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    posted a message on (Solved) Help, All my enemy unit's hp/life is gone.
    Quote from DrSuperEvil: Go

    Technically it is illegal to sell the maps which are property of blizzard. Also if you are having such simple problems, the map is hardly worth keeping secret.

    be nice :)

    Quote from NickyBlegh: Go

    Ahh, I'm sorry, were it's supposed to be created?

    I'm not a fan of sharing my maps for free, maybe if we could get in a private convo? so you can take a look at it?

    Let me know ^^

    You can send it to me if you'd like and I'll take a look at it but I am not the end-all be-all of the editor, so you would probably get more help if you just posted it as an attachment here.

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Help, All my enemy unit's hp/life is gone.

    @NickyBlegh: Go

    Do you feel comfortable posting the map so we can take a look and maybe tell you whats wrong? Also you aren't getting any replies because you posted this in the wrong forum :)

    Posted in: Miscellaneous Development
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    posted a message on Raynor's flashlight on normal Marines?
    Quote from Cabalistlbb: Go

    @peranzormal: Go

    so there is no way to achieve the raynor or tychus flashlight effect. Do you know of a way to simulate a flashlight effect via triggers? If so please provide a link to it or provide the triggers themselves. I am very novice and am still very new to triggers in this editor.

    Umm, you could try attaching an omnilight to the rifles. It definitely wouldn't look as good as the raynor flashlight but it might look cool nonetheless. Follow this tutorial except use a white light and attach the it to the weapon, not to the origin.

    Posted in: Data
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    posted a message on Raynor's flashlight on normal Marines?
    Quote from Cabalistlbb: Go

    @Soma2035: Go

    u mean actually put the models into like 3ds max or maya and alter it? I am trying to achieve the cone of light in front of raynor's "Sniper" model or Tychus "Chaingun" model. There has to be an easier way than that

    Nope, the flashlights are attached to the model unfortunately. Nothing we can do data-wise.

    Posted in: Data
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    posted a message on Attack Ground? (Artillery)
    Quote from Fullachain: Go

    Ok I've been playing the Siege Tank Damage Effect at points and I altered it so it has AoE.

    I'm just not quite getting the proper unit impact model sound. The actors are all generic attacks.

    Completely stuck here, need AoE non attack damage to trigger the impact model/sounds. Any help?

    Just make new actors based off ModelOneShot and SoundOneShot, change the model and sound to what you want and then make an actor event

    Effect.SiegeTankDamage.Start Create

    Edit: Or whatever effect you want the model and sound to be triggered off of

    Posted in: Data
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    posted a message on Need help from the Community!
    Quote from Pshyched: Go

    Love the ideas, it has given me some ideas also...

    How about when your in a Layer of the Infection, there is all these System File Units wandering around aimlessly, and being attacked by the viruses, you must remove the viruses before they kill the Files (And in the Middle could be the CPU, which can also be attacked) And you could get bonuses after each layer for the % of Files survived...

    But it could make it more annoying, All i really wanted to create was a fast-paced fighting map (The Matrix Reloaded on Warcraft 3) They are just fun maps to play, rather than completely overhauling it so everyone becomes confused and or bored..

    I think the first idea sounds fun. I never played matrix reloaded on wc3 so I couldn't tell you how I feel about that. Also if there's one thing I learned so far about mapping its that you should worry about getting the major mechanics and gameplay in place and then add content later. So you should hammer out the core gameplay first and worry about getting 20 heroes together later.

    Posted in: General Chat
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    posted a message on (Solved) Help, All my enemy unit's hp/life is gone.

    @NickyBlegh: Go

    You've somehow set them to an invulnerable state, either via triggers or data.

    Posted in: Miscellaneous Development
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    posted a message on Attributes as part of spell damage
    Quote from EpsilonAlpha: Go

    How do I make the attributes of a hero affect the damage of a spell. For instance, 200+200%Attribute damage

    Attribute - > Combat: Modification - Damage Dealt (Unscaled) Damage Kind: Spell. Make sure your spells actually do "spell" type damage.

