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    posted a message on Leaderboard?

    @Petoj87: Go

    Petoj87, I can't get this link to work. Mind reposting the actual text?

    Posted in: Miscellaneous Development
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    posted a message on [Artifact Wars Deluxe] Changelog / Suggestions

    reserved for future use

    Posted in: Project Workplace
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    posted a message on [Artifact Wars Deluxe] Changelog / Suggestions

    Hello all,

    I recently published a map called Artifact Wars Deluxe. This map was initially inspired by Lilman's terrific Nexus Wars map, but quickly morphed into something different.

    I'm creating this thread for any questions, feedback, suggestions, compliments, or what have you. You can also e-mail me directly at [email protected].

    Here's a quick description of Artifact Wars Deluxe:

    FEATURES:

    -Formations. New units you create will be spawned exactly in the formation you specify and will attempt to walk toward enemy players more or less in formation. Unit movement speeds have also been adjusted somewhat to help units stay in formation (speeds have been adjusted toward the average unit movement speed of 2.25 wherever possible).

    -Auto-Deployment. As in Nexus Wars, you can build the units of all three races, and they will be automatically deployed toward your enemy's base.

    -Tower Defense. Each player has three Probes that serve as dedicated turret constructors. These include Photon Cannons, Missile Turrets, Interceptor Towers, and Siege Tanks in Siege mode.

    -Nukes. Each player has one invulnerable Raven to serve as a base defender, and it is armed with one ultra-high-yield nuclear weapon.

    -Artifacts. There are two Xel'Naga Artifacts, one on each side of the map. Each player's Raven can signal the Xel'Naga Artifact on the opposite side of the map once every 15 minutes. Doing so will freeze all enemy turrets and Probes in temporal stasis for 60 seconds.

    -Unit Upgrades. All the basic armor, weaponry, and shielding upgrades are available at your Nexus after 10 minutes of gameplay. Several specialized unit upgrades are available as well.

    -Mercenaries and other special units. Among the Players can purchase are Devil Dogs, Spartan Company Goliaths, Dusk Wings, Tauren Space Marines, Omegalisks, and Xel'Naga Destroyers.

    -Hero Units. Five special, custom-tuned units are available at the player's Nexus: the Void Seeker, Kerrigan, Odin, Hyperion, and special mothership known as the Grandmothership.

    Posted in: Project Workplace
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    posted a message on [Lobby/Game modes] The complete guide/reference
    Quote from devilesk: Go

    @SquarelyCircle: Go

    I have this same problem. How do you allow players to move from team to team and then know which team a player is on when you're working with triggers?

    I don't want to just lock it so the host is always player 1 and he's forced to be on team 1.

    Add me to the very long list of people who are having this problem.

    Someone help us out, please!!!!

    All I want is to be able to set up my map so that slots 1, 2, 3, 4, in the editor map exactly to players 1, 2, 3, 4 in the game, and players (1, 2) are on one team and (3, 4) are on the other team.

    It was intuitively obvious to me that that's what should happen when I selected the Melee 2v2 mode as my game variant, but no matter what I do, I cannot get it working such that putting myself in "team 2" in the lobby actually puts me on team 2. When I host the game, I always end up as player 1, no matter what.

    Posted in: Tutorials
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    posted a message on How to set initial rally point?

    Well, I at least figured out how to get units to spawn on the correct side of each barracks even with no rally point set (using the Offset parameter of the Ability used to create the units). That's good enough for what I need, I think.

    Posted in: Miscellaneous Development
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    posted a message on How to set initial rally point?

    Hmmm, OK, I appreciate your reply, but the "Set Rally Point" command doesn't seem to exist for me.

    I add an action "Unit" / "Issue Order", then click (Ability Command), and there is no "Set Rally Point" ... in fact, a search on "Rally" in the search box comes up empty.

    What am I missing?

    Posted in: Miscellaneous Development
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    posted a message on How to set initial rally point?

    bump

    Posted in: Miscellaneous Development
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    posted a message on How to set initial rally point?

    I want to set the initial rally point for my barracks to something other than the default. Each player has a Barracks and I want it to be different in each case. Yet there doesn't seem to be a "Set Rally Point" action like you'd think, and "Issue Order to Unit" doesn't have anything for rally points.

    Posted in: Miscellaneous Development
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    posted a message on How to "clone" units in region?

    Thanks, xytor!!! That's very helpful.

    Also, note that you can easily modify this to allow the new units to be cloned with the same relative positions as well as orientations.

    Basically, just add a Point inside the region to be cloned from, and then modify the "Create ..." command to do the math to determine the relative X and Y of the units to be cloned relative to that Point, and then use those offsets.

    So the command becomes

    Create 1 (Unit type of CurrentUnit) for player 1 at (DestinationPoint offset by (((X of (Position of CurrentUnit)) - ((X of CloneCenterPoint)), ((Y of (Position of CurrentUnit)) - (Y of CloneCenterPoint)))) facing (Facing of CurrentUnit) degrees (NoOptions)
    
    Posted in: Miscellaneous Development
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    posted a message on [Triggers] Dark Protoss

    Hmmm, interesting. Lots of cool units in there but adding the dependency seems to have messed up my map.

    Posted in: Tutorials
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    posted a message on [Triggers] Dark Protoss

    Thanks, zeldarules28!!!

    Posted in: Tutorials
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    posted a message on [Triggers] Dark Protoss

    @AegisRunestone: Go

    Noob question: how do I add the campaign dependencies?

    Posted in: Tutorials
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