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    posted a message on Show Production Above Building in World

    I'd like to show the icon of the unit that is being produced at a building in world above the building. Is there a relatively easy way to do this?

    Posted in: Data
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    posted a message on A building which can become other buildings

    @Bilxor: Go

    Right, I was asking what the building should produce (for me to detect). You think I should create a dummy unit that the building can construct? When this dummy unit is completed, I delete it and replace the building with a new building?

    Posted in: Data
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    posted a message on A building which can become other buildings

    @Bilxor: Go

    A couple things:

    - Should I use a research and detect when the research completes? Wouldn't that make the user unable to upgrade multiple buildings (since upgrades are 1 time only) across all buildings?

    - The buildings plan to have multiple "modes". When in Maine production mode, it will continually produce Marines. While in Marauder mode, it will continually produce Marauders. I was initially planning on having the buildings morph into different unit types (back and forth like a supply depot, as you mentioned). Is there a better way to do this?

    Posted in: Data
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    posted a message on A building which can become other buildings

    I want a complex tech tree where buildings can become many different buildings. For example... A building that can morph/upgrade into 10 buildings, which can then morph/upgrade into 10 more buildings. What is the best way to do this?

    Alternatively, if you can solve the two problems below, I can also do what I need:

    - I want a pre-placed unit that can morph (or turn into via other means) into 1 of 10 different buildings. A construction time is still necessary.

    - I want to be able to specify a setting on those newly created buildings (via clicking a button on your command bar) to choose a unit to continually produce.

    My initial plan was to have a complex tree of morphs and use triggers to spawn units at each specific building, but apparently all morphed relatives share an ability inventory, so this quickly exceeds the cap of 32.

    It's strange, I did this easily in WC3 with "Upgrades to" references, but there doesn't seem to be anything similar to this that doesn't hit the ability cap.

    Posted in: Data
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    posted a message on Simple Command Card Issues

    @KrayzBlu: Go

    I'm referring to within the editor... Each hero has 6 abilities and if a player has the option enabled, they can't play their hero properly. :(

    Posted in: Triggers
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    posted a message on Simple Command Card Issues

    Is there a way to disable the new simple command card? I have 6 abilities on a unit and it is hiding the others because of the simple command card.

    Posted in: Triggers
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    posted a message on I am not happy with 1.5

    I have been sitting in a queue trying to get my map hosted for hours.

    It is the same top 10 list as before the patch.

    The open game browser is horrible. I have asked my friends to just find the game I have hosted on the open games list, and they don't see it.

    This patch fixes nothing. :(

    Forgive me for the rant. But this is very disappointing.

    Posted in: General Chat
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    posted a message on Player Numbers

    So apparently, Player 1 is not the player in slot 1, rather the first person to join the lobby.

    Is there a way to get the player in SLOT 1?

    Posted in: General Chat
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    posted a message on Suggestions for HotS Map System

    Hey everybody, from what I can tell, Blizzard is resolving most of the custom map distribution system issues in HotS. However, I want to point out a few issues that I have NOT heard addressed.

    A) Currently maps have the option of including drop-down menus in the lobby to select a game type. This ensures that someone who joins a "Capture the Flag" mode of a game will play capture the flag, rather than having the mode decided after the game starts (via vote, host, or whatever). HOWEVER, each mode is basically calculated as a separate map with a separate popularity. As a result, map makers often resort to in-game voting in order to prevent diluting their popularity pool across different modes.

    Suggestion: Regardless of what mode of a map is played, they all improve the popularity of the map. The popularity list shows the GENERIC map name, with no defined mode. When a player attempts to join the game from the popularity list, he will be asked what mode he would like to play and he will be informed of the popularity of each mode. The player is then placed into a lobby for that map, game-mode combination.

    B) I saw all the improvements being made to fun or not. Fun or not in HotS ensures that unpopular maps will eventually fill a lobby. However, if a player HATES ALL tower defense maps and Fun or Not places him into one, there is a good chance he will leave or vote the map down, even if the tower defense is best in class.

    Suggestion: Allow players to require/exclude/allow specific categories in Fun or Not. This will increase the number of players that use the system, reduce the number of leavers, and provide more fair ratings for maps.

    C) Server-side banks and access to the current time (not client side time). I don't think this is really worth mentioning, since I think Blizzard is already heavily aware of this request, even if they haven't specifically said they are fixing it.

    Posted in: General Chat
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    posted a message on Test Map LAGS SO BAD

    @Ahli634: Go

    Ah, this much be the issue then! Thanks!

    If I continue to have issues, I'll update this thread.

    Posted in: General Chat
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    posted a message on Test Map LAGS SO BAD

    @StragusMapster: Go

    I close out of the window and the game continues to lag. Does this fully close the debugging module?

    Posted in: General Chat
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    posted a message on Test Map LAGS SO BAD

    Anyone have any idea why "Test Map" lags so bad for me that I can't hardly play at all? Publishing the map to Battle.net causes the game to no longer lag.

    Anyone else have this issue or perhaps a solution?

    Posted in: General Chat
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    posted a message on How to Modify Stacking Rules

    @StragusMapster: Go

    Wow. There should really be a "Movement modifiers do not stack" option. I may end up going that route Stragus, thank you! :)

    This will be impossible when I get lots of heroes. I won't remember to have every ability to disable every slow that is LESS effective. That seems very difficult.

    Edit: Can behaviors be removed while they are disabled? I think they appear to not exist and therefore cannot be removed...

    Posted in: Data
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    posted a message on How to Modify Stacking Rules

    @StragusMapster: Go

    Yes, but it simply pauses the buff. I want the buff's duration to continue to count down.

    Posted in: Data
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    posted a message on How to Modify Stacking Rules

    Right now, if a unit gets two speed buffs, they will stack. Is there any way to simply make the fastest buff take precedence without removing the other buff (in case the weaker buff has a longer duration).

    For example, a unit has two speed buffs: 100% speed boost for 3 seconds and 10% speed boost for 30 seconds

    The durations overlap, so 100% speed for 3 seconds followed by 27 more seconds of 10% speed.

    This seems like a common speed mechanic in many games, but how to I implement it?

    Posted in: Data
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