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    posted a message on Advance Wars 0.6 - FeedBack needed

    Hi again guys!
    This week i have been working to bring a new and big patch for my map, Advance Wars.
    As some one could recall this is a 1vs1 turn based game, where you have to capture buildings to increase your incoming to kill your rival.

    Well, the truth is that i only plan 1 more patch, that will include an UI to select between several battlefields. That is why i really want feedback now, to know what people think of my map before finish it.
    this last patch is currently aviable on EU, and i hope that will be on NA and SEA shortly.

    PD: patch 0.6 no longer support single player, so try it with a friend

    Posted in: Map Feedback
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    posted a message on Disable AutoFire & Make AutoFire Ability

    okok, my bad. i misunderstand it, thinking that you wanted to "autofire an ability" xD

    anyway i think that what i explained before can still work:
    1. duplicate desire weapon
    2. config your normal weapon to don't attack automatically (just remove scan filters)
    3. keeping scan filter ON, add energy cost to duplicated weapon (will consume energy with every attack, but not over time)
    4. use one behaviour as requirement as explained before (when it's activated normal weapon is ON and dup is OFF, and vice versa)
    5. make an ability that activate/deactivate that bihaviour
    6. of course, add both weapons and the ability to your unit

    if you want it to cost energy overtime instead of every attack then remove "cost" from dup weapon and use a "power user" behaviour

    Posted in: Data
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    posted a message on DS Broodwar Project

    btw i would like to share some idea too:

    - i don't like to have one player making the micro for full army. That would be more "builders and fghters" than DS, beside there is a high posibility that players with 0 micro will be stucked on that position, fucking game and finally leaving. i like the actual system of semi-controled abilities.
    - shared upgrades would be a nice idea and can give a lot of game, specially with 2 factions of the same race. One example: lets say player1 is "BW zerg faction" and player2 (same team) is "WoL zerg faction". Player1 can upgrade hidralisk movement speed but WoL zerg can't. Since they shared upgrade player 2 will benefit from an upgrade that he couldn't do alone
    - defensive special that build defensive structures with time spawn on base or middle. fashion effects like zerg calling a nydus that spawn 5-6 drones that mute into spines or spores automatically, protoss brings warp prisms and invoke cannons, terran call drop capsule, etc

    Posted in: Team Recruitment
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    posted a message on DS Broodwar Project

    this sound like a really interesting idea, and i woul like to be on it if you think i can be usefull

    i really miss special abilities on actual DS and when you spoke about freeze incoming a remembered (hell, how could i forgot?) a version with heros, fog of war, freeze incoming to a single enemy and a lot more
    you want to add a lot of options and can be very ambitious, but that is what make it interesting :D

    Posted in: Team Recruitment
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    posted a message on Disable AutoFire & Make AutoFire Ability

    and what about add cost to weapon?
    data editor, weapon tab -> select desired weapon -> cost -> 10 energy (for example)
    now that weapon consume energy wth every use

    want it to be more spell-like? ok, just add actors, missile, splash damage, etc (if you want you can make a weapon which first effect is the persistent from psi storm)

    you don't want to use basic weapon, but a dfferent one? make an ability that apply a behaviour. when that behaviour is ON the basic weapon will disabled and the secundary one (spell weapon) will activate

    Posted in: Data
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    posted a message on Apparently, we can "like" a post now

    and why never never a dislike button?

    Posted in: Off-Topic
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    posted a message on Catapult attack?

    missile effect have a field named "impact effect". So use this field to activate impact model, search area and damage

    for example take marauder weapon, launch missile effect and:
    change "target - impact location" to "target point"
    change "movement: mover" to "InfestedTerransWeapon"
    change "effect: impact effect" to "cannon crucio blast impact" (sorry, not sure about the name on english, i use spanish editor)

    now you have a marauder with a missile attack that travel drawing an arc and create an explosion on hit

    Posted in: Data
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    posted a message on Catapult attack?

    if you want it to attack a unit position instead of the unit itself (i mean a no tracer missile) you have to change "target: impact location" to "target point". this way missile will explode on location instead of pursuite target unit.

    to draw an arc you will need to create a new mover and apply it to your launch missile effect

    edit: http://www.sc2mapster.com/wiki/galaxy/data/movers/

    Posted in: Data
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    posted a message on Adding item abilities to unit command card
    Quote from Turtlelink2: Go

    in example if it worked I would, " add ability of triggering inventory item to triggering unit" like I stated in the first post, I will probably do the requirements rout as a backup method but it seems very tedious.

    i dont know if this will be posible. even if you are able to add an ability this way you will just add the ablity, no the command card or link both of them together, so you will need 2 more sentence on your script for those. Tat is way i said you will need 1 case for item, that eneable an already existing ability for that unit.

    i understand how you fell, want to make all your goals via trigger before start to learn about data, i did it same way xD but one you start with data you will love it :P

    <<quote 562019>> @Turtlelink2: Go

    Well, as far as one swooping goes, it is possible to name your requirements, behaviors, item names all identically, so if you got the item name you got the behavior to apply type deal. <</quote>>

    yes and no. you can name them same way, but they will have different ID. lets say you have 2 skills named "i want candy". one ID will be "iwantcandy" meanwhile the other one will be "iwantcandy2"

    Posted in: Triggers
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    posted a message on Adding item abilities to unit command card

    y, you would need a requirement (and probably a behaviour) for every ability
    via trigger will be the same. maybe can compress into 2 triggers (one check pick up and another check drops), but inside that trigger you will need a switch with 1 case for item

    so both case have same "flexibility". i feel cleaner and easier to use data when it's possible but it's up to every one

    Posted in: Triggers
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    posted a message on Adding item abilities to unit command card

    have you tried to make a requirement for the ability?
    requirements have 2 options:
    1. use requirrment (skill will be disabled but visible)
    2. show requirement (skill is not visible so player can't use them directly)

    i know just the basic about requirement and items, but i'm sure you can make it this way. if requirement can't detect items (i don't know, probably don't) then make the item to create a behaviour on unit and then make ability to require that behavior to be show.

    Posted in: Triggers
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    posted a message on How's my loading screen?
    Quote from jaxter184: Go

    Aside from that, did you make this background yourself? If not, where did you get it?

    1. open google
    2. go to google images
    3. search "wolf moon"

    as i said the only added art is the werewolf (that probably came from bitefight or similar)

    Posted in: Artist Tavern
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    posted a message on How's my loading screen?

    that font is a really good one for the topic

    i like the title shadow inside the moon. i guesss that is the reason why you moved title to right, but an off center title is ugly. try to keep shadow but move title to center (if you can't control shadow maybe make another text label with opacity or melted inside moon)

    Posted in: Artist Tavern
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    posted a message on (Solved) My building won't show any buttons

    i would ask if ablities themself have defualt buttons, but i'm pretty sure that they have (and you are using sc2 abilities anyway)
    would say a requeriment, but guardian shield have no requeriment and is blue (unchanged), so it's imposible

    if you already checked "ability command" only think i can thing is UI issue (the user is not the owner of the unit, user have disabled command panel, etc.)

    i'm out of ideas sorry

    Posted in: Data
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    posted a message on (Solved) My building won't show any buttons

    have you select a command type and ablity to the button on editor?
    button is just a button, and abilities are just abilites. if you want them to work as one you need to link them together

    first you need to active the ability and the button to the unit (seems like you already did it).
    NEXT, clicking the button, you have to select a "command type" (what you need is ability command)
    third select wanted ability on "ability" (renamed "requeriment" field on your screen)
    and finally, if your ablity have several buttons, select a "ability command"

    now the button and ability are linked together

    Posted in: Data
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