• 0

    posted a message on 2 simple things i need help with

    @siege911: Go

    I checked the Neural Parasite ability, it has no Requirement, yet in game it does. Hence the problem. There's no upgrade or tech tree upgrade you can manually do in triggers to auto research it, yet when you look at the ability in the Data Editor, it has no requirement, but in game it says it requires the research....which seemingly doesn't exist.

    Posted in: Miscellaneous Development
  • 0

    posted a message on 2 simple things i need help with
    Quote from booogers: Go

    I cant for the life of me seem to be able to enable neural parasite, Ive tried fiddling in the data editor and via triggers, just cant seem to get it to work, every other spell I have no trouble with tho.

    Join the club. It's missing from just about everything for some reason, but yet the game still has it. I tried for about 2 days straight to get a working Neural Parasite without an Infestation Pit and no results. If you find something please let me know.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Buildings auto train?

    I think he referred to this: http://forums.sc2mapster.com/resources/tutorials/3641-trigger-data-automatically-train-units/#p3

    If you watch it, do you mind giving me a lowdown on how to make it with Data settings? I have no sound on this computer so I cannot use video tutorials.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Data] Interceptor Build Time
    Quote from iMisu: Go

    Data Editor >
    Abilities >
    Carrier - Hangar >
    Ability - Info - Unit >
    Double click Ammo 01 >
    Info - Time >

    Change 8 seconds to what ever you want.

    Thank you very much. They put half this stuff in such an obscure place it drives me nuts when I want to do something very simple.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Data] Interceptor Build Time

    I feel silly asking this question but it's getting to me.

    I've looked everywhere, and I cannot find the build time for the Interceptor.  Did they name it something weird?  I've checked Carriers, Interceptors, the Buttons for building Interceptors, I've checked just about everything linked between the two for some type of build time but I cannot find it anywhere.  Anyone know where it is?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Chrono Triggercraft!
    Quote from Mappiato: Go

    @DarkForce9999: Go

    The file size is the biggest issue. Because I'm using a lot of large imported images, I'm pretty close to the map size limit. I think it's at 8mb now with all the 1000 AD locations. Still, I think the playable map area is large enough to accomodate several players. And a single player campaign type map could exceed the size limit, right?

    @DarkForce9999: Go

    I would absolutely love to do that, but Square has a history of threatening fan games with lawsuits. I could totally try to make a 2d MMO for sc2, but it probably can't use any content from other games, for obvious reasons.

    Yeah, don't attempt copying anything from Square, they get pissed. A great 3D Remake of Chrono Trigger was harassed near completion by Square and they stopped making it when it was looking too good to be true...of course it technically was in the end =/

    Posted in: Project Workplace
  • 0

    posted a message on [Release] Random Unit FFA

    I've finally got my map working and completely playable that I've been working on for the last weekish.

    It's a very simple concept.
    You start off with an SCV, 3 Beacons (1 for each race), and 2 Observers. The SCV and Observers are invulnerable. You send the SCV to a beacon and get a corresponding unit based on the Race chosen at random. For example, if you send your SCV to the Zerg Beacon, you can get Zerglings, Roaches, Hydralisks, or just about any other unit from Zerg at random. Based on the unit given, you may get 1, or you may get several (Needs some balancing, suggestions would be great). You then must use the unit you are given wisely and kill as many units of your enemies as you can before you lose your own and must rechoose and get more random Units. Knowing what to fight and what not to fight is vital. For example, you wouldn't rush into a Thor with Zerglings would you? That's silly, but you would send your Zerglings after a couple of Marines.

    Most upgrades are already researched for the player, except Armor/Weapon Bonus Upgrades. You can upgrade an entire race's Units through your SCV at the cost of Minerals gained through kills. 100 Minerals for Level 1, 200 Minerals for Level 2, and 300 Minerals for Level 3, but you can only choose one Race at a time (IE, You can Upgrade all Terran units to Level 1, or all Protoss units to Level 1, or all Zerg, all 3 races aren't done with one upgrade).

