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    posted a message on Need modeler for hire

    Need to hire modeler to build Eradica Titan from Sins of Solar Empire. This is for the MOD Baseship Commanders which already features many other fun custom models built from other Mapster modelers. This is a paid gig so send me your quotes!

     

    See search link for pictures.

     

    https://www.google.com/search?q=eradica+titan&rlz=1C5CHFA_enUS768US768&sxsrf=ACYBGNTb5O2a-SwL-9T3gcZ6Ko2t_XvAkg:1575435759066&source=lnms&tbm=isch&sa=X&ved=2ahUKEwidiKTGm5vmAhXGJDQIHfz6DC4Q_AUoAXoECAwQAw&cshid=1575435841561499&biw=1372&bih=652

     

    There are no walking or attack animations so to speak so that helps a bit.

     

    Please PM if interested!

    Posted in: Artist Tavern
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    posted a message on Need to hire a modeler for Lego Spaceship Project (Paid Project!)

    We have a successful and fun SC2 Arcade Map and the fans are ranting and raving for the Lego Spaceship hero to be created. This is a paid project and we need a modeler who wants to have some fun in creating the Lego spaceship from the Original Lego Movie to put into our MOBA Map Baseship Commanders!

     

    Here's a link to our discord as well as some live gameplay videos if you want to know more about the project.

     

    https://discord.gg/wU8UhJN

    www.baseshipcommanders.com

     

    We already have a dozen other custom models built from other modelers, including the Shadow Vessel From Babylon 5, Borg Cube from Star Trek, Cylon Basestar from Battlestar Galactica, the Deep Space Nine Station from Star Trek, and many other custom models! Please please we would really love to have a comic relief ship and feel the Lego spaceship would be perfect! 

     

    Send me your quote if interested!

    Posted in: Artist Tavern
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    posted a message on (SOLVED) Problem with Issue Order to Build Structure

    Yes, It was another issue I believe that was preventing the order. 

    Posted in: Data
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    posted a message on (SOLVED) Problem with Issue Order to Build Structure

    Yes, 

     

    I was aware of that issue, so I also tried to get it to do a single order without the periodic but could not get it to work.

     

    I ended up doing a work around using a create unit effect with the periodic and tying those effects to the construction ability cooldowns to simulate construction. Seems like a lot of work but it seems to me that issue order effects with building construction abilities may be bugged in some way. Unless I'm mistaken....

     

    This problem is still a bit unsolved as I need the builder to also automatically look for Vespene Geysers and place a refinery on the located Geyser.

     

    To do the geyser search, I simply run a search area with neutral units required (and some other attributes I put on the geysers) When they become player owned refineries, they become excluded from the search so the build moves on to the next closest geyser. But the issue order effect doesn't work with construction it seems.

     

    EDIT

     

    Somehow this is mysteriously working now.... Even after running my own numbers and double checking things a million times over, I for the life of me cannot figure out why it didn't simply work the first time.

    Posted in: Data
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    posted a message on (SOLVED) Problem with Issue Order to Build Structure

    Basically that. I'm using an effect instant with auto cast on. The basic effect is a periodic effect with a lot of offsets. I've set the offsets basically in a circle up to a radius of about 10 with a few random ones inside. (About 30 total offsets) I'm trying to get my flying builder to automatically construct a building VIA issue order effect.

     

    I cannot get it to work however. Any help would be appreciated.

    My basic setup is as follows:

     

    Ability - Effect Instant

       Effect- Create Persistent

            Location offset start- Caster

            Location- Target Point

            Periodic Offsets- (All 30 of them starting with the inner circle and expanding outward)

            Period Count- 30

            Period duration- 0.25

            Periodic Effects- Issue Order to Build Structure

         

       Effect- Issue Order

            Target Value- Target Point

            Unit Value- Caster

            Ability- Structure building ability

      

           

       

     

    Posted in: Data
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    posted a message on Hide unit from all but the owner

    Have you tried the Filter Players Filter? I have not personally tried it but maybe see if that works. I seem to recall it having a list of all 15 players where you can individually choose from to filter.

