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    posted a message on Problems with Duplicating a unit

    So, I been trying to do something so simple as to duplicate a Probe and modify it to become one of the tower builders in my Tower Defense. But no matter what I do I can't seem to make it duplicate properly, or I have misunderstood how the duplication works.

    Basically I want to duplicate the probe and modify the build ability to include the towers I will be making (Which I also have huge problems with). It is my understanding that everything that is not checked while duplicating will be linked and used the same as the original, perhaps this is wrong? When I do duplicate the new copy of the unit lacks sounds, build actors, models, upgrades and so on, should these not be linked from the original?

    This is I what I do:

    Probe 1: Duplicate the probe. 2: Check Probe under actors, check Probe under Models and check "Probe - Build (Probe)" under Abilities. Results = A probe with no sound and no model among other missing things.

    Photon Cannon (Before when I successfully duplicated both Probe and Photon Cannon) 1: Duplicate the cannon. 2: Check Photon Cannon under actors, Phase Cannon (Damage), Phase Cannon (Launch Missile), Photon Cannon (under models), Photon Cannon (under turrets), Weapon - Photon Cannon Weapon, and Photon Cannon under Weapons. 3: Remove Power Usage and modify the cost/damage.

    I once got to the point where I got everything duplicated properly and modified the build ability for the probe to build the modified tower, but the tower never properly built and the tooltips for the tower was not correct (I did duplicate the build button and it was assigned correctly), when I switched position of the tower in the build "card" it took the original protoss structure that would be in that position in an regular game. The buildtime and cost where correct though.

    But I removed everything and started from scratch since I must have missed something for it to look and behave like that, but now I can't even get the Probe correctly duplicated. :(

    I've watched all of OneTwo's youtube guides and I do it the same way, but I must miss something or misunderstood how it works. Any ideas or tips for me? Is there any updated tutorial or step-by-step guide that is available otherwise?

    I would appreciate any hints or tips.

    Posted in: Data
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    posted a message on Staropramen TD - Looking for help

    @Mozared: Go

    LOL, I had no idea about that. I took the name as it was the first thing I saw when I was saving it for the first time, since I was drinking some nice Staropramen beer at the time. :)

    Might change the name later one, we will see.

    I'm still looking for someone that would want to work with towers and the data editor parts of the map. Let me know if you are interested. :)

    Posted in: Team Recruitment
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    posted a message on Staropramen TD - Looking for help

    @Nebuli2: Go

    That looks really good, I'm dropping you a PM with my contact information. :)

    Main post updated

    Posted in: Team Recruitment
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    posted a message on Staropramen TD - Looking for help

    @Nebuli2: Go

    Hi Nebuli2,

    That sounds great, do you have any examples of what you can do? :) As stated before, the general layout is about 50% done and I've done some basic "beatuifications" to it, but it don't really "pop" in my eyes yet.

    The current theme is more to the "Jungle/Temple" way, my initial "story" is that there is two "Generals" fighting, one per side. The right side (not done) would be the "rebels", in my view the rebels is a coalition of Hybrids/Protoss/Zerg, where the left side is the main alliance composing of Protoss/Terran/Zerg and they are trying to purge the temple from the rebel forces. With the opposite for the rebels that they are trying to take over the temple and stop the alliance forces from destroying their staging area.

    I've attached two previews of the map, one is the current 6 player area, the second one is the whole map. Ideally I would like to see similar maze on the right but flipped so that the left's side bottom is the top for the right side.

    Preview

    Preview

    Progress Update Spent all day yesterday trying to figure out how the Data editor work and make one custom tower that could be built by my custom builders. Experienced many weird bugs (Such as, tower not spawning when built, wrong tooltips/icon when hoovering the tower but price's was right and duplicated units not having the right actor's/models duplicated with them even when I checked them to be so) so I scrapped all custom units and will try to restart from scratch with that later today. :'(

    Are there any good and updated tutorials for creating an customer builder and tower available?

    Posted in: Team Recruitment
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    posted a message on Staropramen TD - Looking for help

    Forewords I have been making maps for Warcraft 3 TFT back in the days, but nothing really special but I have a decent knowledge about the editor itself. I had not planned to start something like this again, but a few friends of mine talked me into picking it up again for Starcraft 2 and make the "Ultimate Tower Defense Map" for them. :) The name of the map, just came to me since at the time of starting it I was drinking a Staropramen and it kind of stuck to it. :)

    Wich after some googling landed me here, I've spent the last few days reading and checking this site out and I think I found a great place to help me develop my ideas for this map and perhaps join forces with someone that would be intrested in helping me out in this probably quite hard and long journey.

