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    posted a message on Strange Trigger

    I have not a single kerrigan unit dying :-D

    But thanks for your help - I found it. Now I manually turn of this trigger at map initialisation (along with a couple other swarm triggers that run for whatever reason)

    Very strange...

    Posted in: Triggers
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    posted a message on Strange Trigger

    Hi there, I just looked at the debug window to find out if there is any strange behaviour on my map and.. it is... maybe.

    Ever heard of a trigger called "libSwaC_gt_ZS_KerriganDies_Func"? It seams to run a lot of times and I have no idea were it comes from. How can I find out its source? ->attached picture

    Posted in: Triggers
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    posted a message on Remove Drop pod creep tumor

    Its from the campain, yes. And thats the unit I searched all the time! thanks a lot!

    Posted in: Triggers
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    posted a message on Remove Drop pod creep tumor

    Hi,

    I use the "Create Zerg droppod at Point with passengers" function to spawn... droppods of course.

    These droppods spawn a small amount of creep and I cant figure out how. I want to disable this creep spawning by maybe removing the tumor with a "any unit is created..." trigger, but I can not find the unit that is responsible for this creep.

    Can anyone help me?

    Posted in: Triggers
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    posted a message on [SOLVED] Attach shields to terran units via upgrade

    Solved. Missing attachementpoint in unit model...

    Posted in: Data
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    posted a message on [SOLVED] Attach shields to terran units via upgrade

    No ideas?

    I'm also a bit confused because the original shield actor has no destroy-event!?

    Posted in: Data
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    posted a message on [SOLVED] Attach shields to terran units via upgrade

    Heyho,

    this may a simple question but I can not figure out how to solve this.

    I want to enable shields for terran units (soldiers dublicated from marines and marauders). I want to use an upgrade that sets the unit shield maximum and unit shield starting amout to a certain level.

    This part works - the units get shield-points that behave properly. But there is no shield animation and every time such a unit is hit the error message CActorShield[ProtossShieldFull] could not find e_attachShield or a dynamic shield attach on unit ... CActorUnit[Soldier] with model Marine occurs.

    I guess its an actor problem - any ideas?

    Posted in: Data
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    posted a message on Desert Tankbattle open BETA

    Hm okay more and more of the new content gets fixed.

    I reworked a lot of the weapon mechanics. I'm not that satisfied with it though. I decided to throw away Attribute related damage modification because it seams to confuse players (armor affection and damage vs armored units seamed to be to complicated) Rockets and Zapper will stay the way they are now but I'm open for tipps/suggestions for some more special features for Autocannon and Laser.

    Because this thread growing more and more ans is getting confusing, i opened a project page here at sc2mapster. I hope this will make reporting and especially keeping track of bugs easier. Lets see if its a good idea and if people accept it.

    So please use THIS forum from now on. (Still sc2mapster)

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    @Trieva: Go

    You are right. Time to sort the weapons into clear categories. I work on it.

    @master2222x: Go

    • Issues with buying tanks is a known bug of the latest patch. Will be fixed about tomorrow.
    • Yes, barracks now get more expensive the more your team buys. And yes, they wont get cheaper if existing ones are destroyed. So you have to protect them. The amount of cost increase is just a first try. Any experience with it? To high? To low?

    @HeadcrashX: Go (and I hope its okay that I answer in english because thats easier for others who might want to read it)

    • Did not understand all of your thoughts regarding income balance. So your suggestion is that the team with less players get 1/3 less income when there is one player difference and the same amount of income as the team with more players, if there is more than one player difference?
    • Why is there a greater inbalance? The barrack costs increase for the whole team. So you pay the same amount of barracks for lets say 4 barracks - doesnt matter how many players are in the team. At least cost should increase for all players at a time... or is this part broken?
    • The Kickstart Mod is implemented. At the moment is just raises the starting money. Any suggestions? Or is it broken?

    important:

    Can anybody confirm that there are still problems with lost saves?

    But keep in mind: Starcraft works with local files. When you play from a different pc or erase the local files, your stats can not be loaded!

