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    posted a message on [Dungeon Wars] - Out of Beta, Video Included

    I can't believe these dudes. So the guy named his map "Dungeon Keeper," what is the big deal?? There is another mod called "Hive Keeper," so what? There are like 15 mods called Zombie Survival/Defence and I see one at the top of the popularity list from time to time.

    This is a map review, probably all of you haven't even checked out the map on battle.net yet, and have just chosen to throw remarks about the name alone. If anything, give him an honest review of his game, and then leave a suggestion that maybe he should change the name of his map if it bothers you so much. I don't know what the original dungeon keeper was like but from the description in the OP, this reminded me a little bit of (starcraft) MTG + (warcraft3) Castle Defence, both which were really cool maps. I haven't played it yet, but I doubt anyone else here throwing these negative and way off-topic comments around has either.

    Posted in: Map Feedback
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    posted a message on Random attack locations
    Quote from DrSuperEvil: Go

    An alternative method would be to have a search with a limited angle of vision combined with a wander behaviour and a periodic stop/disable attack. That way the unit will randomly face the direction while scattering to the surrounding area and head towards it but periodically will stop and lose the target untill it faces the right way again.

    I like the sound of that.

    Posted in: Data
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    posted a message on Attaching an Actor at a specific point on a unit

    Thanks again, its coming out great.

    Posted in: Data
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    posted a message on Attaching an Actor at a specific point on a unit

    thanks, but again I have another request :) Now that my model is high up in the sky, how can I rotate it so it is facing downwards?

    Extra info: I have the DarkWarpRayBeam model and I would like to make it go down instead of beaming sideways. This beam is coming from above the unit.

    Posted in: Data
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    posted a message on Attaching an Actor at a specific point on a unit

    I like how in the previewer I can keep adding layers and attach them at any of the available points.

    Going a little further, I would like to create an effect way above a unit. There are no attachment points up there, is there an easy way to tell it what height to put the animation?

    Posted in: Data
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    posted a message on Attaching an Actor at a specific point on a unit

    I cannot find the field Hosting - 'Hosting Site Operations +'. I have a 'Host Site Operations - Operations', is that the same thing? I have been using Actor type: Model Based on: BuffContinuous

    I went into Host Site Operations - Operations and set that to SOpAttachCenter but the actor does not show at all (I am using the CruelTaskmasterEffect model for my actor)

    Edit: After having looked over the data field again and comparing to other actors, your advice has worked. Thanks.

    Posted in: Data
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    posted a message on Attaching an Actor at a specific point on a unit

    I am trying to make an actor attach to a unit's chest area. At the moment, it is attached too low and it is going through the ground.

    Extra info:

    This actor works when a behavior is applied to a unit, so it is created and destroyed when the behavior comes and goes. I have very little experience with actors, I know how to do the Behavior.Ability.On -> create, Behavior.Ability.Off -> destroy, however, I simply want to move the 'Art' model higher up on the unit and I have no idea what I need to change in the actor fields to make that happen. Thanks in advance.

    Posted in: Data
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    posted a message on [Data] DotA/HoN style orb effect/cast on attack

    Its actually very simple, I have made an ability that reduces armor on attack using a toggle and it works with a manacost on each attack. It works with two behaviors, my zergling gains a behavior when I toggle the ability, and on attack a new behavior is applied to the target unit. To do this, you need to go to Behavior A (the first behavior on the zergling) and go to the 'Combat' tab. In their, you set 'Damage Response - Chance' = 1, 'Damage Response - Location' = Attacker

    'Damage Response Cost - Vitals' = This is where you specify the manacost. Basically, this amount of energy/life/etc.. will be taken away everytime your unit attacks, and if he doesnt have enough of energy/etc.. the next thing will not occur ('Damage Response - Handled')

    'Damage Response - Handled' = This needs to be the second behavior. This behavior in my instance was the armor reduction stat. In your case, I'm not sure how this would work with simply reducing the targets energy.

    The effect you are going for seems to be much simpler than what I had done, however, I simply know how to apply a behavior to a target unit on every attack. Mana Burn is not exactly applying a behavior such as a slow or armor reducer so I don't exactly know how to do that. Sorry, but I hope this helps with making other attack modifiers.

    Posted in: Data
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    posted a message on Ability autocast

    I've been gone for a while but thank you both for clearing that up.

    Posted in: Data
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    posted a message on Ability autocast

    I wanted to make an augment ability autocast on each hit (Applies a behavior). Problem is that I set the ability command to "Attack" and now when I issue an attack command, the ability procs without the unit even attacking. The Augment autocasts as soon as the unit is issued an attack command, which I can understand, but I was wondering if there was a way to make it only work when the unit actually attacks.

    Posted in: Data
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    posted a message on [Absolute Beginner] Tutorial: How to place units in other buildings

    Go to the pylon's ability tab and add the ability "move". Underneath it shows a bunch of boxes and it says "button:". Click on the top left box (Underneath where it says Command Card), then click the green + sign to the far right (also known as Add Button) and add "move" again. Basically you gave it the ability to move, and then you gave it the button to issue the move order. But make sure after you give it the button that you click below it where it says "Command type" and set it to "Ability Command". The bottom two selections should light up now, set Ability to "Move" and Ability Command to "Move".

    Posted in: Tutorials
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    posted a message on Using the Editor Offline?

    I have to do it every day, I'm using Vista.

    Posted in: Miscellaneous Development
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    posted a message on Level Up bound to be loved

    Bravo. Since it became featured, 95% of the people that join make comments like "This is stupid" and quit before level 5. Not that you really need more than one other person to complete the game (and I'm sure there are plenty of people who can complete it by themselves), its frightening to see so many people that don't know how to enjoy a simple yet adrenline-pumping game. I usually find myself giving tips to the few players that remain in the game til the end. A lot less people played bounds from SC1 than I had thought.

    Posted in: Map Review
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    posted a message on Trying to Make Autocasting Orbs

    ya, if u don't mind helping me out with this. I'm not sure about a few things, namely getting the effect to fire with attacks, without going straight to the units weapons.

    Posted in: Miscellaneous Development
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    posted a message on Trying to Make Autocasting Orbs

    I'm not exactly sure how to go about doing this. I wanted to make abilities for units to buy and one of my ideas was a autocast/on-attack stacking armor reduction. Does this mean I have to give the unit's weapon this effect with validators from the start, even though their is a good chance that only a few specific units of that type may be even utitlizing it in game? Is their another way to apply an effect on attack other than through the weapon?

    Posted in: Miscellaneous Development
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