• 0

    posted a message on (data) priorities units with energy

    @ZeroAme: Go

    I think he's talking about how units can be set to hit "priority" targets first on auto-attack, say, the unit with the most health.

    http://forums.sc2mapster.com/resources/tutorials/3939-data-working-with-beams-beginner-difficulty/#p2

    Try this one, it has a part that tells how to set a target priority for part of the weapon. Might help some...

    Posted in: Data
  • 0

    posted a message on [Data] Observer to Follow

    @gorang: Go

    I'm not too used to the new trigger system, but that's kinda what i was trying to say, though you've made it a little better.

    Posted in: Data
  • 0

    posted a message on [Data] Observer to Follow

    @gorang: Go

    Best option for yours is to create a point that follows the hero, then check to see if a follow certain hero variable is on, maybe activated by a button, and then have a trigger that tells the observer to move to that point, then turn on "Unselectable" for the unit.

    Anyway, I've got a temporary working setup right now, using hangars, but the units still turn with the ship, screwing it up. Is there any way of attaching the hangar to my main ship using some sort of attachment point, one that doesn't rotate?

    Posted in: Data
  • 0

    posted a message on Forums Default action

    @iMisu: Go

    The only problem is you're already on the page. You might as well just hit the home key on your keyboard, it's faster and just as effective.

    Maybe, if simple enough, could they just have a little click icon in front of the topic name that goes to OP post? Like a little page with the number one on it?

    Posted in: General Chat
  • 0

    posted a message on [Data] Observer to Follow

    Final Bump

    Posted in: Data
  • 0

    posted a message on Blizzard owns our maps.

    I was looking at a few things, including their actual statement about this, and from what I can tell I don't think they plan on forcing any map maker to charge for a map. Which means it's also a challenge for the map makers. If you want to charge for your map, you need to make it worth the cost of playing it. So really, they will have free and paid versions of many game types but the big difference is the paid versions will likely be less buggy and more features than the free ones.

    Imagine if the people who made the DotA maps could work on improving it/releasing new versions full time, since they got paid to do it. They'd be able to work out bugs sooner, and make it an even better game that it already is...

    Though, I wonder, using this system, could they charge for Major updates of a map you've already paid for? What if someone made a World of Starcraft map, and each month released a mandatory "Major" update, forcing you to pay for it or the old version won't be able to access your stored character info... and any bug fixes would be free "Minor" updates that you just download. Suddenly you have a monthly subscription map and have to pay to continue playing it. Anyone else see something like this happening? Of course, I wouldn't even pay for first try version of it unless it had enough content to keep me busy that whole month. I'm just pointing out though, that a system like this could pay a small team to constantly work on and improve a map like that, if Blizzard would actually "pay" the map makers (real money anyone?).

    tl;dr paying for maps could lead to some really well done and amazing maps, but I don't think it'll kill free maps completely.

    Posted in: General Chat
  • 0

    posted a message on Review: The Hungry Hungry Baneling

    I played it with max party (3), and as the baneling I was apparently the only one having fun. After playing it, seeing as how I ate everything possible on the map, I have no desire to play it again. BTW, I right-clicked as a command the whole time, didn't even know there was keys. As well, the camera is sideways compared to the map, makes it hard to gauge where you are going based on the minimap, and it annoyed me plenty.

    Posted in: Map Review
  • 0

    posted a message on Forums Default action

    I'm actually quite surprised that anyone responded at all...

    I just feel that being a community, it should be expected that we give our feedback, as long as it is done in a reasonable manner.

    I personally don't imagine the site operators to immediately go and change something like this. Actually, I think there is a decent sized chance that they won't change it. I just want it to be know that I think it's an issue, and now that they are informed they can choose to act upon it.

    If they use a pre-built, but modified, system for running the forums, I can see where it would get very annoying trying to figure out how to change something like this cleanly. As well, how many people using this forum actually like the way that it currently works? Would they start complaining if it was suddenly changed around?

    Which means if there is a large enough portion of members who like how the system currently works, then any "fix" would have to be an option in the UserCP to allow them to choose which method they'd like to use, which is even messier.

    Anyway, tl;dr for mods/admins, just my humble opinion, and wanting to know if this is intentional.

    Posted in: General Chat
  • 0

    posted a message on Forums Default action

    maybe not too big of an issue, but I kinda HATE that clicking a thread title automatically sends you to the last post. Usually on forums they have a like a new posts icon or similar that you click to do this, while clicking the title brings up the OP post.

    Like I said, not too big of an issue. Almost every time I go to read a new topic, I'd like to start at the first post, and click the title by default because that's the way it is with 99% of other forums I've ever been to.

    Posted in: General Chat
  • 0

    posted a message on A Deadly map killing bug

    way too general. What doesn't work now, what did you add, and do you have autosave enabled(so you possibly did something and didn't save on purpose)

    As well, is this just one map? Have you tried duplicating this "bug" on other maps?

    Posted in: Miscellaneous Development
  • 0

    posted a message on A question about how worker behaviors works.

    i actually think there is a flag under the unit tab that is "worker"

    Posted in: Miscellaneous Development
  • 0

    posted a message on timed life in cargo

    @Ceratul: Go

    make it unloadable

    Posted in: Miscellaneous Development
  • 0

    posted a message on Building kits?

    maybe you could create an inventory, have all the build options as abilities for the SCV but no command cards, then have a left click option for any of the kits in the inventory that activates the ability, where you can then build the building wherever, and have the item removed as soon as you start making the building. And if possible, have a "required" cost for the building, so that only one can be built at a time(no queuing), like having terrazine or something.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Mods + Campaign Stuff

    I have a similar problem too, but since I plan on reworking a HUGE amount of the files from scratch anyway for my mod, I realized I just might have an easier time starting from scratch, and only importing what I need for the mod one part at a time, saving me the trouble of even needed any other dependent files.

    Really, unless I find a fix for it that actually works, this is the best option I could think of, for my mod at least.

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