If the command cards have the wrong expansion set of units, you must have added a different expansion dependency without realizing. Double check it. You can also manually change it yourself if the correct units are available to change it with. There are tutorials in the link in my signature that should be able to help you.
I would, but my starcraft client is updating to the new patch at an enormously slow rate. What I mean by that, is when you make a requirement, you can set the requirement to check the behavior count on a unit. So do that, setting the requirement to say Critical Strike count == 1. Then attach that to the Hit behavior requirement slot. Then make a new requirement for the Break setting the Hit count == 1 and give that to the Stun behavior,etc...
Edit: It finally loaded, but it seems that doesn't actually work as I thought, it will just make it so only 1 behavior will run and the rest will get voided.
I'll upload what I was trying to do though, maybe you can find a solution with it. What I did was I made 6 behaviors and requirements called test1 through 6, and attached them to a zergling.
You could add a behavior and have the requirement on the next two states that the unit must not have that behavior in order to run. Same with the third state.
Yes that does seems like a tedious way of doing it. Let me try to make a demo and see if I can do it your first method.
Edit: I have attached the demo I made. It took a while because I couldnt figure out how to display a decimal effect value, so I modified the zerg flying attack upgrades for the mutalisk to show a result. When you try the map it will change from 0 to 1 because I couldn't figure out the decimal part.
It looks like somewhere in your updates, you accidentally deleted it. If you go to the first map you published to your project page in April, it looks like the ship is there and working fine, maybe down load that map again and copy it over.
If you've played games like mineralz, you've probably noticed there are other resources besides the two main ones. If you add those in, you can modify them via triggers to function as supply, and I'm not certain, but you probably could change the display type to be in supply. Fiddle around with those like terrazine or whatever its called resources and the triggers related to them and see how that goes. It might even let you change the icon too. I wish I had more time to look at it and see if thats all true.
I played your map, stranded on krydon, with 4 people for my first try. It was pretty fun and fair, I felt I could understand it on the initial try. I died soon after getting greedy and exploring too much, and then I didnt know what to do because I had a few buildings and no scv.
in a behavior under the combat tab theres a section to add/subtract time from a cooldown. You could add a behavior to the unit after a certain amount of time which would do what you want.
you could add a 0.1 or 0.5 wait action or something in between each loop cycle to delay it a bit if you test it and find out it does actually cause lag, but it should probably be ok.
you could modify it to give the target a behavior that lasts until slightly after the cooldown is over, then use validators to check if the unit in the search area has the behavior in order to use the storm.
With games like The Culling, Arma III battle royale mode, and H1Z1, the "Hunger Games" style game seems to be gaining popularity. I haven't seen many of those on StarCraft, and I thought maybe I could make one. I make all my maps to have fun and learn so I'd probably make it open source, but if anyone wants to join me, feel free to comment or message me.
Anyway, what are your thoughts on this? What do you guys think would work best? Maybe a true survivalist game where everyone starts with nothing and can find items randomly placed on a map. Or add in heroes, like the co-op commanders who have locked abilities until you find more loot. Another topic that could be problematic is the player count. These days, games over 6 players take absolutely forever to fill up, but those game I mentioned above have up to 64 players in one game, so I'm unsure what to do with that.
runling run doesnt have buildings, it just uses the same map terrain and spawn drones according to the level.
If you want to do this for buildings, one way I can think of is to have a loop go through each unit/structure the player owns, and record the type and position of it, and store that using banks. Then when the player loads up the game, go back through that list and rebuild everything. If you need more help on that part of it, I could probably take a closer look and tell you what actions it would require to use.
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If the command cards have the wrong expansion set of units, you must have added a different expansion dependency without realizing. Double check it. You can also manually change it yourself if the correct units are available to change it with. There are tutorials in the link in my signature that should be able to help you.
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@summerloud: Go
Theres a flag called "allow movement" and "transient", those two should let you use the ability while moving.
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@uroboros1987: Go
I would, but my starcraft client is updating to the new patch at an enormously slow rate. What I mean by that, is when you make a requirement, you can set the requirement to check the behavior count on a unit. So do that, setting the requirement to say Critical Strike count == 1. Then attach that to the Hit behavior requirement slot. Then make a new requirement for the Break setting the Hit count == 1 and give that to the Stun behavior,etc...
Edit: It finally loaded, but it seems that doesn't actually work as I thought, it will just make it so only 1 behavior will run and the rest will get voided.
I'll upload what I was trying to do though, maybe you can find a solution with it. What I did was I made 6 behaviors and requirements called test1 through 6, and attached them to a zergling.
0
You could add a behavior and have the requirement on the next two states that the unit must not have that behavior in order to run. Same with the third state.
I hope this helps you.
0
Yes that does seems like a tedious way of doing it. Let me try to make a demo and see if I can do it your first method.
Edit: I have attached the demo I made. It took a while because I couldnt figure out how to display a decimal effect value, so I modified the zerg flying attack upgrades for the mutalisk to show a result. When you try the map it will change from 0 to 1 because I couldn't figure out the decimal part.
0
@uroboros1987: Go
Sounds like you have a small error you're not noticing, maybe you don't have the 0.01 in the increase section and it's setting it to 0.01 instead.
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It looks like somewhere in your updates, you accidentally deleted it. If you go to the first map you published to your project page in April, it looks like the ship is there and working fine, maybe down load that map again and copy it over.
0
If you've played games like mineralz, you've probably noticed there are other resources besides the two main ones. If you add those in, you can modify them via triggers to function as supply, and I'm not certain, but you probably could change the display type to be in supply. Fiddle around with those like terrazine or whatever its called resources and the triggers related to them and see how that goes. It might even let you change the icon too. I wish I had more time to look at it and see if thats all true.
0
I played your map, stranded on krydon, with 4 people for my first try. It was pretty fun and fair, I felt I could understand it on the initial try. I died soon after getting greedy and exploring too much, and then I didnt know what to do because I had a few buildings and no scv.
0
in a behavior under the combat tab theres a section to add/subtract time from a cooldown. You could add a behavior to the unit after a certain amount of time which would do what you want.
0
you could add a 0.1 or 0.5 wait action or something in between each loop cycle to delay it a bit if you test it and find out it does actually cause lag, but it should probably be ok.
0
@RAJOD: Go
you could modify it to give the target a behavior that lasts until slightly after the cooldown is over, then use validators to check if the unit in the search area has the behavior in order to use the storm.
0
With games like The Culling, Arma III battle royale mode, and H1Z1, the "Hunger Games" style game seems to be gaining popularity. I haven't seen many of those on StarCraft, and I thought maybe I could make one. I make all my maps to have fun and learn so I'd probably make it open source, but if anyone wants to join me, feel free to comment or message me.
Anyway, what are your thoughts on this? What do you guys think would work best? Maybe a true survivalist game where everyone starts with nothing and can find items randomly placed on a map. Or add in heroes, like the co-op commanders who have locked abilities until you find more loot. Another topic that could be problematic is the player count. These days, games over 6 players take absolutely forever to fill up, but those game I mentioned above have up to 64 players in one game, so I'm unsure what to do with that.
Let me know what you think about this.
0
runling run doesnt have buildings, it just uses the same map terrain and spawn drones according to the level.
If you want to do this for buildings, one way I can think of is to have a loop go through each unit/structure the player owns, and record the type and position of it, and store that using banks. Then when the player loads up the game, go back through that list and rebuild everything. If you need more help on that part of it, I could probably take a closer look and tell you what actions it would require to use.
0
I think its really good, but not enough people play it for me to have fun or waiting an hour to play.