwards very fast, for 3 seconds before disappearing. When selecting a bunker while units are inside, and rightclicking an enemy, the bunker will issue an "attack" command. (changed from a "rally point" command).

    Sensor tower: Cost (125/100) to 75/100

    Fusion Core: Tech reactor researchable at Fusion Core (200/200) 140 sec Upgrades all tech labs and reactors to tech reactors. Yamato cannon research name (Weapon refit) changed to Yamato Cannon, cost (150/150) to 100/100 Behemoth reactor cost (150/150) to 100/100, increases starting energy by 50 Change model to Jacksons Revenge, resized to same, whenever both yamato and behemoth are researched. Sight range increased by 3

    Upgrades: ship plating (150/225/300) to 100/200/300 Ship weapons (100/150/200 to 125/225/325 vehicle weapons (100/175/250) to 125/200/275 Infantry weapons (100/175/250) to 125/200/275

    Planetary Fortress Transport Capacity for scvs increased to 24 Hit points (1500) to 3500 Passive ability "Heavy Metals" the planetary fortress cannot be repaired within taking any damage the last 12 seconds, whenever a planetary fortress is destroyed, it remains at 0 hp for 12 seconds burning heavily, being able to fire, but not targetable, before exploding.

    Protoss

    Probe: Health/shields (20/20) to 25/15

    Zealot: Model changed to Zealot (prisoner) after charge research Charge, auto-hit on impact Charge cost (200/200) to 175/175

    Stalker: Blink cost (150/150) to 200/200 Model changed when blink has been researched

    Observer: Speed upgrade (100/100) to 50/50

    Twilight Council: Cost (150/100) to 100/75

    Immortal: Shield upgrades reduce damage after hardened shield bonus reduction. ex: level 2 shield upgrades + Hardened shields = Maximum of 8 damage per hit.

    Warp Prism: Speed upgrade (100/100) to 50/50 Hp (100/40) to 100/80

    Void ray: Range vs massive units increased to 9 Passive ability "Focal Point" Automatic attack priority to massive units. +20% Damage to massive units. Immunity to Yamato Cannon and Neural Parasite. Damage 6/8(armored) changed to 5/8(armored) Charges 40% faster (of current value), but loses charge when switching target. Flux vanes 150/150: Charges 120% faster (of current value), model changes to Mohandar.

    Colossus: Has to stand still for 1.2 seconds before being able to start attacking.

    Fleet beacon cost (300/200) to 200/150

    Archon: Immune to snare, stun, mind control, emp and psionic storm. Damage 25(+10 bio) splash=1 to 20(+10 bio); splash=1,5 (large enough to hit multiple mutalisks in a "magic box") Cannot be moved by friendly or enemy units while warping in.

    Warp-in changes: all warping in units and buildings start with full health & no shields any damage taken during warp-in is sustained to health, avoiding shields. shields charge to max when warp-in is finished.

    Templar Archives cost (150/200) to 150/150 Khaydarin crystal increases starting energy by 16, cost 100/100

    Sentry: Forcefield energy cost (50) to 55 New research in Cybernetics core, "Circuitry Enhancements" Increases Sentry starting energy by 25, cost 100/100

    Carrier: model changed to Selendis (resized to same) after Catapult research Sight range increased by 2

    Mothership: Immunity to mind control. Cloaking field removed. Permanent pylon-energy area under mothership. Acceleration and turning radius increased to max. Vortex removed, replaced by Chrono Rift. 75 energy, not channeling. Hotkey "T" Damage increased from 6 to 7 Range incerased to 8 New ability "Soul Keeper", consumes 1 friendly zealot to restore 75 energy and 75 life, 45 second cooldown. Plays sound "My life for aiur" when cast, zealot freezes and dies after 2 seconds. New ability "Phase Paradox" 8 second cast-time, teleport to any pylon-powered loaction for 75 energy, 60 second cooldown, chrono boost type of animation while its being cast, can move while casting. New ability "Persistence" When reaching 1 hp or when triggered, it takes no damage for 8 seconds but is still targetable. Can only be cast once per mothership, large shield-animation when ability is active. Can cast phase paradox at the same time. New upgrade in Fleet beacon "Khaydarin torrents" increases Mothership starting energy by 50 and max energy to 300, cost 100/100

