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    posted a message on Game ends when time runs out?

    Timer - Start Duel Timer as a One Shot timer that will expire in 270.0 Game Time seconds Variable - Set Duel Timer = (Last started timer) Timer - Create a timer window for (Last started timer), with the title "Duel In:", using Remaining time (initially Visible) Variable - Set Duel Timer Window = (Last created timer window)

    Looks the same as what I got. I use global variables though, not local variables. Try it with globals, and see if anything changes.

    Posted in: Triggers
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    posted a message on [Data] WC3-Esque Hero Ability Training

    @kanacali: Go

    Embed Removed: https://www.youtube.com/v/XSi_QyJ1PnI?fs=1

    That is my "custom hero" system; if you are looking for something similar.

    Currently, I am taking the easy path with this.

    What you do is add all of the abilities to a hero, and on map ininitilization, disable all of the abilities for the heroes. Saving them into variables and running a loop makes this pretty easy. Then, when a player does something "clicks a button the represents it, types a line of text, buys an item,ect" you show/allow that ability for that player. You then need to save the ability picked by that hero into a variable, say, "skill 1" "skill 2" "skill 3" ect. you can use a catalog field value to set the button tooltop and name to match the ability you picked, inside of the hero - learn behavior. Then, when a hero learns "ability 1" from his learn menu, set it to increase the level of ability(skill 1) for your hero.

    The hero - learn behavior caps out at 20; strange, since the ability cap is 32. If you have less than 20 abilities to learn; then it is really no problem, and you can use the normal learn behavior. More than that, and you have to trigger it as I said above.

    The biggest drawbacks with this is that you cannot have more than 32 abilities on a unit. Once you reach the cap, you will need to start making dummy abilities, and using conditions/requirements/behaviors to tell which ability to use. The second biggest thing is that you cannot change button icons during a game; so the best ways to work around the system are made much more difficult, and less attractive.

    Posted in: Tutorials
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    posted a message on Looking for some Alpha Feedback

    Custom Hero Arena

    CHA-Alpha is the name on battle.net

    This is a classic hero-arena style map; with a lot of advanced options. That is to say players are spread into 2 teams of heroes. To win the game, players must kill each other. It is not strictly a PvP style game though. Players must kill monsters who spawn in the arena to gain minerals and gain experience. If you try to focus entirely on PvP, you will get outleveled, which means you will have less stats, lower leveled abilities, and worse items. It is important to kill creeps. Killing players is how you win, and also offers bonus minerals.

    What sets this game apart from normal hero-arena style maps (which do not exist on SC2) is the level of customization. In this, you select a hero skin, then you select 4 abilities and "innate" attributes. After that, you distribute stats however you want. The video below explains it all quite clearly.

    http://www.sc2mapster.com/maps/custom-hero-arena/pages/main/

    there is a link with a youtube video that explains the game.

    Currently this map is just an alpha. There is still a lot of content missing, and a few systems. I am looking for feedback in terms of gameplay. Is the concept too simple, too difficult to understand? Any major imbalance problems you forsee?

    Anyone interested, in the NA region, let me know.

    Posted in: Map Feedback
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    posted a message on Custom Hero Arena

    Bump again. I shortened up my OP a lot; condensed most of it into a video. I got a lot of work done this past week, and the game has started alpha testing. I wanna snag bugs in the ass as I create them. I also want suggestions on what I can improve apon now, so I don't end up remaking entire systems later.

    If anyone wants to give it a try, let me know.

    Posted in: Project Workplace
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    posted a message on Changing a Units 'Attribute' Values In-game

    @Zetal: Go

    What error message does the game return?

    If it returns "errorcatalogfieldnotwritten" then there is a good chance you cannot alter that field. or, you typed something wrong.

    A way to test the above is to convert the field value to text, and display it to the player. It will display, even if it is a field you cannot change. It is a way to tell the difference.

    To change attributes, why dont you use behaviors? Make a behavior that represents an attribute, and then make a buff that applied that behavior. Make it invisible and permanent. Set its value to a variable if the unit dies; and re add the buff when that unit respawns, number of times equal to the saved variable.

    Posted in: Triggers
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    posted a message on Lock Number of teams in loby

    on that same menu, the game variants one there; you go to the last tab (player attributes). At the top is a drop-down menu with the number of teams. select "2 teams" and click the "locked" box.

    You will see a list of played below that box; and you can individually set various things for those players. One of the things you can set is their team. You might have to make sure only team 1 and team 2 are set for the various players there.

    Posted in: Miscellaneous Development
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    posted a message on Armor as Items?

    technically, you could change it with a "set catalog field value" if it only needs to be MPI, Set a custom value to the items; when a unit acquires an item, change the armor field for that unit type for the player. that is, it will change all units of that type; rather than just that specific unit. good for hero arenas unit upgrades, not so good for say, giving each marine his own equipment slots.

    Posted in: Data
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    posted a message on Adding attribute points to a unit by triggers

    545 days later; how you found this post I will never know.

    Embed Removed: https://www.youtube.com/v/xo9RHoPar78?fs=1

    This is my system. The stats system shows at the end. If that is what you are looking for, let me know and I can explain it in a bit of detail.

