• 0

    posted a message on USA Income Ideas
    Quote from DarcZaFire >>

     I need income ideas for the states. has to be very minimal values.

     Depends on how realalistic you want to make this. you could base it on several aspects.
    Economy size/State debt or surplus
    Population size/Men vs Women
    Industry in the state/Manufacturing, Farms, Technology
    Average age of Citizens
    Government type
    Poverty levels
    State income tax rate/Minimum wage.
    Just depends on how detailed you want to get with this. lol I know you said "Minimal Values" but the difference between states isn't that great to begin with. Need more info. :D 
    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Make structures spawn on the opposite side from mineral patches when game starts? [Picture]

    You could make a trigger spawn the units/structures opposite of the mineral location but if you only want to stick to Data go with

    Quote from DrSuperEvil >>

    I would just add a Buff behaviour that uses a Create Unit effect that is validated using an Ennumerate Area validator.

     EDIT:
    Trigger solution
    Unit - Create 1 Barracks for player 1 at ((Position of (Closest unit to Start Location 001 in (Any units in (Entire map) owned by player Any Player matching Required: Resource (Raw), Resource (Harvestable); Excluded: Missile, Dead, Hidden, with at most Any Amount))) offset by (Distance#) towards 180.0 degrees) using default facing (No Options)

    Posted in: Data
  • 0

    posted a message on Sound editor
    Quote from DrSuperEvil >>

    If I recall it is the Sound: Mode field that determines this.

    Field Alert_ProtossNeedMoreMinerals
    (Basic) Sound: Mode^ 2D

    Field Archon_Death
    (Basic) Sound: Mode^ 3D World Relative

    This determines the range from a specific location -sorta- the Need more minerals is played for the player - map wide (2d)
    The Archon death is played at the location of the archon on the map for anyone who is close enough to hear the sound played.


    Posted in: Data
  • 0

    posted a message on Sound editor
    Quote from Eroton >>

    Does anyone have any experience with the sound editor? In particular, I'm trying to figure out how that make a unit sound heard by all players in the game or just by the player playing the unit. 

    Some of these flags look like complete gibberish to me. Any help is appreciated. 

     You know how you can hear the other players units die. this is do to (guessing) 

    Field Archon_Death
    (Basic) Sound: Group^ Death

    but if you want the sound say, need more minerals, that is only played for the player. (that would be annoying if you herd that from other players)

    Field Alert_ProtossNeedMoreMinerals
    (Basic) Sound: Group^ Alert

    This could be the difference between who hears it. It also probably has to deal with point of view for the player. such as you can't "hear" a Archon dying from across the map.
    ~my best guess~


    Posted in: Data
  • 0

    posted a message on [Solved][Unit]Banshee attack like Phoenix

    - - - - but its functional like the banshee that can fire while moving. your holding out for what direction the model itself is facing even thought 'how' it works is exactly the same? O~k~...

    Posted in: Data
  • 0

    posted a message on Dark Templar: Avenger Recall Ability

     have you tried it without the 'upgrade' requirement to see if the ability even works? no offense. I have this ability on my map and it works ok. But then again i do not have any 'requirements' or 'Validators' attached to it so it can fire every time regardless. 


    Dark Templar - Avenger - Aiur 
    has "behavior" - Field Dark Templar - Avenger - Aiur
    (Basic) Behavior: Behaviors + (Dark Templar Recall To Dark Shrine)

    calls on upon death - Field Dark Templar Recall To Dark Shrine
    Combat: Handled^ Dark Templar Recall Search

     

    that search (set to 500 range as default) calls for - 

    (Basic) Search: Effect^ Dark Templar Recall Set

    that only fires if this is working 
    Field Dark Templar Recall Set
    Effect: Validators + <<<<<< i have mine set to (none) so it always fires. i have 'structure' set in the "Recall Search"

    i'm not sure about the 'allied commanders' factor though. 

    Posted in: Data
  • 0

    posted a message on [Solved][Unit]Banshee attack like Phoenix

    Not to brag but "GOT IT" hahaha.. my steps:

    1. duplicate the Turret of the phoenix (did this just to keep them separate in case of issues)

     

    2. add the duplicated turret onto the banshee under weapons

     

    Field Banshee (Basic) Combat: Weapons + 

    don't change the "weapon" just the "turret" to ^that.