    Posted in: Data
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    posted a message on (Solved) Always show Life Display

    @watterboy1: Go

    You can also force them to show via trigger (Set unit status bar state) or via data by adding the actor event Actor Created: Set Life Status Bar Enabled

    Posted in: Data
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    posted a message on Continuous beam tracking?

    @StragusMapster: Go

    I literally copied the sentry action and beam actors exactly, only changing the effects in the actor events to match mine instead.

    Posted in: Data
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    posted a message on Continuous beam tracking?

    Hey guys I have a relatively simple question that I can't seem to figure out.

    So I've got this tower that shoots a continuous beam right? The problem is it doesn't continually track its target like a void ray does, it actually skips to the current location of the target every half a second or so. Anyone know what I have to change to get this to behave the way I want? I tried changing the Combat: Weapon Fire Tracking Time in my attack actor to 0 and values less than 1, but that didn't seem to change anything.

    Posted in: Data
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    posted a message on Trigger questions
    Quote from ctccromer: Go

    (still need the 2 questions up top, but also) Okay so I'm finally (mostly) done with less important stuff - dialogs, pre-game, assigning players to maps etc. Now it's time for the GAME game part of it! However I've already got lots of questions >.<

    The game I'm working on is called BattleDex. It's already out there as an independent game but no one knows about it so I'm hitting two birds with one stone while I learn more about mapmaking. But here's the details: Turn-based, but not like player 1 > p2 > p1 > etc. Instead BOTH players issue their orders at the same time (with a 2min timer) and hit a submit button when they're done. When both players are done, the game plays out that turn as a Replay and both players' units move and act at the same time. Once the replay's over, the next turn begins and players start giving their next orders. The replay is set up as a 100-tick system. So for example if a unit has 3 movement, it will move once between ticks 1-33, 34-66, and 67-100. If it attacks twice per turn, it'll shoot once between 1-50, and 51-100.

    3. I can't even begin to think of a good way to set up the tick system above though. Any ideas?

    4. Also, when a unit is ordered to move, it looks like the attached picture (with the number being how many turns itll take to get there). a. Is there any actor/doodad I could use to make those blue arrows, or whats the best way to do that? b. How do you move a point to the center of a region it's in? I have a trigger set to where "WHEN a unit is ordered to move IF replay = false DO order triggering unit to stop and set the target of triggering order to a point variable." I also have a region in each hex. However I don't know how to move the point variable to the center of whichever region it's in

    5. What's the best way to set up unit variables when there's a lot of units on the map? The best way I can think of is to do 8 variables per player (one for each of the 8 units) and make it an array size 100 or something so big they'll never hit the max (the game uses small armies). I don't know if there's a better way for this though. The goal is to get each unit set to a unique variable/array, for stats and movement purposes

    4a) Check out OneTwo's versus TD tutorial. You can basically create a unit (when the issue is ordered) which is invisible but moves very quickly to the target point and leaves blue arrows (as actors) along its path and then destroy them all when you need to.

    4b) Should be in function -> Center of Region

    5) Whats the problem with just using unit groups instead of arrays of units?

    Posted in: Triggers
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    posted a message on Detection Range Upgrade
    Quote from SouLCarveRR: Go

    @TobagoTobi: Go

    Dont you need to just upgrade the sight range of the actual unit?

    No each detection behavior has its own range regardless of a units sight range.

    I would just tell you to make an ability of type Effect - Instant which applies the new detection behavior and removes the old one and takes 30 seconds but I assume you want the upgrade's progress to display on the UI like normal upgrades, in which case that might be a little trickier...

    Posted in: Data
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    posted a message on [Bubble Sort] Sample map

    @StragusMapster: Go

    Are people really sorting such large data sets in maps that they need to be using a sorting algorithms like these?

    Posted in: Tutorials
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    posted a message on Dynamic armor tooltip

    @Ranuglin: Go

    There's a place where you can write your own text in a tooltip under UI: Tooltip for weapons. You could just manually type in the % damage reduction to each armor type. If you really NEED it to be dynamic the only thing I can think of is using triggers to change the catalog field value of the UI:Tooltip of the weapons you need to change. Of course, this would modify it for all weapons of this type, not just for a particular unit.

    Posted in: Data
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