    Chrono boost can be cast on units, increasing movement speed by 10%, attack speed by 5% and energy regeneration by 50%

    Upgrades: ground weapons (100/175/250) to 150/225/300 shields (200/300/400) to 125/200/275 air weapons (100/175/250) to 150/225/300 air armor (150/225/300) to 100/175/250

    Zerg:

    "W" = select all hatcheries

    Spawn larva 10 sec cooldown Creep Tumor 10 sec cooldown

    New spawning pool upgrade, "Obedience Pheromones" Increases Queen starting energy by 25, Cost 125 minerals, 60 sec

    New lair upgrade, "telesypnatic node" cost 150/150, 80 sec Allows queens to cast spawn larva and creep tumor anywhere on the map.

    Ventral Sacs upgrade (200/200) to 100/100

    Mutalisks can burrow, gains extra health regeneration (+200%)

    Nydus Worm Cost (100/100) to 75/75

    Ultralisk Cavern Cost (150/200) to 200/0

    Hive upgrade cost (200/150) to 100/150

    Overlords automatically start generating creep when lair is finished.

    corruption is channeling, 12 sec, works the same way as neural parasite but they can move and attack while casting, and the animation is a continuous flow of corruption. Cast range of 7, deactivates if target surpasses range 9. effects: air/ground -50% attack speed, -20% movement speed, 25 sec cooldown.

    Zerg units can burrow and move under all terran buildings exept supply depots, if a zerg unit is trapped under a landing building it cannot unburrow. Terran scvs can start a building and even a supply depot on top of a burrowed zerg unit. If its a supply depot it will halt at 99% completion, if its any other building it will finish just as usual. A zerg unit cannot unburrow if anything is being built on top of it.

    Zerg units cannot burrow and move under any protoss structure exept for the pylon and the stargate. Probes can only build pylons and stargates on top of burrowed zerglings. If a zerg unit unburrows from under one of these 2 buildings, it is moved to the side of it quickly.

    Changeling is invisible, cannot be seen by detectors and they show no "blur", has a sight range of 2 when in this state. 5sec delay into automatic reveal and disguise when encountering enemy. Energy cost increased to 75. Overseer can Generate Creep twice as fast as an overlord. Can also load units without the need of research from Lair

    Ultralisk, no collision to banelings/zerglings/marines/zealots/reapers/hellions/ghosts/workers. Model size -10%' Regeneration rate increased by 100% Regeneration rate increased by 300% when burrowed When walking over enemy units, it slows their movement speed by 50% Splash radius slightly decreased Damage increased by 15% Can slightly push enemy units aside.

    Hydralisk model changes after range upgrade (if there are any other models) Hydralisks gain the ability to move underground when Tunneling Claws are researched.

    Infestor model changes after both upgrades (if there are any other models)

    Ultralisk model changes after chitinous plating upgrade (if there are any other models)

    Queen model changes after telesypnatic node upgrade (if there are any other models)

    New upgrade from spawning pool, lair requirement "zergling metamorphosis", zergling morphs into any ground unit (minus the 25 minerals already spent on the zergling) When selecting a zergling, clicking "metamorphosis" will lead to a sub-menu with all zerg units available for choice. (much like hallucination) Basically the zerglings will act like larvaes, morphing into anything the player chooses (even queens).

    Adrenal Glands Add +5 hp and 20% attack rate.

    New upgrade from Hive "malevolent creep" cost 200/200, Slows all enemy ground units movement by 10% when walking on creep. to zerg enemies, it negates the creep movement bonus.

