Note that you have 'Unit - Kill [Triggering Unit]' where you should have picked unit. Also there is function within player groups that is Convert Player to PLayer Group that you can use to specify a certain player, or if that doesn't work for you, you can add an if statement in your actions for the unit group that checks who owns certain units.
That's strange, it works fine for me. Make sure that the .m3 and textures are in the same folder, if all else fails put them in root and restart the editor.
Played this through to level 71 which I assume is the current last level since nothing spawns after that, very good game and well made. Here's some feedback:
Good Stuff:
- Dialogues were well done.
- Voice acting is always a plus.
- Music was good (although repetitive).
- Great city design.
- Vehicles are awesome and well implemented.
- Fun to play.
Not So Good Stuff:
- Gets repetitive after a while.
- Gets overly bursty is higher waves; you're either at 100% or getting 1 shot when 50 enemies turn to you.
- Items are boring in that you just buy upgrades since it's clear what is best for each class.
- Too easy, I realize it's a beta but I beat it with three people.
Bugs?:
- On the loading screen change Your to You're.
- The auto attack booster ability isn't affected by +range items.
- The auto attack booster ability doesn't work if an enemy is targeted rather than A move.
- The Infestor possibly doesn't work right or is just really really easy.
- The wall created by the builder can be used to troll by locking people out of certain sections if placed in chokes.
What value did you use for decay and as spot or directional? I've retried it several times now with values ranging from .1 - 100 and haven't seen any difference. All I'm trying to do at this point is making a light that will light up the ground similar to the cable light and flood light doodads in SC2.
I can't seem to get the lights to work in SC2. I've fiddled with them a lot and made sure they are linked to a bone and they show up fine in 3DS Max but when I import them into SC2 they don't show up at all. Any thoughts on what I could be doing wrong? I've tried both spot and directional.
Bit of a necro, but I just wanted to say that I really enjoyed this game and encourage others to give it a try with some friends. It's on page 3 on NA servers right now.
Played it for the first time tonight with 1 friend, died shortly after powering up the 2nd artifact, but will definatley be giving it another go when I can track down 2 more people that I know. Was very happy with the level of difficulty and skill cap, looking forward to future updates.
I would be interested in seeing this map to see what you define as 'lagless.'
I published a map to test your theory and duplicated the WASD system described but noticed no difference between lag when toggling between showing and hiding terrain.
Fairly fun game, but I managed to break it somehow.
I was using the blink defensive ability and blinked right as someone through the ball at me and the Templar proceeded to run off the screen leaving us with an unsolvable game.
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@Lakshun: Go
Note that you have 'Unit - Kill [Triggering Unit]' where you should have picked unit. Also there is function within player groups that is Convert Player to PLayer Group that you can use to specify a certain player, or if that doesn't work for you, you can add an if statement in your actions for the unit group that checks who owns certain units.
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@JimyStyles: Go
That's strange, it works fine for me. Make sure that the .m3 and textures are in the same folder, if all else fails put them in root and restart the editor.
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@JimyStyles: Go
Hopefully this is what you were looking for.
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@zarltok: Go
Played this through to level 71 which I assume is the current last level since nothing spawns after that, very good game and well made. Here's some feedback:
Good Stuff:
- Dialogues were well done.
- Voice acting is always a plus.
- Music was good (although repetitive).
- Great city design.
- Vehicles are awesome and well implemented.
- Fun to play.
Not So Good Stuff:
- Gets repetitive after a while.
- Gets overly bursty is higher waves; you're either at 100% or getting 1 shot when 50 enemies turn to you.
- Items are boring in that you just buy upgrades since it's clear what is best for each class.
- Too easy, I realize it's a beta but I beat it with three people.
Bugs?:
- On the loading screen change Your to You're.
- The auto attack booster ability isn't affected by +range items.
- The auto attack booster ability doesn't work if an enemy is targeted rather than A move.
- The Infestor possibly doesn't work right or is just really really easy.
- The wall created by the builder can be used to troll by locking people out of certain sections if placed in chokes.
0
@Leruster: Go
Can you link me your altered working scene? It seems nothing I do will make this work.
0
@Leruster: Go
What value did you use for decay and as spot or directional? I've retried it several times now with values ranging from .1 - 100 and haven't seen any difference. All I'm trying to do at this point is making a light that will light up the ground similar to the cable light and flood light doodads in SC2.
0
I can't seem to get the lights to work in SC2. I've fiddled with them a lot and made sure they are linked to a bone and they show up fine in 3DS Max but when I import them into SC2 they don't show up at all. Any thoughts on what I could be doing wrong? I've tried both spot and directional.
0
1. Smashcraft
2. Star Strikers
3. Monobattles
4. MacroMicro
5. Photon Cycles
0
@A1win: Go
Bit of a necro, but I just wanted to say that I really enjoyed this game and encourage others to give it a try with some friends. It's on page 3 on NA servers right now.
Played it for the first time tonight with 1 friend, died shortly after powering up the 2nd artifact, but will definatley be giving it another go when I can track down 2 more people that I know. Was very happy with the level of difficulty and skill cap, looking forward to future updates.
0
The three main things I would look for:
1. Something that is difficult. 2. Good storytelling. 3. Effective use of Dialogs / Mission Intros.
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@Dragoneles: Go
I would be interested in seeing this map to see what you define as 'lagless.'
I published a map to test your theory and duplicated the WASD system described but noticed no difference between lag when toggling between showing and hiding terrain.
0
@Bounty_98: Go
Just for you; I ain't even trolling. It would be great.
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@Bounty_98: Go
A time frame for the testathon would be greatly appreciated.
0
@nickthegreat2468: Go
Why don't you use data instead of triggers for gates?
0
Fairly fun game, but I managed to break it somehow.
I was using the blink defensive ability and blinked right as someone through the ball at me and the Templar proceeded to run off the screen leaving us with an unsolvable game.