    If you get a Unit and your Supply at the top right is still 1, you can get another random unit.

    Available Units:
    Terran
    Marines
    Firebats
    Marauders
    Reapers
    Ghosts
    Medics
    Hellions
    Siege Tanks
    Goliaths
    Thors
    Vultures
    Predators
    Wraiths
    Vikings
    Battlecruisers
    Science Vessels
    Banshees

    Zerg
    Zerglings
    Roaches
    Hydralisks
    Lurkers
    Mutalisks
    Brood Lords
    Ultralisk
    Scourge
    Infestors (No Neural Parasite at this time, sorry. I'll look into adding it)
    Corruptors
    Banelings

    Protoss
    Zealots
    Stalkers
    Sentries
    High Templar
    Dark Templar
    Archons (Not from Randomness, but if you get HT/DT, you get two of that unit, and you can turn it into an Archon if you choose)
    Immortals
    Colossus
    Phoenixes
    Void Rays
    Carriers
    Scouts

    The objective is to have the most kills after 15 minutes!

    Recent Changes (v2.0)
    Changed the following spawns per spawn:
    - Reapers decreased to 2 (from 3).
    - Hydralisks increased to 4 (from 3).
    - Zealots increased to 3 (from 2).
    - Phoenixes decreased to 2 (from 3).
    - Scouts decreased to 2 (from 3).

    - Increased the size of the SCV box to prevent accidental choices.
    - Increased the game's Time Limit to 20 Game Minutes.
    - Forced Alliances - Everyone is an enemy against everyone else. (Need to test to see if it is locked - Probably is).
    - Changed Kill System to a Kill Point system. Every spawn will give a total of 8 points and 8 Minerals to the killer should he get all of the spawn. Zealots are the only exception giving 9 of both total.
    - Added Random Chance for Medics and Science Vessels for all race choices.
    - Changed the Spawn locations to a random choice between 30 different spots. This will prevent camping. Medics and Science Vessels however will spawn at the old location so that a defenseless unit does not get spawned in the middle of a battleground.
    - Removed Yamato Cannon (Battlecruiser) and 250mm Strike (Thor). They are just too powerful for this type of game.
    - Gave Marauders the ability to attack air and increased their damage by 5 (10 more vs. Mechanical)
    - Gave Firebats the ability to attack air and increased their damage to 12 (24 vs. Light).
    - Ghosts no longer have the Sniper Round ability and instead do 50 damage to all Biological Units. I believe this will make them a whole lot more useful.

    Current Known Problems
    - None

    Currently Planned Additions
    - There is currently no AI anything in place. I intend to eventually add AI so that you can play solo if you wish, as well as adding a trigger to make the game automatically replace inactive players with AI players if possible (Unsure if it is).

    Please let me know of any bugs you find or any other problems you have. Any balance suggestions are more than welcome as well.

    To play: It is available in the NA region for SC2. I also have uploaded the map to this site, and people are welcome to download it and try it out. Remember though: No AI, so you cannot play solo.

    Posted in: Project Workplace
  • 0

    posted a message on [Release] Where's Waldo?
    Quote from LordFelco: Go

    Yeah, NA. :P I am working on more optional objectives, and great reasons for Ghosts to actually hunt Waldo, rather than just camp the dropship.

    I like the idea of the map, but that's something that's going to be hard to prevent. Players, especially in the NA region will do anything to win, including being lame and camping. Though if you can get a good set of friends together to play it, I bet it would be a blast as you're playing for pure fun so no one will do it.

    Perhaps, just a suggestion though, you could add other ways to win? Not as easy as the Dropship, but possibly a long set of extra objectives that could lead you to a number of different ways for Waldo to win, that way the Dropship isn't the only way to win, so players are less inclined to be cheap and camp it.

