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    posted a message on Auto-cast wtf

    Hi :)

    I added Medivac heal, and science vessel nano repair to the supply depot. I want it to heal and repair biological and mechanical units respectively when they go near it. Everything is working fine, until there is both a mechanical unit and a biological unit nearby that needs healing. Then the supply depot will switch between either ability, either healing the mech or the bio unit. It will do it very frantically, switching between one and the other several times a second. Has anyone encountered a similar problem, and do they know if there is a way around it?

    Posted in: Data
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    posted a message on Hero Passives

    I dont understand why it should be so complicated. But i got enough information to try and make the ability, so thanks alot:)

    Posted in: Data
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    posted a message on Hero Passives

    Hey,

    Im making a map where people can get heroes. I want to give some of the heroes abilities that will boost morale of other units. For example certain heroes will give range, other will give armor and others will give damage etc. to the other units. But im wondering how to approach this.

    In my map the Collosus is a hero, and when its created, its suppose to give everything else +0.5 range. However when it does, this buff should be removed again. Does anyone know how i can make this? Thanks.

    Posted in: Data
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    posted a message on Lobby auto start

    Hello,

    I have two game variants, one with 8 players and 1 with 4. However the lobby dont seem to auto start when i use the 4 player variant. I made it a 4 player variant by closing every second slot, but when the lobby is full the game dont auto matically start. Do anyone have a suggestion on how to make it auto start like most other maps?

    Thanks

    Posted in: Data
  • 0

    posted a message on Update timer on the fly?

    Hello,

    I need to update a trigger that runs every 3 seconds of game time. The update i need to make, is to make it run every 4 seconds of game time. I tried making the timer interval a variable=3, and then with an upgrade change that variable to 4. However the timer still ran with an interval of 3. Do anyone have another way of changing a timer like that on the fly?

    Thanks

    Posted in: Triggers
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    posted a message on blink strike

    oh my. was experimenting and replaced the zealot charge effect with the stalker blink effect on the charge ability and got very pleasing results. it basically works now. thanks alot.

    Posted in: Data
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    posted a message on blink strike

    hello,

    id like to make an ability for the zealots called blink strike. basically when they get close enough to a hostile unit, they will blink to it, and begin attacking. but i dont know where to start, can anyone give me some pointers? thanks.

    Posted in: Data
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    posted a message on MA Grandmasters

    Hello and welcome.

    I am currently developing an alternative to MA EU 1.0. Ive been a big fan of the map since i played it first time and i use to play it alot. But it has been in a very stagnant state, where bugs as well as balance issues and minor other stuff havent been fixed. It seems a new dev has taken over, after i announced my map in the marine-arena site, and lets hope he is able to take the map in a better direction. However ive spent alot of time on this project and i intend to finish it. I want a map thats at least as good as MA EU 1.0, and as mentioned im pretty far into the process. However I have never worked with the SC2 editor before, so its been quite a challenge for me. However i have a several years experience in balancing games and so far im pretty pleased with the result.

    Anyway, this thread is simply made so players have a place to discuss changes, give suggestions and feedback etc. I will check it regularly, as well as post major updates and thoughts on various changes etc. If you havent played the map already i suggest you do with a friend, or add me on battle.net (name evily) i will be happy to accept a challenge. The map is called Marine Arena Grandmasters. Its perfectly playable 1vs1 but if you get a player or two on each team things will really start to get interesting. If you never played marine arena or similar before, here is how it works. You basically get 1 marine every few secs, and have several options to upgrade them. You can also choose accompanying mercenaries like zerglings, goliaths and so on. There are also more powerful heroes who excel in different styles of play. The goal take down the enemy teams command centers and be the last team standing.

    Posted in: Map Feedback
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    posted a message on Queue new units after completion

    Hey.

    Im looking for a way to make the barracks queue a new marine after it finishes the previous one. I tried messing around with triggers but wasnt able to come up with anything satisfactory. If you have any experience with this please let me know and feel free to give me any pointers. Very much appreciated. Thanks.

    Steffen.

    Posted in: Triggers
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    posted a message on Lobby teams and in-game alliance settings

    Hello,

    I am having a hard time understanding how to make the lobby teams, become the actual alliance and player settings in-game.

    Basically on my map i have 4 teams with two players on each.

    Player 1 and 2 are Team 1
    Player 3 and 4 are Team 2
    Player 5 and 6 are Team 3
    and Player 7 and 8 Team 4

    In the map, each player has a command center which i already placed. And each team should start together. But for some reason, if a put 1 player on every team in the lobby, when the game starts, some players are allied and starting together. This is not suppose to happen.

    does anyone have a suggestion of what to do, to make people only start together and be allied if they were in the same team in the lobby

    thanks

    Posted in: Miscellaneous Development
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