• 0

    posted a message on [Extension Mod] CustomCraft

    CustomCraft

    CustomCraft is an Extension Mod that presents players with a dialog at the start of the game that allows them to swap out certain units and abilities for alternates from Brood War and from the campaigns. There are also some custom units, upgrades and abilities.

    For example, a player might choose the Firebat, in which case they can no longer build the Marauder but can then Firebats at the Barracks.

    CustomCraft is distinctive in that it attempts to present players with real choice rather than simply adding a ton of campaign stuff to the game.

    Players can also choose from different macro mechanics; for example Protoss can choose a spell at the Nexus that puts a bubble on top of a mineral field that automatically mines minerals for a short time, (similar to the MULE) but at the expense of no longer being able to use Chrono Boost.

    CustomCraft is accessed through the Custom Games section, and can be played as a mod on any melee map. To play, Click on Custom Games, then Browse Maps . Choose any melee map to play on. Once you have selected your desired map, click on Create with Mod. Search for "CustomCraft" by TheFish. Note that on EU the name is "TF CustomCraft".

    Detailed list of new stuff:

    Terran unit choices

    Marine / UED Marine - Same as Marine but learns U-238 Shells instead of Combat Shields.

    Marauder / Firebat

    Hellion / Vulture - w/ Spider mines

    Thor / Goliath

    Medivac / Medic (Choosing the Medic enables the Dropship as well)

    Banshee / Wraith

    Ghost / Spectre - Has the AoE stun from the campaign.

    Raven / Science Vessel - Same as SC1 science vessel

    Zerg unit choices

    Zergling / Raptor Strain Zergling - Comes 1 per Egg but is stronger. Cliff jumping is a hive tech upgrade that replaces Adrenal Glands.

    Roach / Aberration

    Hydralisk / Lurker Strain Hydralisk Costs only 1 food and 75/25, but has reduced hp, range, and damage.

    Swarm Host / Lurker - w/ Available range upgrade

    Corrupter / Devourer w/ Acid Spores

    Brood Lord / Guardian

    Infestor / Defiler - Same as SC1

    Viper / Queen - Same as flying SC1 caster

    Protoss unit choices

    Zealot / Fanatic Zealot - Learns Leg Enhancements instead of Charge.

    Stalker / Dragoon w/ Singularity charge at the Cyber core

    Colossus / Reaver - Same as SC1

    Sentry / Stone Guardian - Caster that can do light AoE damage, Restore friendly shields, and cast Hallucination.

    Phoenix / Corsair - Same as SC1

    Void Ray / Scout

    Oracle / Arbiter - Same as SC1

    High Templar / Dark Archon Maelstrom, Mind Control, Feedback

    Terran Macro

    Automated Refineries From the campaign, but operate at 50% unless an orbital command casts a spell to speed them up.

    Chrono Boost Speeds production.

    M.U.L.E. Automatically mines minerals.

    Terran Defensive

    Perdition Turrets Strong turret that can protect an orbital command.

    Moebius Vessel Can recall, cast Lockdown, and summon Predators. Not a detector.

    Scan Reveals part of the map. Detector.

    Zerg Macro

    Chrono Boost Speeds production.

    Calldown Broodmin Automatically mines minerals.

    Inject Larvae Spawns 4 Larvae at targeted Hatchery

    Zerg Defensive

    Broodmother Can recall, summon Drakeflies, and automatically tranfuses allies.

    Cerebrate Can cast Psionic Scan and Assume Direct Control.

    Creep Tumor Grants vision and a bonus to Zerg ground units speed.

    Protoss Macro

    Psionic Flux Automatically mines minerals.

    Quantum Reactor Allows production of two units at once for a short time.

    Chrono boost Speeds production.

    Protoss Defensive

    Dark Pylon Pylons can spawn smaller cloaked pylons that provide no supply but can be spread over time at no cost.

    Shield Battery Restores shields of friendlies in an area.

    Mothership Core Can cast recall, time warp, and Nexus cannon.