    And: Are mortars op now?

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    New update should be online.

    Can anyone confirm that saves still do not work?

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    Exhausting :-D First there were complains that there is to much idle time between waves. Now there is more "action" and its not right either :-D

    But I agree.. these are problems I understand. I also favor the concept of more dedicated waves. So I may sync the waves again. But let the actual method be there some time and see whats the conclusion after a few days.

    Why are zappers buffed? The armor decrease was just marginal!?

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    hm okay enough of it. :-D

    I did not know that blocking units and releasing them in one blow is a current method. Definitely a problem that has to be solved. But smoke_TH: Seriously, if your opponent has the time and minerals to build about 24 barracks and 50 missile turrets (which I doubt), something other has gone seriously wrong in your game. Nevertheless these ganging up of troops has to be stopped.

    I have some ideas to prevent this but I gues it wont be out tomorrow or at least I cant promise because I'm busy for some time. I prevented building up there in the last hotfix (did I miss an area?).

    Please tell me: are there other places where this tactic is used or would it be enough to prevent people from building up there? I will think of a general way to prevent too big unit packs though. But barracks are part of the map - there will be rather more than less options to spawn your own npc troops in the future.

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA
    • XP are given to any player near (dont know at the moment if its the full amount or just a fraction.. its a stock sc2 mechanic)
    • Every unit/structure one of the armys kills also gives a kill reward. the minerals are taken by the army and divided under the players with the next periodic income as its the case with every minerals one of the armys earns.

    The new spawning system is more likely to produce such "extreme" results as you encountered, yes. I added a new, more asynchron troop source to have more "in between" troops on the map. So less time with no troops between the main waves. Also the frequency of this troops can be altered more easily (no incoming transport that takes time, no fix training-abilities like in barracks) and is altered by different starting conditions.

    Please check if some of the weapons still fire at dead targets and if the lasertank laser still cannot be outrun. Both should be fixed. (or at least a possible source). And.. whats the problem with being able to build on the plateaus?

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    Just uploaded a new version. Mainly interface changes I planned for a long time. But also some bugfixes, balancing and experimental features. Also a complete new save system that hopefully solves the problems with lost stats etc. But its likely that there might be bugs. So please report issues with lost saves etc (the first time you play the stats will be reseted due to the new system).

    Because it took more work than expected I dont had time to implement balance changes for the first vehicles. Next update. But first I'm out for about 1-2 weeks. Hopefully nothing is seriously broken.

    @mOOhkOOh: Go

    Hm... I like that idea. Battleships had different ranges, nearly same speed but mainly not special abilities, or did it? I wanted to try a different approach but it seams it was not the best idea to differ 4 weapon attributes (range, speed, damage, extra attributes) as the balancing seams to get not really better. I think maybe its worth a try to equal mosts weapons range (exept for e.g. mortars)

    Quote from Trieva: Go

    @mOOhkOOh: Go

    I disagree. We each have 6 inventory slots. The one I spent on radar could have been an item from the scientist shop. In a head on fight, even if detected, the banshee has a massive advantage. The only true balance is if I used the banshee too (forcing them to get a radar) but I may not always want to do that.

    @mOOhkOOh: Go

    Agreed. It would be nice to have more weapons with 8-12 range to reduce micromanagement of movement just so I can shoot properly. I usually stay behind the infantry forces anyway. I see a common complaint from players that weapons don't work but in fact they don't move close enough with their autocannons.

    Hm.. cloaked units are quite weak and even slower when cloaked. This should be enough to annihilate their advantage when the enemy has radar. At least that was the plan. So you think this is not the case?

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    Modifying weapon range is not that easy because of the system, the weapons work in this map (periodic search effects to immitate the "phoenix fire"). So the balancing has to happen without touching this. I'll look over the abilities and try to equal the first tanks in a first step.

    Battleships has tons of content. So thats still a big job to do. But not everything has to be striktly copied from the original. :) These two tank lines are a first attempt but there has to be more to come.

    Posted in: Map Feedback
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