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    posted a message on Looking for a map designer for a tug of war map

    Hey guys, I am looking for a map designer for a tug of war map. I have already completed roughly 75% of the triggers + data editing for the map and the other 25% is just repetition work. However, my map design sucks. It doesn't look good to me, so I would appreciate any artist who is willing to help me in this aspect.

    I am at GMT +8 time zone and I am probably avaliable at any time as I am not working atm. However, I will usually play sc2 at the SEA server from 8pm to 11 , 12 with a break at 9pm to around 10pm. I prefer to communicate through MSN or skype, but from my experience, typing isn't as good as speaking and I am sure many would agree.... I guess.

    I do not have any images or fraps up yet, mainly because I think the terrain sucks and I haven't finished all the triggers, but I can tell you that I've made quite a bit of data editing and am now working on the triggers. I assure you that I am not doing a half-assed job on this map as I have a "technical document" on what I am doing and what I intend to do as well as the gameplay mechanics and all the unit stats and stuff.

    As for your role, all you need to do is to help me beautify the terrain and add some doodads so that it looks appealing to the eyes. Its like food really, visual appetite comes first before the taste. However, one very important condition is that you also dedicate yourself to this project. I am not asking for a long term dedication or what so ever. I just want a person who can keep his/her word and voice out his/her opinions. We are our own worse critic.

    So, heres the overview. I am working alone on a tug of war project and I need a map designer who can make roses out of weeds. I am spending around 8 hours a day or more, (depending on the weather lol) on this project since I am not working atm. This is my first map project and I am still learning a lot of stuff from the community and from the editor. So, I am by no means a Godly or even near godly designer. In dota sense, it would probably be 1 kill to 5 deaths. I am not expecting you to be godly as well, all I want is your commitment and your love for map making and to give the community back for all it has given us.

    Please feel free to PM me or post in a thread here for any other info. Thanks a lot!

    Posted in: Team Recruitment
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    posted a message on Ability to change Spawn location(Solved)

    Thanks a lot buddy!

    Here is what I did for those who are interested

    Create an ability , effect instant and put that ability onto a building.

    Then in the triggers, I had a global point variable controlling the spawn and I used a trigger event called "Unit Uses Ability" to change the direction of the spawning point

    My only issue is that this is kinda tedious since I will need to replicate it for each player, but thats for another day.

    Posted in: Triggers
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    posted a message on Ability to change Spawn location(Solved)

    Hey guys, as the title says. How can I make an ability which changes the spawn location?

    What I want to do is to give the player the choice on where to spawn his/her units which can be changed to any of the other points anytime throughout the game. The player needs to click on an ability at a barracks in order to choose the spawning point.

    I have setup 3 points for spawning locations, but I am having trouble getting the player to choose his spawning point in the trigger editor. Seems like I can only have 1 spawning location which cannot be changed...

    Any help would be greatly appreciated. Thanks!

    Posted in: Triggers
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    posted a message on Attacking without vision

    @Chiquihuite: Go

    Yes, i am issuing the attack order via trigger. I'll go and play around with the effects for a bit and get back here. I'll post an edit when i am done. Thanks

    Edit: Only Effect - Target or Effect - Instant has the flag for require target vision. I think i will need to work around that. Thanks for the help guys

    Posted in: Data
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    posted a message on Attacking without vision

    Visible for the attack ability and the weapon is at allowed but its still not working :<

    Posted in: Data
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    posted a message on Attacking without vision

    Hey,

    I am wondering if its possible for a unit to attack without vision by using the data editor. I remember seeing an old post about it using search but I can't find it now.

    I tried messing around with the weapons but its not working. Does anyone has any ideas?

    Thanks in advance

    Posted in: Data
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    posted a message on Ability greyed out [fixed!]

    After 5 hours of tedious searching and testing. It just boiled down to Ability -arc. It wasn't at 360...

    Posted in: Data
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    posted a message on Ability greyed out [fixed!]

    Hey, i am facing a weird problem.

    I have duplicated the fungal growth ability and i want to place it onto a spore crawler. problem is, when i use the ability from the spore crawler, it greys out and nothing happens. The spell doesn't even get casted.

    After that i put the same ability onto a marine and it works. Any idea why?

    EDIT: I narrowed the problem down to structures. I tried putting it on a supply depot and it didnt work as well. The plot thickens..

    Posted in: Data
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    posted a message on Trigger working for AI but not for player

    @Nerfpl: Go

    Setting triggering unit to any unit did the job. I guess this is what happens when I am doing triggers at 2am in the morning O_O. Thanks for your help

    Posted in: Triggers
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    posted a message on Trigger working for AI but not for player

    I have a trigger that goes like this. 1 is player btw.

    Events

    Unit - (Triggering unit) takes Fatal or Non-Fatal Any damage (from Any effects)

    Conditions

    Owner of triggering unit == 1

    Actions

    Unit - Order (Triggering unit) to ( Attack targeting (Returns the unit who last attacked the specified unit (Triggering unit))) (Before Existing Orders)

    And I have another trigger that does exactly the same thing, only that the owner of triggering unit is 8, which is an AI. However, this trigger only seems to work on AIs and not for players. My units, which are the same as the AI, doesn't listen to the trigger at all, but the AI ones does. Any ideas why?

    Posted in: Triggers
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    posted a message on Shields?

    @TheAlmaity: Go

    oh wth. thanks man that worked. I can't believe i have been trying this for an hour. May I also know why do protoss units not have this attachment options. Where are their shield options?

    Posted in: Data
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    posted a message on Shields?

    I got this from an old thread here.

    Unit>"your unit"> Adjust your shield values: Stats - Shield Armor Stats - Shield Armor Level yadayada, when ure done, UI - Shield Armor Name > double click and input in "Text Key:" the following >> "Unit/ShieldArmorName/ProtossPlasmaShields" Below should appear Protoss Plasma Shields

    Step 2.) Models>"Model of your unit"> Attachment Properties + - Add value: e_attachRef_Origin, set Shield Radius above 0, it requiries some tweakin here, Squib type Shield

    My problem is that my attachment properties doesn't have e_attachRef_Origin. I have been searching for an hour and I can't seem to find it. If anyone has it, would you kindly please post a screenshot on where to find it? Does dependencies affect this?

    Posted in: Data
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    posted a message on Visual Shields, Terran or Zerg with Shields

    hmmm i dont seem to have e_attachRef_Origin in my attachment options...

    Posted in: Tutorials
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    posted a message on Drain resource cost factor

    @Ranakastrasz

    Thanks for the reply. I've checked the medic's heal ability and yes, there is an option to use vitals and cost. However its still based on a fraction of the cost of the unit. The ability is under Effect - Drain resource cost factor. So, I don't think it will work, unless i am looking at the wrong place.

    @DrSuperEvil Thanks for replying. I haven't tried it yet, but logically speaking it should work. Going to try it now, will post updates. On a side note, Effects - periodic effects. How long does it take for a tick to pass? 1 game second? or ?

    Posted in: Data
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    posted a message on Drain resource cost factor

    hey all, From reading other threads, I know that repairing is done by an effect from the scv "Drain resource cost factor". So, is there any way NOT to use this for repairing and use something else instead?

    For example, I want to repair my tank by 1hp/s for 1 mineral/s. However, my tank doesn't have any cost. So this "drain resource cost factor" doesnt really work in my situation.

    Thanks in advance

    Posted in: Data
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