    Posted in: Project Workplace
  • 0

    posted a message on Dungeon Keeper (Proof of Concept)

    @redmarine

    I applaud you for this. Regardless of you being able to finish it or not, just simply knowing I'm not the only guy who loves Dungeon Keeper is enough. If you need any play testers or anything sometime in the future, please ask.

    If only it worked on Windows 7... Regardless, keep up the good work, and don't go too fast or you might kill yourself =P

    Posted in: Project Workplace
  • 0

    posted a message on Requirement removes Mineral Cost view

    Solution for anyone with this issue:

    The Allow/Disallow Ability for Player Action in Triggers will do the same. I think this might actually be a better idea than using the Requirements page for something like this, I think the Requirements page is very...buggy. Plus I can keep my Mineral Display. I still wonder why it's missing with the Requirements on, but I don't care anymore since I have a workaround xD.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Requirement removes Mineral Cost view
    Quote from VulfeSC: Go

    @Polantaris: Go

    I guess I'm just pointing out that less than 3 is what you want, not less than or equal to 3. I have no idea what would cause the mineral problem; that seems very strange.

    Oh I see what you mean...yeah. Unfortunately that's not the problem, I wish it was.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Requirement removes Mineral Cost view

    I attached screenshots of both the Editor and Game.
    Req1 is the Requirement itself
    Req2 is the SCV unit with the ability with the Requirement
    Req3 is the SCV unit with the ability without the Requirement
    WithReq is a Game screenshot of the info with the Requirement on, and using the ability four times (four -mineral numbers on the SCV)
    WithoutReq is a Game Screenshot of the info without the Requirement on, and using the ability four times as well.

    @VulfeSC: How so? Wouldn't that mean it WOULD Show as long as the Upgrades completed of TerranUnits is less than or equal to 3? Regardless of which way it works, it shows when both sides are true. It shows when I have 1, 2, 3, 4, 5, and any number after that of upgrades. It acts as if the Requirement doesn't exist, but it does influence the Mineral Show for no reason.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Requirement removes Mineral Cost view

    Alright this is a weird one.

    I'm working on getting my Upgrades only viewable as long as they haven't been used 3 times (Researched 3 times).  I'm having two problems
    1) It doesn't work.  At all.  Here is my Requirement:
    ShowTerran
      Use
      Show
        Less Than or Equal To
          Count Upgrade TerranUnits Completed
          Constant 3

    That doesn't work.  I'm unsure why.

    2)  This is the other problem.  It's EXTREMELY weird, which is why I created a new thread at all (I have another thread that I asked why it won't work, but this part is really confusing).  Whenever the Requirement is actually set on the command, the Mineral view disappears!  I tested this over the last hourish, and I have confirmed that if I turn the Requirement of the Command back to (None), the Mineral Requirement appears, but if I put it to (ShowTerran), it disappears.  I'll edit with screenshots in a minute.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Combined Upgrades

    Working on trying to get the button to disappear, I read that you should do it through the Requirement tab, but I can't figure out a working Requirement to make it disappear AFTER three uses of the upgrade. Does anyone know how I can get that working?

    I would think it would be something like
    Show
    Less than or Equal To
    Ability Usage Count 3

    But that doesn't work.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Combined Upgrades
    Quote from Yaos01: Go

    @Polantaris:

    This will check if the upgrade is complete when it starts, so it won't work. I think there's an upgrade event or something, you need to check it out, I can't access to editor right now !

    It wouldn't work if the research had a time limit, but it doesn't so it works fine. There's no research time for it, so it works. I probably sound crazy but since the map I am making is timed, it works to have the upgrades instant.

    The only two issues I still have with the whole upgrading thing is there's no Increment on the upgrades (Probably something to do in the cost area, I'll start looking for it now that everything is working) and that after all three upgrades the button remains, and I need it to disappear.

    Edit: Incrementing working thanks to that guide from before.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.