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    posted a message on Merc Marine Combat Shield

    First, by merc marine you mean the war pigs, right? (Its what they are called in campagin) This has to do with actors. So you will need to open the war pig's actor, which is oddly named "KelmorianMiner (Unnamed)"..Wierd. Doubble click events+. Here is where all the actor's behaviors are set up. So find the one that talks about getting combat sheilds. I belive it will say something like "Upgrade. (stroy) combat sheild. add". You need to mess around with that. (At least, thats my guess). I would try to first, change (story) combat shield to the normal combat shield upgrade, because story mode upgrades might behave a little different. Try too see if that works.

    Posted in: Miscellaneous Development
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    posted a message on Help with the immortal turret

    @happy04:

    I looked at that, but I dont think there is a trigger that deals with turrets. But I'll check again.

    edit- nope, there are no triggers that deal with turrets except "add weapon with turret", and I tried that..It didnt work.. Anybody have ideas on how to fix this?

    Posted in: Miscellaneous Development
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    posted a message on Help with the immortal turret

    Im getting kind of desperate... *sniffle* =] Seriosly anybody know if this can be fixed?

    Posted in: Miscellaneous Development
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    posted a message on What to change in the Galaxy Editor

    Movement is a pain in the butt. Mostly because it is set up by storing 4 variables PER player  wich corespond to what buttons he is holding .So each movement trigger must be set up to use the variables corresponding to the player it is controlling.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on What to change in the Galaxy Editor

    AWESOME IDEA!!
    So you know when you are duplicating very very long, boring, repetitive triggers over and over for each player. Like, for example, the WASD movement trigger.
    YOu should be able to select all of those actions and choose an option called"convert". This will change all instances of X to Y. For exaple, you can say, replace all instances of "player 1" in this trigger with "player 2". And instantly your trigger is done. How awesome and helpful that would be.... Anybody agree?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Absolute Dominion

    Just wondering, (if you actually still check this forum after so long, lol), how is the project coming? It looks like a lot of fun!
    edit- omg last login for him was may 14th...too bad

    Posted in: Project Workplace
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    posted a message on Need Ideas for map type

    Lol..I posted the exact same thing a while ago, saying I wanted to make a hero map but without being a Dota clone..I got a response after a long time, so keep thinking drummerboy. I started brainstorming by taking some WoW battlegrounds and thinking about mixing them together somehow. Anyway, heres my pathetic little idea I just came up with-
    Its a 5v5 match. Team A controls a large fortress at the top of the map. I mean large as in "half the map" kind of large. The fortress has several structures inside of it the players need to make use of. Team B  tries to assault that fortress and take out the command center in the very center. The base has lots of weak spots that Team A will need to defend. For example, the perimeter gate has a tough energy shield and turrets guarding it. Team B COULD try to take it out with brute force, or they could take a more sneaky route and attack the outer generators to disable the shields for the door and de-activate the turrets. Now, if you are ok with the player controling some units other than the hero, then heres what else you could do. There are several key structures inside the base that, over time, spawn units for each player. Like, there is a barracks that every 20 seconds creates a marine for each player on Team A. Now, team B can destroy this structure to make it harder for Team A. Or there is a healing machine that team B can take out, forcing Team A to heal at a machine farther back from the fight, delaying them. If you want, you could have Team B spawn minions over time (like Dota) that were NOT player controlled. These minions would be relatively weak, but since there are many of them Team A must micro its more powerful units and heroes to hold off the assault. Team A wins if they can hold the fort for X amount of minutes. Team B wins if they destroy the command center before X minutes.

    Whew...Sorry about that wall of text.. If you happen to liek this idea, feel free to use it, but I'd appreciate credit somewhere in the map.

    Posted in: Project Workplace
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    posted a message on Help with the immortal turret

    I really need this fixed...anybody have advice?

    Posted in: Miscellaneous Development
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    posted a message on Help with the immortal turret

    I created a hero based off of the immortal. For those who don't know, the immortal's head is actually a turret. So I set it up and the turret works fine like normal UNTIL the hero dies. Once I revive the hero, the turret stays locked in a forward facing position. The turret actor, by default, is created with the event "Turret Enable, immortal". So how do I re-enable that turret? By the way, to revive the hero I am using the custom script "HeroRevive" (or something like that). Any advice?

    Posted in: Miscellaneous Development
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    posted a message on Blizzard's take on SC 2 Hero Revival

    I know what your talking about, try to edit the date fields in the behaviors and events. You can modify almost everything in sc2, after all.

    Posted in: Miscellaneous Development
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    posted a message on Brainsotrm- abilties for wc3-like heroes!!

    Bump.....Oh and speaking of bumps  I couldn't find any rules for the forums, so if bumping inst ok or something, let me know.

    Posted in: Miscellaneous Development
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    posted a message on How do I play maps I make offline?

    Just test it within the editor. Ctrl + F9 will launch sc2 and test the map, regardless of if you are online or offline. If you want to fight AI's then just start up the AI with a trigger in Melee initilization

    Posted in: Miscellaneous Development
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    posted a message on Brainsotrm- abilties for wc3-like heroes!!

    *BUMP*
    I have 3 more heroes in my head, I'd like some help with abilities,please.

    Aberration (its a zerg unit in campaign only, will most likely be a hard hitting hero)
    1- Cleaving Strike- damages enemy and then does DoT
    2- Terrifying Screech- All enemy units nearby are paralyzed with fear
    3- ???
    ultimate-??
    passive- ??

    Immortal(Very durable tank hero)
    1- diverts the suits power to the shields, granting 50% less damage taken but decreasing speed by 50% for x seconds
    2- ???
    3- ????
    ultimate- fires a special round at the target, draining its shields and restoring the immortal's
    passive- (subject to change, feel free to submit your own passive) when the immortal's shields run out he gains x% movement speed

    Tauren Marine (Just cuz hes awesome. Will most likely be a tank)
    1- hoof stomp (damages nearby enemies)
    2- ???
    3-???
    ult-????
    passive- ????

    So please post ideas! Thanks in advance!

    Posted in: Miscellaneous Development
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    posted a message on All Maps Created Are Owned by Blizzard

    So blizzard can make our maps "premium" and charge money for it...Oh great.

    Posted in: General Chat
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    posted a message on What to change in the Galaxy Editor

    Unfortunately, with the power of the new editor comes complexity.  Im torn, because I love the new power the data editor has, but it Is tricky for m, and I have been using wc3 editor for years. The editor would be really confusing to newbies.
    IDEA 1
     It would be alot of work on blizzards part, but they could add in a nice help feature, where you ctrl click on something and it has a pop up that explains that thing. Ex.. Oh I wonder how this abiliy works? Click...This ablity works by having etc etc...

    MY IDEA #2-
    And (this will never happen but it would be nice), A simple mode. What I mean is, there is a check box under "file" you un-check it, and BAM the editor is in "simple" mode. This mode removes alot of the harder aspects from the data editor, only providing you with the bare minimum, like behaviors, models, units, actors, abilities, and effects.When you create a new ability, for example, it asks what kind of ability. Like, instant effect, missle that does not lock onto targets, area of effect, instant effect on target, etc. That way noobs could figure it out with ease.

    Posted in: Galaxy Editor Bugs and Feedback
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