If anyone does this I will put you in credits for my map Project RUST, its already out and its a lot of fun. I'm adding AI in soon which should make it popular. Its a simple change, I just don't have the software.
The global minimum damage is .5 by default, not one. There are four types of damage, melee, ranged, spell, and splash. They are essentially arbitrary, but have filtering effects on certain abilities. The immortal's shield does not reduce spell damage, such as from psionic storm or yamato gun. The sentry's shield only reduces ranged damage by 2. There is also an armor multiplier on every damage effect, the default is 1 for melee range and splash damage, aka, every point of armor reduces damage by 1. On spells its zero, so every point of armor doesn't do anything. What type of damage does your kerrigan do?
Project RUST is a team oriented 6v6 game set in a randomly generated maze. You control a single gladiator that you select at the beginning of each round. There are currently a total of 18 unique gladiators that interact with each other in different ways, some are hard counters. The object is to reach the round's score limit, which is 50 by default but may be voted to be up to 100 points. Each kill earns one point, but staying alive in the enemy base for 10 seconds will grant 5 points for normal gladiators and 10 points for massive gladiators, as well as return you to your base with full health and energy. Each round has a timer that can be set at the beginning of the match to be 5, 10, or 15 minutes, as well as infinite time. The number of rounds that can be played is best of 1, 3, 5, 7, 9, or infinite play. RUST is fast paced, and comes with a fully implemented help menu.
...I know how to use the footprint editor. I made a footprint that uses cliff, and I was able to handle cliff. I want to know what is special about the "building" type, not the cliff type.
Yes I made a building colossus can scale, I used it to make it so protoss units can move through forcefields. But I want to know how to make it so a unit can move through the "building" footprint, which is not the unpathable footprint which is normally used.
The cliff pathing map allows scalers to walk over it but otherwise acts as unpathable. Is there any movement type that can move over building but not cliff or unpathable?
I would like the GhostSnipeBeam and the DiamondbackBeam models to have a bounding sphere of 128 instead of the absurdly small 27ish and 6ish they currently have respectively. I don't have the tools to do it, but its a very simple edit and whoever does it will get credit for a map I'm releasing within the next two weeks.
Units do not appear to autocast on units they can't reach, even though they can cast the ability on the unit. This is very stupid, does anyone have a solution?
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I want to make a shield flash less for lower damage amounts (or certain effects). Anyone know how to do this?
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If anyone does this I will put you in credits for my map Project RUST, its already out and its a lot of fun. I'm adding AI in soon which should make it popular. Its a simple change, I just don't have the software.
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I believe you have to make it transient.
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The global minimum damage is .5 by default, not one. There are four types of damage, melee, ranged, spell, and splash. They are essentially arbitrary, but have filtering effects on certain abilities. The immortal's shield does not reduce spell damage, such as from psionic storm or yamato gun. The sentry's shield only reduces ranged damage by 2. There is also an armor multiplier on every damage effect, the default is 1 for melee range and splash damage, aka, every point of armor reduces damage by 1. On spells its zero, so every point of armor doesn't do anything. What type of damage does your kerrigan do?
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You are doing something wrong, auto cast validators are a life saver. I'm not sure how you got it to do that.
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The fatty icon's background is not transparent.
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thanks a bunch man
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Its uploaded on NA. I don't have videos or screen shots at the moment.
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Released in NA
Project RUST is a team oriented 6v6 game set in a randomly generated maze. You control a single gladiator that you select at the beginning of each round. There are currently a total of 18 unique gladiators that interact with each other in different ways, some are hard counters. The object is to reach the round's score limit, which is 50 by default but may be voted to be up to 100 points. Each kill earns one point, but staying alive in the enemy base for 10 seconds will grant 5 points for normal gladiators and 10 points for massive gladiators, as well as return you to your base with full health and energy. Each round has a timer that can be set at the beginning of the match to be 5, 10, or 15 minutes, as well as infinite time. The number of rounds that can be played is best of 1, 3, 5, 7, 9, or infinite play. RUST is fast paced, and comes with a fully implemented help menu.
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I am very interested if someone has the answer, I haven't the faintest idea how to do it.
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...I know how to use the footprint editor. I made a footprint that uses cliff, and I was able to handle cliff. I want to know what is special about the "building" type, not the cliff type.
0
Yes I made a building colossus can scale, I used it to make it so protoss units can move through forcefields. But I want to know how to make it so a unit can move through the "building" footprint, which is not the unpathable footprint which is normally used.
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The cliff pathing map allows scalers to walk over it but otherwise acts as unpathable. Is there any movement type that can move over building but not cliff or unpathable?
0
I would like the GhostSnipeBeam and the DiamondbackBeam models to have a bounding sphere of 128 instead of the absurdly small 27ish and 6ish they currently have respectively. I don't have the tools to do it, but its a very simple edit and whoever does it will get credit for a map I'm releasing within the next two weeks.
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Units do not appear to autocast on units they can't reach, even though they can cast the ability on the unit. This is very stupid, does anyone have a solution?