    Acknowledgements: Starcraft models are from SC2BW by MavercK, GnaReffotsirk, SoulFilcher, Thrikodias, Ghostnova. Dragoon by buhhy.

    See also TL Thread http://www.teamliquid.net/forum/sc2-maps/479303-mod-customcraft

    CustomCraft is in need of Feedback, bug testing, and balance testing! It can be played against the AI or with any # of humans so give it a try!

    TLDR; CustomCraft, extension mod, new unit choices, try it out.

    Posted in: Map Feedback
  • 0

    posted a message on Changing hotkey profiles for campaign data

    In my extension mod meant for melee games I am using liberty and swarm campaign dependencies. What has happens in-game, is that the hotkeys change for the [Select all Warpgates] button and the [Select all Army units] button. Warpgates for example changes from "W" in normal melee to "Shift+W" with this mod loaded. I want to set these to use the hotkey profile for normal melee play, but can't find a way to.

    Posted in: Data
  • 0

    posted a message on The Beginning - Feedback

    Looking for some feedback and playtesting for my Populous: The Beginning (Populous 3) remake called "The Beginning | Pressure Point"

    It is up on NA and EU and I'll be putting it up on KR shortly.

    I am looking to do 3 things: 1. Ensure the game is as balanced as possible 2. Make the mod feel like the original 3. Improve the A.I. - possibly by adding difficulty levels

    The trailer can be seen below:

    Screenshots:

    Posted in: Map Feedback
  • 0

    posted a message on Tatatataterrain generator 2.0

    Is there any way to get pathing blockers working?

    I am also working on a populous map. (The Beginning up on NA and EU)

    I have the units and spells and ui set but I am stuck using "regular" maps with normal terrain / cliffs. Does anyone know of a way to have units pathing AI avoid water, but still able to be knocked into the water by my spells force effects?

    I was thinking perhaps the only way is to have a custom unit that has a 1x1 footprint and use a trigger to "fill" any under-water squares on the map with it. This could be updated as the terrain is deformed. You would need a way for the units to recognize the footprint and avoid walking over it, but still able to move over it. Perhaps using come collision trick like having the unit be a forcefield and then unchecking the forcefield collision box on the unit.

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on Pathing and Terrain Height - Make units "drown"

    I would like to have a map where if a unit walks below a certain height level, (underwater) it drowns. I have two catches however.

    The first is that units should not path themselves into the water and kill themselves.

    The second is that the terrain will be changing throughout the match, so a static solution like the pathing tool won't work. (I would be willing to abandon the idea of the terrain changing if I have to)

    This tutorial for an amphibious system seems close to what I want, the problem with it is that in my map a big part of the drowning bit is that players will be trying to knock enemy units into the water using force spells, and so I cannot use different cliff levels.

    There is also a map in this site "Populous" where someone demonstrated terrain changing spells.

    The map I am working on is a remake of Populous 3, its up on NA and EU "The Beginning (Judgement Day)" I will probably put up a development journal here when I have some time. Info on TL

    If anyone has a suggestion I'd be very appreciative!

    Posted in: Data
  • 0

    posted a message on Get move command condition "waiting to enter bunker"

    I have a map where players send units into a structure's cargo, which causes that unit to get "trained" into another unit (unit compare cargo enables a train ability and kills the cargo when training completes). The structure has a cargo capacity of 1 (1 capacity is integral to design of the game).

    So when a player sends say, 5, units in to go get "upgraded", 1 will enter the structure and the other 4 will stand outside facing the structure, kind of like when a player sends a bunch of SCVs to repair a bunker that is full of marines and has full hp.

    What I want is once the first unit is trained into a new one, the 2nd will enter, then once he is done the 3rd, and so on. So I have a trigger that, once training completes, searches the area and orders any units nearby to enter the structure.

    The problem is that this trigger is indiscriminate and will order any of that unit type to enter the structure, even if it is doing something else like gathering or fighting. What condition can I use for a Pick Each Unit action, that will only pick units that are standing around the structure waiting to enter? I noticed that the move command appears to be active on these units but restricting it to units that have move executing doesn't work.

