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    posted a message on Too many abilities for.. Error [solved]

    I'm making "Hero Ghost" unit. I put 20 abilities for "Hero Ghost".

    And I got this error message "Too many abilities for "Hero Ghost".

    What was probably going on is that you had 2 that where the same, Reason i say this is because when i loaded pretty much EVERY dependency on my map it was adding 2 "move,attack,ect.." commands in the 'ability' section of the unit and that is exactly what was happening. Glad you got it fixed.

    Posted in: Data
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    posted a message on Can Units be made to block the vision of friendly / allied units?

    @tdhsst

    I found Effect > Create Unit > (Basic) Effect: Spawn Owner+ allows me to change ownership of created units, so no triggers needed.

    Awesome, data is always better way to go than triggers. good job.

    Posted in: Data
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    posted a message on Can Units be made to block the vision of friendly / allied units?

    Hmmm - i know this isn't data but - change owner of created "wall" in a trigger would probably work. Not to sure about in the data edit because like you said allied units will still share vision with the own player. Even at 0 range the range of the unit behind the wall will still be able to see 'threw' the wall. 

     

     

    Unit - Change ownership of (Triggering unit) to player 1 and Change Color

     

    - just adjust to suit.

     

    Found this. don't know if it would help or not but looks interesting, lol.

    Field Pylon
    (Basic) (None): Visible To +
    (Basic) (None): Visible To At Creation +
    (Basic) (None): Visible To Players +

    Posted in: Data
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    posted a message on Stuff I do in Unity
    Quote from Zolden >>

    I've uploaded the game to Steam Greenlight. So, if anyone has Steam account, I'd be grateful for the vote.

     

    Here's a new video, showcasing gameplay process:

    That looks cool as hell. Awesome job. Also impressed by the tank arsenel on those tanks. 

    Posted in: Off-Topic
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    posted a message on Blizz is making a co-op contest with huge prizes!
    Quote from AppleFee >>

    I had this idea.

     

    Map: The Acient tomb.

     

    Alarak is trying to get help out of the past, by resurecting Heroes that died, under his control.

    Try to retake the 5 points that are charging, the Tomb what resurect Heroes.

    Becarefull those points are heavily protected by: Alarak Guardians.

     

    What do you think?

    For example: Raynor --> you will face Tychus.

    For example: Kerrigan --> You will face Arthur mengsk.

    For example: Artanis ---> you will face Zeratul.

     

     

     

     

     

     

    "I" like that idea but i must inform you that i offered suggestions as to a Reactive AI - which that would be because of hero unit - was steadily declined because it is "to specific" for a co-op theme map/game. ~anywho~
    Posted in: General Chat
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    posted a message on Blizz is making a co-op contest with huge prizes!
    Quote from Naruded >>

    Nah. I think we can do better terrain than blizzard for Our coop ideas . We are smart Community 🙃

     well yea. THIS community is only - ummm - 1 million times better than anything else i have seen. :D As for the Terrain bit - I suck at terrain, i mean really, lol. Its like my own drawing skills is limited to a stick figure. on the up side - i can make about any unit you would/could think of in sc2. :D 
    Posted in: General Chat
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    posted a message on Designing a Better Co-Op

    Designing a Better Co-Op

    In regards to the topic at hand, I would like to raise a few questions.

    1. Couldn't you simply program the AI as a dependent to the Commander that is currently playing the map? EG: Player hero is Zagara so in turn -> AI gets Protoss units for attacking. Although this might be 'more work' it would certainly improve the AI aspect of it, IF it could react to the Commander/Units/Structures the OF the player.

    2. Could you also set up a system that would par same race characters? Kerrigan & Zagara, Raynor & Swan, and so on? but that would have to go into the 'match making' aspect of it. Don't know if that is do able though.

    3. What if you keep the Mutations aspect of the Co-op map hidden from the player and they had to 'find out' what they where up against?

    Posted in: General Chat
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    posted a message on Blizz is making a co-op contest with huge prizes!
    Quote from TChosenOne >>
    Quote from Pr0nogo >>

    If you want them to improve as a company, you should criticize them whenever criticism is due. The co-op maps lack a lot of depth and don't even have many randomized elements that would increase replayability.

     Not like you can randomize terrain
     as futile as that seems, working on that on my map. HAHAHA. never know unless you try as they say. :D 
    Posted in: General Chat
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    posted a message on Blizz is making a co-op contest with huge prizes!
    Quote from WingedArchon >>

    Only shame thing is that I suck at mapmaking other than just plain simple melee maps.

     

    I feel ya there man. Reason being. i can do ~almost~ anything in the data and triggers but when it comes to SIMPLE terrain layout. DAM- i suck so hard. lol. I have seen on here the "terrain tests" and - well - no. i can't do that. lmao. Your not the only one like this. :D 

    Posted in: General Chat
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    posted a message on New Players to Your Arcade/Custom Game

    I have published a few games and my time and always try to make it as user friendly as possible in giving helpful advice to guide players to an enjoyable experience for the 1st few times they play your game.

     

    My question on this is: What measures have to taken to assist new players into learning the game?

    Personally i have listed a lot of stuff on the Button Tool Tip as to what its good for. I try to keep it brief so that the user don't have to read a novel because that in itself could push players away. I am also a firm believer that if a game is 'too hard' that will also make players walk out the door as well.

     

    What are your thoughts on this?

    Thank you for your time. 

    Posted in: General Chat
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    posted a message on Line of sight Blocker on a unit.
    Quote from DrSuperEvil >>

    That would lag like mad due to how the pathing map is recalculated.

     just thought of something, does a flying building lose it's footprint then when it takes off? (didn't check in the editor)
    Posted in: Data
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    posted a message on Blizz is making a co-op contest with huge prizes!

    I don't mean to take credit for this co-op RTC - BUT - back when they did that 'Mutation idea' i had asked if we had to "MAKE A CO-OP" mission ourselves then. They then told me that its just for talk in the forums on new ideas and a few months later (now) we get "MAKE A CO-OP MISSION" - - - seems to me i might have hit on a nerve or something. Just a coincidence is all i am saying. lol.

    BTW - i have a couple good idea's about a good co-op mission. But - have to wait till a later date to see the updated information from blizzard on this contest. :D 

     

    EDIT: Since it's about AMON wouldn't we be right to assume the Dependencies on this are LOTV - maybe campaign?

    Also - Since we have Extension mods already, couldn't we make an extension mod NOW and then apply it to a map later down the line. might give us all a head start on this. 

    Posted in: General Chat
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    posted a message on Switch Game Play Music by Region?
    Quote from willuwontu >>

    switch (triggering region)

         if (lava region)

               play sound 

         if (ice region)

               play sound

     I have a few triggers for 'sound' that do not operate as "music" - thanks for the switch idea though. never thought of that. Can use that for other stuff. ;) 
    Posted in: Triggers
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    posted a message on Switch Game Play Music by Region?

    Thanks, that helps out a lot. I am not to worried about changing the sound track to frequent because of how the game-play would work. But i also understand if it changes constantly like every couple seconds - that WOULD be annoying. lol.

    Posted in: Triggers
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    posted a message on Line of sight Blocker on a unit.
    Quote from aZergBaneling >>

    It might be clunky, but could you periodically create/destroy stationary dummy structures with a footprint?

     that would probably lag like a %$@#% though if you didn't have the periodical in long enough time frames. but if you had a periodic effect event every .25 seconds.... that might be- ughh. lol. Good idea though. 
    Posted in: Data
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