• 0

    posted a message on WIP:Volksy's second campaign map: The Lava Swarm

    I think you got a good solid sounding campaign, but you need to make it stand out more ya know. If you want people to play it and enjoy it and have you making more then you need to think creatively think of something someone else might not.

    Posted in: Project Workplace
  • 0

    posted a message on Builders And Fighters 2.0

    I like and appreciate these suggestions. Thanks for bringing that up guys, that is true. I never thought about it. Well if it were to be a building, why not just give every unit the ability to archon warp(a renamed version), and say they want 2 zealots, they can warp them right then and there, or say they select 2 zealots and a stalker, it's still lit up and they can warp them.

    @Ezekiel Thanks man, it's going slow, but I'll send ya a message sooner or later

    Posted in: Project Workplace
  • 0

    posted a message on Creating 1 Unit from 2

    @MasterDinadan:

    I can't seem to get this, I feel like something is just missing from the editor.  So I'm not sure what to do about this, I've tried at least 100 ways so far to kill two different Zealots but I have no idea.

    Edit:  Actually, I might have a solution that isn't to kill units in region.  How do i attach a region to a unit?  Because if I can attach a region to a unit, I can use the 'Unit - Kill (Unit attached to BottomLeft-Combination-In)' Action.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating 1 Unit from 2

    @MasterDinadan:

    I actually looked into 'Find Units' But I kept running into the same problem.

    Where it says 'Unit Type: (No Value)', I actually don't have the option to select any units.  The top says 'String', as opposed to 'Unit Type'.
    And it got me confused

    And ya, this was a lot easier to do in WC3 unfortunately.  But in the end, I'm sure there's a reason they did this stuff.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating 1 Unit from 2

    Awesome!!! It works!  Just one more problem =/

        Events
            Unit - Any Unit Enters BottomLeft-Combination-In
        Local Variables
        Conditions
            (Number of Living units in (Any units in BottomLeft-Combination-In owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most 2)) == 2
            (Unit type of (Triggering unit)) == Zealot
        Actions
            Unit - Kill (Triggering unit)
            Unit - Create 1 BigZealot for player (Triggering player) at (Center of BottomLeft-Combination-Out) using default facing (No Options)

    1 unit does =/..  And for a couple of reasons, I can't do 'kill units in region'.
    A) in case other units are in the region waiting to be a bigzealot or something or
    B) someone finds the bug, and runs the first zealot out, saving however many minerals.

    Again, thanks a lot for the help guys

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating 1 Unit from 2

    @RandomNoExit:

    Thank you, still working on getting that done.  This is all somewhat relatively new to me.

    and @Kimphoe

    I'm having a hard time how to put that into script..

    It surely wouldn't look like this would it?

    triggering unit == zealot
    and triggering unit == zealot?

    Needless to say I am confused and my brain is somewhat fried

    Edit:  My main issue atm is with the condition, checking whether or not it's a zealot.  I just can't for the life of me figure out what the comparison check needs to be. Any help would be amazing.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating 1 Unit from 2

    @LordOfKetchup:

    Thanks for the reply, but that's the issue.  Where it says Any Unit, I can't change to a specific Unit, such as zealot.  And even if I could, I don't think i want to. I'm trying to make it so 2 units enter the region, 1 comes out, the other 2 die.  And now I have my upgraded Zealot

    Posted in: Miscellaneous Development
  • 0

    posted a message on AnotherTale's Gallery (Visual Design)

    I personally like the 'Jungle' and the 'Unknown' picture! Keep up the good work, would love to see the final project.

    Posted in: Project Workplace
  • 0

    posted a message on Creating 1 Unit from 2

    Ok, this is a very fundamental idea of my map, but I've run into a road block.

    I want when like 2 zealots enter a region, to create a larger version of the zealot and kill the other two. But I am very frustrated because I've been looking through all the 'conditions', and I just can't find a unit name or anything.

    What I have:

        Events
            Unit - Any Unit Enters BottomLeft-Combination-In
        Local Variables
        Conditions
        Actions
            Unit - Create 1 Big-Zealot for player (Triggering player) at (Center of BottomLeft-Combination-Out) using default facing (No Options)
            Unit - Kill (Triggering unit)

    I figured under "Conditions" what I'd be looking for was something like, triggering unit == 2 zealots or something like that.  Any help would be appreciated.

    fixed for better read

    Posted in: Miscellaneous Development
  • 0

    posted a message on Tool : SC2 Custom Map Patcher

    so we may now play custom maps with friends? Up to 4 people even?

