I could do testing! I have some experience in the editor. My own project comes first when it comes to the actual work though.
Edit: my intenet connection is slow, since I'm sitting on a 3g modem in europe, but I guess I can always test some basic logic, as well as the experience of players with high latency.
Resently, I have been working on a 2 player/coop/rpg/squad/multiple minimission system and have published it on the EU Battle.net server under the name HercMerc. I would love to get some input on this project. I got some from players. Some like it - others dont understand it and use ugly words. So... please play try it and give me some feedback!
Three map types:
Hercmerc Homebase: map with stores and functions to edit squad and upgrades.(online)
HercMerc Mission: complete random missions to earn spacebucks. (2 missions online, 3 missions ready but not uploaded, 6 more under developement)
HercMerc Stronghold: (still under development). 2 team pvp. Play against other HercMerc squads. Map style will create a temporary squad that is destroyed when game ends (im no policeman). Team Defend has bunkers where they can spawn. Team Assault has beacons where they can spawn. When team Assault kills a bunker it transforms into a beacon. After 5 minutes (or if all bunkers are destroyed) game switches and Assault Team becomes Defend Team.
Play by:
Find one friend and make a party (they are all 2 player coop)
Load Homebase and buy stuff (as a party)
Play mission (as a party)
Buy more stuff (as a party)
etc...
Your mission-squad is personal. Bankfile is completely open. cheaters wont be policed :)
The PvP squad is temporary
I solved it. I had to create a local variable containing the "Created unit". This could then be used in a condition to filter out specific unitTypes. I have to create one condition for every weapon though. Using the "event unit" or "last created unit" did not work.
My goal is to create a trigger that stores some statistics every time a new unit is created. However, the "unit created" event also reacts to projectiles being created (fired). A normal battle between some stalkers will fire enormous amounts of "StalkerWeapons created" events. Is there some way to filter out all units of weapon-type?
And since I'm only interested in the unit name (or other form of ID) I cant access the string. Do you know any way to retreive the Type element from that data?
I had the gigantic if/switch in mind as well. I would prefer do avoid it if possible...
I'm making a trigger that fires on a unitDeath event. The event will result in a printout to a file with the following information:
[player, x-coord of death, y-coord of death, gametime, unit-type-name]
I succeeded to make a printout with everything except the last element: unit-type-name. An example:
I made a map called Invasion of New Uppsala, available in blizzards list of custom maps. Now, im looking for some feedback on how to improve it before I call it "finished".
It's a survival type map in a urban environment. You and a friend will play as Terran against 30 Zerg waves over 30 minutes. Gas is limited: the only way to harvest it is to kill zombies. The gas-per-zombie count increases for each 10 waves.
0
I could do testing! I have some experience in the editor. My own project comes first when it comes to the actual work though.
Edit: my intenet connection is slow, since I'm sitting on a 3g modem in europe, but I guess I can always test some basic logic, as well as the experience of players with high latency.
0
Resently, I have been working on a 2 player/coop/rpg/squad/multiple minimission system and have published it on the EU Battle.net server under the name HercMerc. I would love to get some input on this project. I got some from players. Some like it - others dont understand it and use ugly words. So... please play try it and give me some feedback!
Three map types:
Play by:
Your mission-squad is personal. Bankfile is completely open. cheaters wont be policed :) The PvP squad is temporary
0
@Monkalizer: Go
I solved it. I had to create a local variable containing the "Created unit". This could then be used in a condition to filter out specific unitTypes. I have to create one condition for every weapon though. Using the "event unit" or "last created unit" did not work.
0
Hello,
My goal is to create a trigger that stores some statistics every time a new unit is created. However, the "unit created" event also reacts to projectiles being created (fired). A normal battle between some stalkers will fire enormous amounts of "StalkerWeapons created" events. Is there some way to filter out all units of weapon-type?
0
@Monkalizer: Go
I decided to use a switch with some focus unit types. Its not perfect, but it will do. The bank-output is now:
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@SBeier: Go The problem with the Unit Type - Unit Type of Unit is that it will create a bank element like this:
And since I'm only interested in the unit name (or other form of ID) I cant access the string. Do you know any way to retreive the Type element from that data?
I had the gigantic if/switch in mind as well. I would prefer do avoid it if possible...
0
I'm making a trigger that fires on a unitDeath event. The event will result in a printout to a file with the following information: [player, x-coord of death, y-coord of death, gametime, unit-type-name]
I succeeded to make a printout with everything except the last element: unit-type-name. An example:
But when it comes to the unit-type-name i fail. Is there some way to retreive a specific units type-name as a string, if you have the unit as such?
0
Hi,
I made a map called Invasion of New Uppsala, available in blizzards list of custom maps. Now, im looking for some feedback on how to improve it before I call it "finished".
It's a survival type map in a urban environment. You and a friend will play as Terran against 30 Zerg waves over 30 minutes. Gas is limited: the only way to harvest it is to kill zombies. The gas-per-zombie count increases for each 10 waves.
Its open for everyone to edit.
Here is a screenshot of the scenery:
Here is some infographics