    Posted in: Triggers
  • 0

    posted a message on Patch 2.1 Editor Changes
    Quote from TyaStarcraft: Go

    @TheFish7: Go

    Extension mods apply data + triggers to a melee map.

    Dependant mods apply data + assets (models/sounds etc) to a melee or arcade map.

    Right, so say I were to create a Dependent mod "Trees + Goldmines" which creates new resource types trees and gold. Now I've built my dependent mod with the trees and goldmines assets. If I want to make 3 different maps that use these resources, what do I do, since a blank map doesn't include the goldmine & trees assets which I need to place on the map? Can I load a dependent mod as a dependency, if so, how does that stay up to date?

    Posted in: General Chat
  • 0

    posted a message on Bunker has no capacity bar and is not a high priority target

    Sorry to necro this thread a second time, but does anyone know the answer to this? I have a bunker-ish unit that morphs into a similar unit with higher capacity. (from 4 to 5). I have UI status bar forced on +cargo, but it never shows for the morphed unit.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Patch 2.1 Editor Changes

    What is the difference between an Extension Mod and a Dependent Mod?

    Posted in: General Chat
  • 0

    posted a message on [Texture] How to change resource icon

    @IggNight: Go

    OK so it sounds like all you need to do now is import the files and then change your default UI settings to use the new files? That is what I tried to do according to the last post in this thread, but it isn't working. What step did I skip in the process? Do I need to tell it which UI data to use? Did I put the wrong file type? Do I need my imported files in a certain directory?

    Import

    Game UI data

    Posted in: Tutorials
  • 0

    posted a message on Construction animation for building unit?

    Bump because I am looking for the same answer. I have swapped my probe for a zealot that can build things, but my zealot will not do any animations while construction. I just want him to use his attack animation while he is 'fidgeting' around the building that is being constructed.

    On a related note, what is the same process for telling the zealot to attack say, a mineral patch, while mining it?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Consume cargo unit to train new unit

    That's a bit of a catch-22, if the worker supply is only suppressed when the warrior is being trained, then the warrior training will never start because the player will remain supply capped. unless I am misunderstanding and I should make it so that the train ability suppresses the supply, and not the load ability? Although I think that would fall into the same problem.

    Posted in: Data
  • 0

    posted a message on Restricting Building Locations

    You can create unbuildable terrain using the pathing tool, just use that to paint the areas you want to make unbuildable.

    Posted in: Data
  • 0

    posted a message on Consume cargo unit to train new unit

    Thanks again! Made a behavior that supresses food used when the building is loaded with cargo.

    One final problem though, in this map I have two structures that are autocasting a train unit ability. One is the warrior hut from the above and the other is the worker hut. The worker hut is always autocasting, so the only thing that stops it is a supply cap.

    Problem is that when the player is supply capped and sends a worker into the warrior hut to become a warrior, a new worker will be trained from a worker hut because the supply has dropped down for a brief moment. I want the Warrior hut's train ability to always be prioritized. I thought of a requirement that says warrior training must be queued, but that will disable it at all times and I want the player to be able to train both when supply is available. Best Unit flag does nothing... Maybe create a trigger that disabled the train worker while supply capped and adds a slight delay to re-enabling it? there has to be a more elegant way.

    Posted in: Data
  • 0

    posted a message on Consume cargo unit to train new unit

    Thanks for the help, took a few attempts but validators were the way to go. Just using an effect means it won't train a unit when there is existing cargo, only upon the unit being loaded.

    I created a behavior that disables the ability, validated by checking for no cargo Also changed the trigger to kill the cargo unit upon completion of the unit being trained

    So now it will train a single unit, but only while it has cargo.

    Minor problem still; since I am not killing the unit right away, the player has +1 supply. I want to make it so that either the unit in the cargo space of the building is worth 0 supply, or that the new unit being trained does not take up supply until it has completed. Not sure how to do this.

    Posted in: Data
  • To post a comment, please or register a new account.