    I'm based in the EU (The glorious northen country called Sweden) and I currently able to spend a couple of hours a day on this map. I can communicate trough MSN/IRC/Skype/GTalk/Team Speak and similar.

    The MAP The basic idea is to have a team driven Tower Defense where you need to build and upgrade your towers together with your allies. Each level will spawn 4 waves on units in succession with an XX seconds delay between, the fith and final wave of the level will be a boss. Player killing a boss will earn an achivement and grant bonus money for the entire team.

    Each player have their own spawn point, you can choose to build around this point or try to build together where the spawns walking paths overlapp, there are currently two of these points. Two of the spawns will have an special area where they will get an increased move speed or an area that debuffs them to lower the spawns move speed while in the area.

    The difficulty is setup so that the first few levels will be quite easy, where the latter ones will exponentialy get harder and harder. Players that have played before and earned "ranks" will affect the difficulty of their spawn (Probably by an % increase of life or armor on the spawns). This will likly be an option to turn of by voting at the start of the map.

    Difficulty/race and mode will be selected in the game lobby, the only dialog/voting in the start of the map will be if ranked players will affect the difficulty further or not.

    On the topic of towers, each tower should have 5 upgrades that grants more damage/range/speed by a certain amount, this will be done trough morphing to a new version of the tower. After the fith upgrade, the tower can be specialized. You should be able to choose to specialize the tower with either upgraded damage, speed or range but only one of them. This will work like a normal weapon upgrade at this point. Certain towers might have the ability to morph in to an ability tower that might grant some kind of special ability (Think increased damage of towers in range and so on).

    All race's would have access to similar towers and speciality of the other races, but the race are nativly better at certain things and thus their towers will excel in that.

    A mode of "Tower Wars" have been the main goal since conception, but a single team of 6 players will probably be done first to get balance done then expanded to include the regular 6 people team survival mode but with the opposing team being able to augment the waves the other team receives and also send more units. This would generate more income to build towers or to spawn more units for the opposing team to kill.

    A short list of planned features

    • 100 Waves
      • 20 Levels with 5 waves (4 waves, 1 boss) each for a total of 100 waves. A dynamic exponential difficulty based on player "rank".
      • Each finished level earns an Achivement and Bonus for the team.
    • 3 Races
      • Protoss: Energy based towers, Long Range and High Single Target Damage. Focused on abilities that increase damage.
      • Terran: Balistic based towers, Low -> Medium Range, Moderate Damage, AOE/Multiple target damage. Abilities that increase damage to multiple units.
      • Zerg: Organic based towers, Medium->Long Range, Low Damage, Very Fast turret speed, DOTS and similar abilities.
    • 3 Modes
      • 6v6 "Tower Wars" - Team of 6 per side tries to survive the 100 waves and sends/upgrades units that they send to the other team.
      • Team - 12 people split in two teams tries to fight 100 waves each and survive with no "Tower Wars" functionality.
      • Small Team - 6 People tries to survive 100 waves.

    Current Status:

    • 50% of the terrain done.
    • 50% of the locations/waypoints/goals for the waves.
    • Protoss, Terran and Zerg builders are done and automaticly created based upon selected race in lobby.
    • Basic triggers for Spawning units, waypoints, bounties and defeat are done.

    What I'm looking for

    • Someone that have a thing for creating towers, abilities trough the Data Editor.
      • Examples: Beam towers, Chain Lightning, Poison, AOE, Slowing, infesting spaws to fight your cause.
    • Someone that have a thing for scripting or working with triggers to create an efficient map.
      • I allready have the basics done and could probably do this myself, but someone more experienced in this would be awesome. Leaderboards, messages, effects, achivements and banks to name a few things you would be doing or helping me with.
    • Someone that likes to make things pretty for the players and improve on the current layout of the map.
      • 50% of the map is done. Starting area and maze for the "left team" is done and is only missing doodas to make it "pop". Right side have not yet started, neither have the area for the spawning of units for the "Tower Wars" functionality.

    I hope this tickles your intrest, feel free to drop me a PM or reply back here if you would be intresting to help out. :) I will be adding a map preview in a few hours when I have access to the editor again.

    (I hope you read trough the wall-of-text and this is an accepted format for this request.)

    Posted in: Team Recruitment
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