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    posted a message on Queuing abilities after a move command

    Ever since patch 1.1 I've been having this issue. If you queue an ability on a unit immediately after a move command, the unit will no longer decelerate while approaching the location it was moving to. This results in it moving at full speed when the ability is triggered and the unit has to decelerate while the ability is being cast(resulting in the unit overshooting its intended position and the ability being cast in the wrong location). The only work around I've come up with this so far is to set deceleration on the unit to 1000(though i suppose i could also force move commands to double queue, that ought to fix it as well). Does anyone know the proper way to address this issue?

    Posted in: Miscellaneous Development
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    posted a message on Freax Tower Wars
    Quote from Darvlok: Go

    @necate: Go

    Yeah, that is really not a great idea. If you want people to play your maps, you don't let them search for it in battle.net 2. Blizzard had made a terrible mistake in not adding a search function. Until the do, you need to add it to these sites like the rest of us :)

    There's a perfectly reasonable search function in the create game menu. I agree blizzard made a terrible mistake not adding it to join game, but it is not unreasonable to expect people to search for your map and play it via create game.

    Posted in: Project Workplace
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    posted a message on [Movers] Trying to limit air pathing without "No Fly Zone"

    Try setting the collision flags for your air units to be ground instead of air as well as the movers.

    Posted in: Data
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    posted a message on Changing Graviton beam to negative height to bring air units down to ground.

    I expect you could use a trigger that modifies the targeted unit's height as a work around.

    Posted in: Data
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    posted a message on [Release] SC Capture Assault Pwn! - Infernal

    @BumpInTheNight: Go

    Ew. Bv2 > ARC/spark. So much so in fact, that I will always refer to your map as babo.

    Posted in: Project Workplace
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    posted a message on Carpet bomb weapon

    I don't see the problem. Hellion flames extend beyond the first unit they hit. It bombing the terrain even if there are no targets there just means he needs to set up his actor so the bombing animation is at the location that the damage search originates from rather than the unit that he's damaging.

    Posted in: Data
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    posted a message on Unit Respawn

    You can just generate the unit group of all living units of player x and check the size of the group. The guy with the facepalm avatar gave you a better method for it though.

    Posted in: Triggers
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    posted a message on Carpet bomb weapon

    It's totally possible. That's essentially what hellions do. Just look at how their weapon works. You just rig up a periodic search area damage effect and set up the actor so that it shows the effect when the search area starts rather than when a unit is actually hit.

    You should be able to fix the issue with multiple bombs hitting one unit with markers instead of a dummy buff(though I haven't had occasion to use markers myself so I could be wrong).

    Posted in: Data
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    posted a message on [Release] Tower Offense - The Opposite of Tower Defense

    Well the original version of the first post was pretty bad. That may be why no one's commenting. Other than that, maybe they think it plays out like cannon rushes do in melee games(it would be pretty awful if it did) or just another TD map with a minor twist. It doesn't play anything like that though, it's much faster paced and there are a lot more tactics involved in it than a simple cannon rush or some lame TD map...

    EDIT: The video in the original post has been changed to a higher quality version.

    Posted in: Project Workplace
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    posted a message on Patch 1.1 is coming [ September 21. ]

    Does anyone remember how beta patch changes affected the data in existing maps? Like will their patch override changes you've made to units?

    Posted in: General Chat
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    posted a message on [Release] Tower Offense - The Opposite of Tower Defense

    Since the video is kind of crappy, I've taken some screenshots from the replay of that game(the quantity of resources available in them is not generally going to be representative of a normal game):

    Apparently the forums just clip it if it's too large instead of resizing... You should be able to see the important stuff though(open the image in a new tab otherwise).

    Tower Offense 1

    As you can see here. Red did a scan so he could see and attack green's cloaked turrets.

    http://img827.imageshack.us/img827/7333/toweroffense2.jpg Here both players have cloaking, but red has a detection tower in the trench so he can see green's stuff. You can easily see the obelisks healing some stuff and the missiles firing at green's interceptors(they later destroy his colossi).

    http://img833.imageshack.us/img833/7817/toweroffense3.jpg Again red has a detection tower here(it's above the left vespene node). Green's stargates would probably kill red's colossi(they would at least have a fighting chance) but he doesn't have detection so the only thing he can target are the shrines(since they can't cloak each other).

    http://img541.imageshack.us/img541/7365/toweroffense4.jpg This is just a cool screenshot with lots of action going on. Red's holdings in the trench aren't cloaked so you can clearly see the detection towers. Green's turrets are completely surrounded here and taking a lot of damage from the area of effect of the colossi and perditions.

    http://img248.imageshack.us/img248/7228/toweroffense5.jpg This is the start of the final assault on green's Nexus. Red has dropped shrines in the trench so that it's difficult for green to target them(photons cant shoot through cliffs). Red has also dropped missile turrets around the shrines so it's hard for green to hit them. The mothership can still attack the colossi though because it detects cloaked units. As you can see, red has a nice mixed force so he can react to whatever green tries to drop in defense.

    http://img443.imageshack.us/img443/1267/toweroffense6.jpg And here's the killing blow. The mothership death animation is pretty cool :P.

    So as you can see, diversity in your turret usage is pretty important(one turret is not going to pwn everything for you) and the positioning of your turrets can also be quite critical. This leads to fun and diverse gameplay.

    Posted in: Project Workplace
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    posted a message on any way to go over 524288.0

    No, it's the maximum size for a 19 bit unsigned integer number(20 bit signed). A 32 bit unsigned number will go up to about 4 billion(2 billion if sighted). I'm not sure they use integers though.

    Also, it's not lazy. Any reasonable value for HP is going to fit in a 32 bit number(or even a 20 bit number, but I've no idea why they'd use 20 bit numbers). It would be silly and slow down arithmetic for them to use more complex number representations that can't be computed directly on the ALU for something like this.

    Posted in: Miscellaneous Development
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    posted a message on What would you like to see in a TD Map?

    The only thing that could possibly make a TD defense interesting for me is as follows:

    1. It would have to be well balanced(this is sort of a universal requirement for all maps).

    2. Opposing players(not mindless wave AIs) should be in control of the waves(for both composition and tactics). To force them to actually engage instead of save up, there should be some sort of anti unit wall of fire that pushes them up to the towers.

    You do those two things and you'll have a TD that might have a chance of being somewhat entertaining.

    Posted in: Project Workplace
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    posted a message on Delayed healing/Health regeneartion (ie no regen when taking damage/in combat)

    It's in the stats tab for your unit.

    Posted in: Data
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    posted a message on I cant get player 1 to = slot 1 in the lobby. Help?

    Why can't you resolve this using start locations and team placement settings?

    Posted in: Miscellaneous Development
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