    Zerg building portrait (adjutant/judicator) changed from Overlord to infested Kerrigan.

    Burrow and Unburrow have separate buttons, the same way Siege mode works (E=siege; D=unsiege) R = Burrow, D = Unburrow

    zerg missile attacks (100/150/200) to 125/175/225 flyer carapace (150/225/300) 100/200/300

    Ingame lobby select = map, mode(1v1/2v2..), race, observers. all ladder maps are pre-loaded and available for selection, including some 4v4 maps aswell. List of player league/points distribution Healthbars displayed for damaged units only (option) Option to have simplified healthbars, straight green lines with no "boxes", no energy bar, no shields bar. Gas harvesters stay outside of refinery when mining gas.

    improved pathing, dynamic For example, wall of your ramp with 3 raised supply depots

    all supply requirements and limits multiplied by 4 and limit raised to 800 fixed colors; group 1: red, yellow, orange, green; group 2: purple, violet, blue, teal. player chooses one primary color out of any group, and a secondary color from the opposite group This way, players will get their favorite color, and if it conflicts with the opponents choice the player will get their secondary choice of color.

    Visible to players (in-game) production tab units tab income/harvester tab

    auto-hotkey options, ctrl+# = autobind all [unit/building] to # For example All newly constructed barracks will fall into the ctrl-3 hotkey group.

    dynamic pathing, ignore obstacles through fog right now, a unit that is sent towards a base that is blocked off, will act as if the path is blocked BEFORE even seeing the wall. The unit has to discover the wall, before trying to find any alternate path.

    second case of dynamic pathing. 1. Block off your ramp with 3 supply depots 2. order an scv to move out of the base 3. lower a supply depot (after the move order) This will cause the scv to walk up to the ledge closest to its destination, even though there is an open path. The reason for this is that the path was blocked at the moment the order was issued.

    Ordering a worker to construct a building will move all units standing in the way aside as quickly as a force field. New function for issuing orders: Holding CTRL and right-clicking with multiple units in selection will order ONLY ONE unit to go to that destination, this unit will also be removed from the current selection. This is useful for things like spreading out overlords across the map, or splitting up workers.

    Unarmed Casters will halt when encountering enemies, if they are set to Attack-move. As if they had a range 8 attack.

    Visible To observers production tab units tab income/harvester tab Zoom out function Lots of camera angles Auto-camera, switching between most used control groups and hot spots. same as in KOTH maps smart camera.

    Maximum Supply is set to 800 Supply conversions:

    SCV 1 -> 4 Marine 1 -> 5 Marauder 2 -> 8 Reaper 1 -> 5 Ghost 2 -> 10 Hellion 2 -> 8 Siege Tank 3 -> 11 Thor 6 -> 24 Viking 2 -> 8 MedEvac 2 -> 8 Raven 2 -> 10 Banshee 3 -> 12 Battlecruiser 6 -> 24 Supply Depot 8 -> +32

    Drone 1 -> 4 Zergling 0,5 -> 2 Roach 2 -> 7 Hydralisk 2 -> 9 Baneling 1 -> 3 Queen 2 -> 9 Mutalisk 2 -> 8 Corruptor 2 -> 10 Brood Lord 4 -> 18 Ultralisk 6 -> 22 Infestor 2 -> 10 Overlord +8 -> +32

    Probe 1 -> 4 Zealot 2 -> 7 Sentry 2 -> 8 Stalker 2 -> 9 High Templar 2 -> 8 Dark Templar 2 -> 9 Immortal 4 - > 15 Observer 1 -> 3 Colossus 6 -> 26 Warp Prism 2 -> 7 Void Ray 3 -> 14 Phoenix 2 -> 9 Mothership 8 -> 30 Carrier 6 -> 24 Archon 4 -> 16 Pylon +8 -> +32

    Now i gotta go sleep, peace.

    Posted in: General Chat
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