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    posted a message on fr0d0b0ls0n

    @DuckyTheDuck: Go

    As I said I have no time to dedicate to mapping right now. I'll continue the project, that's for sure, but not until November probably. :(

    Posted in: Project Workplace
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    posted a message on fr0d0b0ls0n

    How will the leveling work? Skills and attributes?

    You'll be able to choose any boss in the map, they'll unlock with level or bosses killed? Or you need to recreate the map to fight other bosses?

    If you wanna that people can learn faster, I'll at least rework the combo system. Make it simple, that doesn't need heavy specific timing on each skill. But probably a normal skill system would work better on a game like this. If you need to use some combo (or skill) but you need to stay still for 3 seconds can be hard against some bosses. Anyway is your map and your call :)

    Posted in: Project Workplace
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    posted a message on fr0d0b0ls0n

    The Command Center is a unit, and a upgrade you can buy on it a skill. Is not really different.

    If you don't care to use some triggers, is pretty easy to do what you want. A skill that does nothing, but triggers an event that disables it and puts a boolean to true.

    Posted in: Data
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    posted a message on fr0d0b0ls0n

    Remember you need to add the Skill to the Unit skills, and add it to the Command Card of the Unit too. Is you don't have requirements they'll show for sure.

    Posted in: Data
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    posted a message on fr0d0b0ls0n

    Can you paste the code?

    And how do you check that it removes more than one player? Maybe is only removing a wrong player or something. Show the number of players in playergroup before and after removing via message text for testing purposes.

    Posted in: Miscellaneous Development
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    posted a message on fr0d0b0ls0n

    Don't really understand what you want. A unit that patrols between two points, one of them random?

    I'll create a region around your unit that is a circle big enough to cover the area you want the unit to patrol to, and a negative circle to the region that is the minimal distance you want them to go patrolling. Then use a Patrol Point variable that gets a random point in that region, and Order Unit to Patrol to Patrol Point.

    That way the unit will go and come back to that random point all the time.

    Posted in: Triggers
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    posted a message on fr0d0b0ls0n

    Well, is just a behavior with movement speed increase and extra hit points and a duration.

    I don't know how you buy it, so is hard to tell how can you apply this behavior to your units. Probably using a requirement, and have the behavior always in the unit.

    Posted in: Data
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    posted a message on fr0d0b0ls0n

    @vjeux: Go

    I really tought there was a limit on the popularity a single account could give a map. LoL at being able to give your map 150 popularity by yourself.

    Posted in: General Chat
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    posted a message on fr0d0b0ls0n

    Map: Xel'naga Relics

    Maximum GPH: around 140 between the two recent resets.

    Actual GPH: 12 or so the last time I saw.

    I'll try to bump it this week with the new additions for a last chance to the map ;)

    Posted in: General Chat
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    posted a message on fr0d0b0ls0n

    Default melee AI will probably work for that, but you need to make them ignore your units. You can try to set the player to neutral with them, and change to enemy for 20/30 seconds if the player attacks any AI unit.

    Posted in: Data
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    posted a message on fr0d0b0ls0n

    Published a couple builds since the last one. The latest is this one.

    I added AI, so you can play alone with computers. Is pretty basic right now, but was fun to code. They cheat only in minimal things, only know how to use a few skills, but use them pretty well, and will surely win any mediocre player every game. Didn't code multiple difficulties tought. The optimization has given me some headaches also, too many triggers to do a good AI.

    I'll love to get some new feedback, since the map is in the bottom pages is hard to get it, and is necessary for futher polishing/balancing. If you can give it a try I'll be grateful.

    Sadly I only have another week or so with enough free time to code time consuming features. I'll probably try to add some stuff I want in the map in this week, and do only small tweaking later on. Probably I'll add another Merc, upgrades to all mercs and better AI.

    Anyway it seems that people don't like my map much, so probably I'll let it be and play with friends ;)

    XNR Change Log 0.42d

    -Basic AI implemented for computer controlled heroes.
    -Some optimization going. Loading must be faster now, and the play smoother.
    -Removed many path blockers, specially near start point that weren't interesting game-wise.
    -Now the relic capturing messages will have the correct name of the computer player.
    -Fixed a bug with the Dark Shrine quest, now it will appear to the correct player.
    -Fixed a bug with Nova's Cloak. Now it will last full duration unless hitted by an AOE damage effect.
    -Removed the Nydus doodads. They'll come back in a future when I have something significative to do with them.
    -Fixed a bug with Tosh AI and Brain Wash.
    -Tychus now doesn't do AOE with his main attacks.
    -Now the XP shows over the killer player when he kills another hero.
    -Fixed a bug that sometimes showed an error when a neutral unit killed another unit.
    -Now the Ancient Archon skill doesn't make estructures or massive units fly.

    Posted in: Project Workplace
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    posted a message on fr0d0b0ls0n

    I'll love to test it, but I play in Europe :(

    Posted in: Project Workplace
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    posted a message on fr0d0b0ls0n

    I think there is no event for mineral checking, so you'll need to do a loop. Call a trigger when you want, and do something like this, first create some variables:

    Boolean Reward_100[8] (or the number of players you have)
    Boolean Reward_200[8]

    Each 1 second of Game Time
    -Pick Each Player in (Active Players)
    --If (Player Picked Player Property Minerals >=100) AND (Reward_100[Picked Player]==false)
    ---Set Reward_100[Picked Player]=true
    ---ACTIONS FOR 100-199 REWARD HERE
    --If (Player Picked Player Property Minerals >=200) AND (Reward_200[Picked Player]==false)
    ---Set Reward_200[Picked Player]=true
    ---ACTIONS FOR 200-299 REWARD HERE
    
    Posted in: Triggers
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    posted a message on fr0d0b0ls0n

    Probably not. In script I'm sure they don't call the activator by his name. r00 means nothing to the script, probably changed to another kind of ID.

    That triggers are so different that you need to have them in different triggers? You can group them by similar functions and do another random inside the trigger for variations or something.

    Posted in: Triggers
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    posted a message on fr0d0b0ls0n

    Firt you need to understand if that if many players work the same way, you don't need to repeat the code for each one, as each player is referenced with a number, and you can use many loops to do the work for you.

    For example if you wanna spawn a marine each 3 seconds, you can do:

    Each 3 seconds of Game Time
    -Pick Each Player in (Active Players) (or if you know the number, select each integer between 1 and 8 for example)
    --Create 1 Marine for Picked Player in Spawn Point[Picked Player] using default ...
    

    That way you don't have to copy/paste the same code 8 times, one per player. Spawn Point is the point where do you wanna them to spawn. As is variable with players, you need to use an array (search a tutorial if you want). In that variable, in each slot you'll have the point you want. For example in Spawn Point[1] you save the point for player 1, and so on.

    Then, for the upgrades, I suposse you'll save the upgrades in an array variable, so you simply check that variable, for example:

    Each 15 seconds of Game Time
    -Pick Each Player in (Active Players)
    --If (War_Pig_Upgrade[Picked Player] == true)
    ---Create 1 War Pig for Picked Player in Spawn Point[Picked Player] using default ...
    
    Posted in: Triggers
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