     

    3. Go to the weapon itself and change the following data: 

    Field Banshee - Backlash Rockets
    (Basic) Stats: Arc 4.9987
    (Basic) Weapon: Allowed Movement^ Moving
    (Basic) Weapon: Legacy Options^ + Face Target While In Cooldown
    (Basic) Weapon: Options^ + Can Initiate Attack, Linked Cooldown, Require Enabled Attack Ability

    this will make the banshee fire the weapons while in "move" and not only in "A-move".



    Posted in: Data
  • 0

    posted a message on [Solved][Unit]Banshee attack like Phoenix
    Quote from Azerates >>

    I hope i'm in right thread.

     

    I would like to modify Banshee so that it can attack like Phoenix. But i couldn't make it though i modified settings related to Banshee; Turret, Actor, Weapon and so on. It doesn't attack as i intended(It just spreads missiles!).  I really cannot figure out what modification allows Banshee to attack a target facing it. Should i investigate more how Phoenix's weapon works?  Or is there any hidden data i still haven't found? I synchronized Weapon setting same to Ion cannon and added a turret to Backlash missile and actors transcribed from Phoenix(SOp,turret).

     

    Sorry for my bad english but it would be great pleasure if i could get help from you.

     

     

     just a question - have you tried to make the 'weapon' setting to moveable? 

    Field Banshee - Backlash Rockets
    (Basic) Weapon: Allowed Movement^ Moving
    it's normally set to "Slowing".
    That might do it.
    EDIT: Sorry - nope that wont work, tried it and it still required me to click "attack" to fire the weapon.
    Posted in: Data
  • 0

    posted a message on SC2 Mapster Upgrade Discussion Thread

    Since all this talk about file size. is there a max file size for 
    https://www.sc2mapster.com/projects ?

    Posted in: General Chat
  • 0

    posted a message on Movement by Facing Direction. (solved)

    :O - yea that's it. haha the stuff you never see in front of your face. thanks. :D 

    Posted in: Data
  • 0

    posted a message on Movement by Facing Direction. (solved)
    Quote from DrSuperEvil >>

     I would need more details as to what you want to achieve.

     The best way i can describe it as when i turn the "Rate of Turn" down on my Marine and then click attack at a 90 degrees from what he is currently facing. like he is facing -> but i want him to turn ^ before he moves from his current location. what i am getting now is
    Facing to the right while walking pretty much sideways do to slow "Turning Speed".
    ->
     ->
    ->
    /
    /
    ^

    Goal is to go from -> to ^ without any x or y movement. Stationary.

    Hope this helps some, lol. 
    Posted in: Data
  • 0

    posted a message on Movement by Facing Direction. (solved)

    What i wanted to do is make a unit, say marine, only able to move in the direction it is facing. Reason for this is because i am trying to make a mod that give you the ability to "flank" your opponents. I can lower the "Turning speed" down to a crawl but the unit will still "move" across the map at an angle. I am not to sure how to keep the unit stationary, then turn, then move and NOT run sideways, lol. Any suggestions? really stumped on this one~ 

    Posted in: Data
  • 0

    posted a message on This shoud be easy...how do you get a unit to not move but still attack?

    These are located in a Behavior
    (Basic) Movement: Movement Speed Maximum^ 160

    set this to 0. 

    Ability: Abilities Disabled^ + (Move)

    (Basic) Behavior: Suppress Movement Disabled <- Enable This.

     

    As for the armor added
    (Basic) Unit: Life Armor Bonus^ 0
    (Basic) Unit: Life Armor Multiplier^ 1
    just adjust the numbers to your preference.


    Posted in: Data
  • 0

    posted a message on SC2 Mapster Upgrade Discussion Thread

    In the original post

    Hey there! If you haven't read the news, be sure to hit this post first: https://www.sc2mapster.com/news/2710-welcome-to-the-new-sc2mapster

    The hyperlink is NOT colored differently from the other text. I didn't even know you could click on it till i hovered my cursor over it and it changed. This would probably be an important update even it is was simply changed font or something to Highlight links when you post. When i am typing this in the reply box i shows that link ^^ as a light orange'ish color to separate it from the other text like this. Going to hit Post Reply and see if it reverts to the same color text as this and edit to inform you.

     

    EDIT: yea it changes to normal text color.

    Posted in: General Chat
  • 0

    posted a message on Desert Strike Trinity

     

    ~forget it because blizzard will not do anything about trolls online that post harassnig reviews about myself that is against the Code of Conduct~ Even after directly talking to a "GAME MASTER" about the issue.  

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