    Posted in: Triggers
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    posted a message on Xel'Naga Tower Vision

    DATA SOLUTION:

    In unit flags there is a share vision flag although to make it share vision for all players might need to adjust some other settings as well.

     

    TRIGGER SOLUTION:

    In triggers its pretty easy to create a map revealer for all players through an integer loop.

    Posted in: Data
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    posted a message on Hide actor for everyone but the owner of the unit?

    Try the Filter setting. Check mark the boxes of the players you don't want to be able to see the actor. Which in this case would be: Enemy, Ally.

     

    By default when none is check, the actor is visible to all. Checking a box makes it so that type cannot see the actor.

    Posted in: Data
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    posted a message on Questions about Kill Credit

    Sorry Dr. Super Evil....

     

    I have tried what you suggested and instead of placing the timed life behavior that has the damage response on the Spawn Effect field, I put it in the SET effect of the Ability and it still does not work. Caster still gets credit. I have gone over what you have said and I'm 90% sure I have done exactly as you described and it still gives the kill credit to the caster and not the target. 

     

    If you review the test map it is clear the target is also getting the kill credit buff applied to himself VIA the damage response and the caster gets the buff first before the target buffs initial effect kills him. It should work in theory according to what Kill Credit is supposed to do but it doesn't. 

     

    If anyone reviewing this has an idea of why or can prevent a solution I'm all ears. Until then I'm going to have to give up on the solution as unsolvable at this point.

     

     

    Posted in: Data
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    posted a message on Questions about Kill Credit

    The spawned unit doesn't have it by default. The spawned unit gains the timed life behavior buff from the Spawn Effect Field in the Spawn Unit Effect. The Timed life behavior is the one with the damage response. If you take a look at the test map file I sent you will see the spawned unit doesn't start with it by default.

     

    The way I'm interpreting what you wrote earlier is that instead of applying the behavior through that effect, I should apply it from the first SET effect

     

    I have yet to try this so I will soon do so and see if it makes a difference.

    Posted in: Data
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    posted a message on What is continuous scan?

    The Wiki currently says: "Unknown".

     

    Was curious if anyone has figured out this weapon option flag yet.

    Posted in: Data
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    posted a message on Questions about Kill Credit

    I see, 

     

    So the issue is the damage response buff is being applied by the Spawn Effect rather then the ability and that is how I'm losing the point of reference?

     

    Posted in: Data
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    posted a message on Questions about Kill Credit

    Sure, 

     

    I mentioned earlier that it is hallucinations being cast and that I need the caster to die if his hallucinations die and I need the attacker to get the credit.

     

    Any ideas how to do that then?

    Posted in: Data
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    posted a message on Questions about Kill Credit

    Here's a test map file. In it I've also included a simple trigger which will state who is getting kill credit. I recreated the ability which is nearly identical to the one I have in my map. You'll notice I am careful to apply the caster buff first with the kill credit settings before I apply it to the target in the Kill Credit SET. Since the Target buff also has the initial suicide damage set to kill caster. You will notice however that Caster always gets credit for the kill.

     

    Thanks for checking out the test map.

    Posted in: Data
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    posted a message on Questions about Kill Credit

    Yes, that makes sense, however for some reason it still does not work even when I put it on the caster. I've even made sure that the kill happens after the buff has been applied, even with a timer which can be seen. 

     

    I've set the kill credit settings on the caster to no avail, it still does not give proper kill credit. The broodlord setup is far simpler then my complex hallucination ability. I've been over it time and time again. Only way I've been able to give the kill credit to the killing player is with triggers. But the Triggers is crude and I'd like to be able to solve this with DATA. If you like, I can create a DEMO map with the problem and you can try it out for yourself.

    Posted in: Data
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