    Posted in: General Chat
  • 0

    posted a message on Builders And Fighters 2.0

    @varkarrus

    I really do want to do it, I have been searching for a couple days for some of the stuff I wrote up, but I haven't found them yet and it's kinda upsetting me because I had a lot of stuff written out!

    and I like that idea with queen muta and ult =p  
    I might just sit down later and write out some on excel if I can't find it.  Ill go ahead and pm you later on.

    Posted in: Project Workplace
  • 0

    posted a message on Looping trouble

    Thank you very much spores! sorry about this with another post, but it did help :) Cheers

    Posted in: Miscellaneous Development
  • 0

    posted a message on Builders And Fighters 2.0

    @dra6o0n: Go

    Exactly man, sounds like it'd be a cool idea if I could make it work. I'm sure other people will have stuff out by the time I get started, so I might have some base to start building off of.

    Posted in: Project Workplace
  • 0

    posted a message on Builders And Fighters 2.0

    Disclaimer, sorry for wall of text, just a couple of simple yet complex ideas :)  Feedback if you read please :) thanks!

    :) If anyone played Builders n Fighters from sc1 as religiously as I did, then they would be in love with the game. For those who don't know, there were 3 players to a team, 2 Builders and 1 Fighter per team.  
    The builders collected by a stacked mineral patch, much like fastest maps.  However, everything built insanely fast and it was a fast, fast paced game.  The object would be for builders to send as many units to the fighters as fast as possible.  The way they sent the units was to make them, and set the rally point to a region between the 2 builders, and of the two regions to choose from were Hero units, or regular units.
    The fighter's job was then to attack and destroy the opponents base.  He could do so by using a civilian to trigger all his units (sometimes upwards of 300+ units, where the max number of units to select was like 16 or 8 or whatever it was) to attack the opponent.

    I love this simple idea, and took up many many hours, and with a number of more people playing on battle.net and 1 location, I think this game-type will kick off.

    Now, the 2.0 part :) My part! (Although I'm sure it's a very widespread though, maybe just not on my scale)

    Another simple idea, compounded on another!
    I want(plan) to take the Hero concept much, much further.  I want unit combination capabilities.
    I want 2 Zerglings mixed with a Roach to make a fast moving, fast regenerating, melee attacking, armored unit.
    I want a Queen mixed with a Mutalisk and Ultralisk to make some kind of shit I don't want to begin to fathom.
    I enjoy doing hundreds of these types of transformations/combinations, whatever you want to call them.  As you can imagine, the ideas are limitless.  I believe I already have most, if not all of the 2 unit combinations written out on paper.  I'm waiting for some free time to transfer them to excel for the best organization.  **When** I have time to get serious about this project, I will be looking for help, because I want to implement teammate unit combination as well.
    example:  2 Infestors + 1 Colossus + Roach = No idea, but it sounds ballin.
    This is something I am passionate about, I loved working with the Warcraft 3 editor, and I already **LOVE** working with this, and I've had this the day it came out, so I feel very privileged. My last two exams are this week and it's just work then school this summer, and I at least want to get my footing down on this map/mod type!

    Posted in: Project Workplace
  • 0

    posted a message on Looping trouble

    Spawn Units

        Events

            Timer - Elapsed time is 4.5 Game Time seconds

            Game - Map initialization

        Local Variables

        Conditions

        Actions

            Unit - Create 12 Zergling for player 2 at (Center of Region 001) facing (Position of Marine [13.48, 37.16]) (No Options)

            Unit - Create 8 Zealot for player 2 at (Center of Region 001) facing (Position of Marine [13.48, 37.16]) (No Options)

            Unit - Create 5 Stalker for player 2 at (Center of Region 001) facing (Position of Marine [13.48, 37.16]) (No Options)

            Unit Group - Pick each unit in (Any units in Region 001 owned by player 2 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)

                Actions

                    Unit - Order (Picked unit) to ( Attack Marine [13.48, 37.16]) (Replace Existing Orders)

    ----  Why won't this loop correctly?  It does it on map initialization, but not after.  Is the problem Map Initialization or what? I feel like I'm missing something, but I just can't get it.  I do think I've read somewhere that timer might not work? But any help would be appreciated folks, thanks

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