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    posted a message on While logged into the editor, BNET says I'm online.

    Hi there. Sorry if this is in the wrong topic but I'm having a problem with the editor. When I log in or while I'm publishing, BNET says I'm online and available to people who have me as a friend. If I remember correctly, it used to say "Editor" instead of available. Is there any possible way to fix this? People are apparently speaking to me and they think I'm ignoring them... I know a few other map developers and when they are publishing, it comes up "Editor" for them.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Weekly Terraining Exercise #162: Cold Peaks

    http://f.cl.ly/items/1m2T0H3K0K3f2C0t3l1W/Image%202014-03-04%20at%2011.14.08%20PM.png

    I need to wake up in the morning, so here is my starting layout. I don't know the rules of these exercises but I will try and finish it off tomorrow!

    - Overdrive

    Posted in: Terrain
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    posted a message on Kills to Caster problem

    Hi there. I have an ability that launches a "shuriken" like projectile. When this missile has launched, it gets a behaviour that searches an area and applies a damage with aoe splash (so if moves near a unit, it deals damage)

    The problem I'm having is I cannot make it give kills to caster. I can give a simple missile with impact damage to give kills to caster but I can't with this.

    At the moment the behaviour inside the missile applies a periodic set effect every 0.065 seconds. The set effect has the "kills to caster" effect and my "search area effect" I'm guessing this is the problem?

    Thanks,

    Marc

    Posted in: Data
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    posted a message on [Tug of War] Tech Wars 2 - Testers needed!

    Our new 3.0 update is out ;)

    https://docs.google.com/document/d/1pQxScByjyf6nYEeV65Uu_UiT2sJqNOWB2IhSDZUZV0c/edit

    Patch notes are found here.

    Posted in: Map Feedback
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    posted a message on Stacking Terrain Deform actor.

    Hi there. I have terrain deform on my map for certain things. There is not many situations that create the deformation so late game, so its hardly noticeable. Is it possible to make the terrain deform actor stack? I have 4 terrain deform actors already, Tiny, small, medium and large. They all work, just not the way i want. I want it so, if two large deform explosions work on the same area, it deforms the terrain twice... not once. Even if it happens at different times and on the same area, the deform won't go deeper.

    Thanks Marc

    Posted in: Data
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    posted a message on Weapon switching.

    @Mugen245: Go

    Ahh okay thanks :) I'll give it another go.

    Posted in: Data
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    posted a message on Weapon switching.

    Hi there. I'm a little uncertain about how to make a weapon switch ability for a unit. I'm looking at the raynor weapon switch behaviour but I don't see how it works. Is it an ability that adds a buff to a unit which activates a weapon and deactivates the previous buff through validators?

    I want to be able to select a units weapon in the building it spawns from. The person who helps create our map did a similar thing but it switches abilities. But it is through triggers and I'm useless with that, and he is busy with other things so I can't ask him for help.

    Thanks Marc

    Posted in: Data
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    posted a message on (Solved) I'm confused about the ability limit.

    Thanks! I have a better understanding now. I think I will attempt to modify the map before adding more units. As Tyastarcraft said, it should be more than enough. Also that should sort out a few minor problems I'm having anyway so all good :) Thanks! Marc

    Posted in: Data
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    posted a message on (Solved) I'm confused about the ability limit.

    @DrSuperEvil: Go

    Ahh okay. So when I start off with my "Barracks" building, it can only have a maximum of 64 morphs. This won't effect any other of the other starting buildings (Factory, starport, spawning pool and gateway) ? The starting buildings are built by the SCV.

    Posted in: Data
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    posted a message on (Solved) I'm confused about the ability limit.

    Thanks! It confuses me a bit more since we had a problem before with the morphing abilities/buttons disappearing every time we added a new one! But i will take your word for it!

    Posted in: Data
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    posted a message on (Solved) I'm confused about the ability limit.

    Thank you for the replies!

    Just to confirm, I can keep adding morph abilities to upgrade my buildings? So for example, I can morph my barracks into barracks 2, then morph barracks 2 into barracks 3 and so on for ever with no limit ?

    Posted in: Data
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    posted a message on (Solved) I'm confused about the ability limit.

    Hi there. Can any clarify on how this ability limit i keep hearing about works out?

    In my map, techwars 2. I have 5 main buildings. Barracks, factory, starport, spawning pool and gateway. In each building, you can upgrade to another unit by morphing the building into another. That building will spawn a new unit. The unit upgrades are all in separate upgrade abilities. For example. Barracks Unit Upgrades ability has all the upgrades for units that are in the "barracks" tech line. So Combat shield, concussive shells etc. Factory Unit Upgrades contain all the unit upgrades for the units that come from the "Factory" tech line. So spider mines, infernal prelighter etc I hope you understand this mechanic :)

    Barracks line has 16 morph abilities to upgrade to another building. Factory line has 11 morph abilities ... Starport line has 11 morph abilities ... Spawning Pool line has 16 morph abilities ... Gateway line has 21 morph abilities ...

    In total our map has 334 abilities. Which is probably nothing compared to the insane maps other people make!

    We had a problem before, when we added another unit and a building dedicated to that unit... the morph ability button to upgrade to that unit would disappear. BUT after a lot of changes to the map, we have added loads of new units since. Now I'm at the stage where is there really an ability limit? because that is the limiting factor to the map. I just need to know how it all works out :)

    Thanks Marc

    Posted in: Data
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    posted a message on Trigger to disable "kill resource" when unit dies via timed life.

    Anyone? or is there a way in Data editor to change this?

    I don't want a unit to give its "Kill Resource" to the player when it dies of timed life.

    Posted in: Triggers
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    posted a message on Trigger to disable "kill resource" when unit dies via timed life.

    On our map, the kill resource is what gives the enemy team vespene gas. But when a player blocks his own units and the timed life kills the unit... the player gets the vespene gas and not the enemy! I want it so nobody gets any benefit from blocking units.

    I'm not good with triggers and I'm sure this would probably be a 10 second fix for someone! I can't see any way in the Data editor to disable this. It uses the normal "Timed Life Fate" effect.

    Thanks Marc

    Posted in: Triggers
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