    Posted in: Miscellaneous Development
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    posted a message on Fun or Not ratings

    My main concern with this is that "Technical" is 7/30 and "Balance" is 1/3 of that. That makes balance only 2.3% of the overall gameplay of a map. Realistically, my opinion of your placement of a tree holds about as much weight. "Bug free" is also only 2.3%.

    Is a well balanced, bug free game really that unimportant?

    Posted in: Map Review
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    posted a message on Incomplete Project to Good Team

    @DarcZaFire: Go

    To play devils advocate for a second...

    He has clearly put a lot of work into this. It isn't like he made a terrain and types up an idea, and wants someone else to do all the work. as he said, the game is already in a beta stage. There is a lot of work left to do; but the outlines he gives are based more on what is required to complete the game, not what he would like to see done but is too lazy to do.

    I agree that it will be difficult for anyone to pick up this map and complete it though. If someone else, who is good with the editor, was interested in making a game of this type, then I am sure that person would love to take over this project and save themselves a lot of work. I don't feel like this is the type of project that someone would pick up because they are bored and want to fiddle with something. You need to accept that with all of the requirements you typed out, someone only has to say "okay" to get your map. So, you should loosen your grasp a bit as there is nothing binding about the agreement you might make with someone. It would be helpful if you just handed them all of your update plans, in detail; and said "this is what the game was designed for."

    Best of luck, looks like a decent game.

    Posted in: Team Recruitment
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    posted a message on Design Corner - Nexus Wars

    What you should do, if you want a good map...

    Write down a list, everything that your map will offer that the current tip tug of war maps do not already offer. you can keep a game simple and offer more than those maps.

    One thing, that none of those maps have, which could really make any one of them more popular than other would be team upgrades; a lot of them. 20 levels of upgrades for 20 different things. It would allow teams, or individuals, to work for unique unit set-ups; rather than the same old "bigger units are strong, gain more from upgrades, and are stronger. Small units are strong early to mass, but are pointless late game against the huge units with any splash."

    Give players an option that will make their play style different from the next guy over; but just as strong. Every game of Nexus wars or uhhh... that desert one... it is the same thing, every game.

    Posted in: Map Review
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    posted a message on Ever wondered about your career choise?

    I don't fit with the majority of you I guess...

    I am a roofer, that is; in the summer time, I climb up on roofs, tear the old shingles off, and put new ones on. I love the work, it is great exercise, you can see what you are accomplishing; and 30 years later it is still there. I started roofing when I was 15 (8 years ago) and have been doing it ever since. I have just recently started leading my own operations this last summer. The money is pretty nice. If I work a long summer, I can take the entire winter off to go snowboarding.

    The downside? Weather sucks. Rain days can really hurt a years income. The local flooding last summer cost me about 6,000 dollars in work that I missed out on. To make up for it, I now need to work through the winter. You cant roof in the winter. I have been stuck running electrical work in the basement of a flooded out apartment complex for the past 3 weeks. Sub freezing, working with metal boxes with my bare hands for 8 hours a day. This makes me a very unhappy camper. ...Very unhappy... Just signed a moderate sized deal though; it will provide me a few weeks work inside doing drywall.

    Overall, I enjoy my work. In America, you can go to any state and say "I worked construction up north" and get a good paying job. Hopefully technology and Mexicans (no offense Mexico) don't get too far ahead of me. The biggest problem with laboring jobs is technology. A new product comes out that makes 1 person as efficient as 2, and someone loses a job. I am pretty tech savvy though, so hopefully I will be the 1 who has a job in the end.

    Posted in: Off-Topic
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    posted a message on Looking for Icon Artist (Upgrade icons)

    I need maybe, 20-30 icons made, in 3 color variations.

    In my map there are 8 different item types; Amulet, Helmet, Weapon, Body Armor, Shield, Gloves, Boots, Ring

    There is a Basic level, 3 mid levels, which upgrade into 3 final levels.

    Simple, grey, basic icon for Basic level item Red/Green/Blue tint on a slightly modified version of the basic Red/Green/Blue heavier tint on modified version of mid grade item.

    I can use in-game icons for 3 of the item sets if it is work-overload.

    Not sure what I can offer in return; other than the fact that I am not too picky. Get your name on a map, maybe start a portfolio. Have a list of icons you can offer other people for their projects as well.

    If anyone needs more information, just ask.

    Posted in: Team Recruitment
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    posted a message on is it possable with triggers....

    @bravojuliet: Go

    I am not sure if this is the easiest/best way, but depending on how selectable you want it, you could just turn on a trigger so that when the unit is selected by a played, to deselect it. turn the trigger off when you dont need it.

    Other idea's that I am not sure on, you could (maybe combined with the above even) uses a catalog field value change. Change the selection size to zero? I dont have the editor open, but maybe you can change whether the unit is selectable or not with a catalog field value change also.

    The first way will work; but will be a touch sloppy (imo) the second way, I am not sure on, catalog functions are hit or miss.

    Posted in: Miscellaneous Development
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    posted a message on To you guys that don't understand SOPA

    @Hookah604: Go

    Which is why I included that little bit about "before presidents had power". Before Washington, there were many presidents who did nothing; because the founding fathers didn't want any centralized power. They wanted individual freedom for the states. It didn't take too long before they realized that was a huge flop, and they needed some general guidelines or else we wouldn't be the "United States" but the "Individual States". Obviously if they changed it within a generation, their first goals were not quite what were best for the country.

    Posted in: Off-Topic
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