don't know if anyone on your site has already mentioned it but, the shop seems to break mid-game and you can't buy the buy-back item that teleports your hero back to the base.
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Apr 19, 2013Posted in: Data
have you tried changing the UI: Height of the units in the Units tab? just did a quick test on a marine unit and the selection plane adjusted itself to the UI height of the marine.
edit: nevermind taking another look at your first post i realized this wouldn't really help with your problem. sorry about that.
Apr 11, 2013Posted in: Map Feedback
Just uploaded my newest game "The Wild West" to the arcade. Hope you all check it out and enjoy it!!
This map comes with 4 game modes that can be played; Bank Buster, Train Heist, Wanted, and Zombie Apocalypse. Each time you play through the game, you will gain experience and level up. As you level up new weapons, mounts, and abilities will be unlocked across all game modes. You can gain experience by killing other players and simply playing through the game mode to its end. Of course, winning a game will earn you even more experience!
There is a train that will move around tracks on the map. If you are careless and run in front of the train while it is still moving, you will be crushed! There are 3 routes that the train can take and anyone can change the active route by running up to switch-posts near the tracks, selecting the switch-post, and clicking the "Switch Tracks" button. In order to change the tracks you have to have a unit positioned right next to the switch-post!
Bank Buster separates the players into 2 teams: The US Marshalls Vs. The Outlaws. A random town's bank is chosen and the Outlaws have to break into that bank by planting dynamite while the US Marshalls must stop them at all costs and hold out until the US Army arrives to take control of the situation. Once the dynamite explodes money bags will fly all over the place and the bandits must pick them up and bring them back to the ghost town. The US Marshalls must do their best to bring back as many money bags as they can to the destroyed bank. When all of the available money bags have been stolen or retrieved a new random bank is chosen to be attacked.
Points are awarded to players for kills, stealing/retrieving money bags, and blowing up banks.
Train Heist also splits players into the US Marshall and Outlaw teams. This time, the US Marshalls must protect the train while it circles the tracks dropping off supplies to towns. The Outlaws must destroy the train before it cycles the tracks 3 times and unloads all of its precious cargo. Players can use the switch-posts to gain an advantage as some routes are longer and will allow the Outlaws more time to destroy the train.
While some routes may be shorter, the US Marshalls get points for each town the train stops at, so it may be better to allow the train to reach all the towns to gain extra points. Even if the train circles the tracks 3 times and is not destroyed, it is still possible for the Outlaws to win by getting points through kills and damaging the train.
Wanted is a Free-For-All game mode similar to Assassin's Creed multi-player. Players pick a character each with their own unique ability and then are assigned to find and kill a random player. Players must use their abilities and listen for "heartbeats" to weed out their target from among a crowd of look-alikes. Players can hop from town to town by approaching the train stations right outside of town and selecting a destination. Of course, you are not just the hunter, you are also the prey. If you hear "whispers" then that means that the player hunting you is nearby. as that player gets closer, the whispers will get louder and faster. You can either run away and hide somewhere or you can try to surprise you enemy and stun them, causing them to lose their contract and securing your safety for a while. Be careful though, attacking not only reveals you to nearby players, but if you attack a civilian you will lose your own contract.
Players are divided into 2 two teams: the US Marshalls and the Zombie Horde The' train breaks down in the ghost town and the US Marshalls must stay alive for 50 nights or fix the train completely. The zombie players must try to kill all the humans before then. It wont be easy, but they will be assisted by unrelenting nightmarish hordes that will grow in strength each night. US Marshall that get killed must be revived before daybreak or they will join the ranks of the undead. Zombie players will be able to upgrade their abilities as the game progresses while the US Marshalls look for supplies, rest, fix the train, or build barricades during the day. During the day the zombie players get to play a survival mini-game while the US Marshalls do their stuff, just so they don't get bored :)
If you find any issues, bugs, or have any feedback please let me know.
Apr 10, 2013Posted in: Data
have each ability do its own set effect. the first 2 effects in the set is 2 remove behavior effects (each one removes the undesired firing style behavior) then add an apply behavior effect that applies the desired firing style behavior (IE: Burst fire).
now, you could either have the behavior give the desired weapon to the unit or have all 3 weapons on the unit and just simply enable the desired weapon (it would be easier to keep track of which weapon is firing by having all the weapons start as disabled and then enabling the desired one by the behavior <-my opinion)
so for example, Ability - Enable Burst Fire (of type effect instant) -> effect: effects+ - burst fire set in the "burst fire set" -> effect: effects+ - remove single shot / - remove full-auto / - apply burst fire
the 2 "remove ..." effects remove the single shot and full-auto behaviors which would enable/give either the single shot weapon or the full-auto weapon and the apply burst fire would enable/give the burst fire weapon. then you just change which behaviors are removed and which one is added in different set effects for the Enable Single Shot and Enable Full-Auto abilities.
Apr 10, 2013Posted in: Map Suggestions/Requests
well, if you want a sense of urgency you can have the terrans training attack teams to strike at the protoss base and the spectre has to disable factories/barracks/starports to reduce the number of units/ or overall strength of the strike team units.
you can have medium - long corridors that are frequently patrolled by terran gaurds and the further into the base you get (the closer you are to more critical areas) the stronger the patrolling units are (marines and marauder patrols become ghosts and goliaths or any sort of unit combo)
you could also do something similar to the campaign where there is a area guarded by a strong, non-patrolling force and a side-avenue that takes you to a security camera of the area and gives you a choice of releasing captive zerg in the room to help you fight (at least until they're done eating the terrans :) )
Mar 30, 2013Posted in: Data
i just went for a very simple solution because for my map this simple solution will work nicely. essentially i just created a set effect for each of my weapons and added their normal damage effect and then i added a modify unit effect in to the set and changed the chance field to 0.14 (a 1/7 chance of happening) and then set the effect: vitals+ -change fraction field to -0.2. now each of my weapons has a 1/7 chance to do damage equal to 20% of their target's life. side note: the weapons also do their normal damage as well as the "critical" so you may have to do some tweaking with the effect vitals+ field to get the damage to a nice place. like i said earlier this works well for my map, don't know if it would for yours, but it's something to think about. :)
Mar 13, 2013Posted in: General Chat
For those of you that haven't seen it yet or are unfamiliar with CarbotsAnimations, he just released his own version of the HOTS trailer. I recommend that people go check out his channel for the lighter side to the starcraft universe :)
Feb 20, 2013Posted in: General Chat
it seems they changed/removed many of the text styles from the text editor. i had to try and replicate a style i was using from memory because they removed the "BattleChat" style.
and now there's this annoying tutorial-like message in the units command card that blocks everything underneath. you can see an example of this in the command card in Maverck's post (comment #20)
Feb 13, 2013Posted in: Triggers
start with the trigger Unit Group - Pick each unit in unit group. then click the "last created units" and change it to "units in region matching condition." then all you have to do is change "any player" to whatever player you want and for the actions part put "add unit to unit group" with the "triggering unit" changed to "picked unit"
Feb 11, 2013Posted in: Data
you need to have the firebat apply a behavior to the targeted units. set the buff duration to 3 seconds and the period to whatever you want, depending on how much damage you want the units to take(every second, every 0.5 seconds, etc.). then place a damage effect in the periodic effect for the buff. you said "when the firebat dies," so i assume that you have a search effect that applies an initial damage to units in the area right? well, just change the damage effect to a set effect that includes the damage effect and an apply behavior effect that will apply your burn buff to the target.
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