• 0

    posted a message on Buildings can be stacked at the same location.
    Only the debris is in the Behavior - Built On. I'm remade the building in a demo map and it has the same problem. Just use the scv to build a sensor tower on one of the debris. You'll be able to build a 2nd one ontop of it, even before it finishes building.
    Posted in: Data
  • 0

    posted a message on Buildings can be stacked at the same location.
    Giving this a singe bump Still haven't found the answer, hoping there is some one around who has an idea
    Posted in: Data
  • 0

    posted a message on Unit Collision?
    @Bagofsheep: I'm guessing so (havn't tried it myself) though I noticed that basic ground melee units also have their air radius set to their ground radius. Though I'm guessing that's because of some blizzard program that just changes all 3 fields at once
    Posted in: Data
  • 0

    posted a message on Making a missile vanish?
    I have no experience with projectiles or with the ide I have but I can make a guess. create a new effect of the type 'damage'. In the effect tab of that effect enable the 'kill' flag and in the target tab => impact location - value choose 'origin unit'. Then create a new behavior of the type 'buff'. In that behavior go the the effect tab and for Effect - final choose your effect you just created. In the stats tab change the duration to how long you want the projectile to live. and as last thing go to the projectile unit go to the behavior tab and for behavior - behavior add th behaviour you just made If my guessing is right, once the projectile comes into game, it gets your ticking timebomb buff and after the chosen duration it will kill itself.
    Posted in: Data
  • 0

    posted a message on Unit Collision?

    "sort of field with radius in the name" .. there's 4 field with radius in it. Inner radius (buildings) radius (ground units) radius - dead (when dead) sepperation radius (air units) Have you tried changing the value in the 3 values other than the dead one (buildings, gound units AND air units) ?

    Posted in: Data
  • 0

    posted a message on Buildings can be stacked at the same location.

    My sensor tower has: Burrow, Ground, Scructure, Unused Land 07 and Unused Land 09

    My debris has: Burrow, Ground, Scructure and Unused Land 07

    also tried adding 09 to the debris

    Posted in: Data
  • 0

    posted a message on Buildings can be stacked at the same location.

    Greetings,

    I'm currently working on a random map and ran into a problem with my buildings. I changed the Terran sensor towers so that it has to be built ontop of a destructible debris (1x1). Now this works well appart from the error 'Must place on an active vespene geyser' that I get when I try to build it off of the debris. The main problem is that, when a sensor tower completes contruction, you can build another sensor tower on the same place. So every time it finishes construction, you can just build a new one ontop of it, over and over again. The pathing footprint and the footprint placement are both on the standard Footprint 1x1. I've also tried remaking the refinery footprint for 1x1, but this gives the same problem.

    Is there anyone that has any clue why this is happening ?

    LanceDH

    Posted in: Data
  • 0

    posted a message on [Release] Defend the Statue
    • gets in bumper car and bumps this topic back to page 1*

    After talking to someone in game a few hours ago about my Pong map I ended up getting a bit more hope and interest in this 'old' map. So I decided to openit in the editor again and polish a few things here and there. And Now I'm trying to get some attention to the map again. The map managed to get to page 3 in the map list (not the 'new only' one) and seems to have been getting a few plays over the past hours. (just checked and it's at 28 plays) So I hope people will get some interest in it and who knows, maybe a lot of people eventually will and it might even get to page 2..

    Hope you enjoy the map and feedback of any type are still welcome as always

    Posted in: Project Workplace
  • 0

    posted a message on [Release] Let's Play Pong
    Quote from EternalWraith: Go

    @LanceDH: Go

    Looks cute;p Not sure if you have this in the build, but what about options for faster modes?. Like the ball moves faster, and side bars move quicker too.

    It seems that the game sped you choose effects the sped of the game. I had to change some amount of my triggerst because they became too fast. It also causes the mvemt of the bars to become less accurate for some reason. So I had the idea of putting something like this in the game, but not sure yet how it would effect the overal gameplay. There's some things in the movement system they don't work too well 100% of the time even though it makes no sense trigger-wise.

    Posted in: Project Workplace
  • 0

    posted a message on [Release]SCV Tower Defense Wars
    Quote from NuneShelping: Go

    If you play with unit radii I think you can get around the diagonals issue...

    Change the footprint(?) of your towers from 2x2(contour) to just 2x2. This will change the footprint(?) to a perfect square, allowing to build corner to corner. in the editor press ctrl+alt+H to soo the footprint change

    Posted in: Project Workplace
  • 0

    posted a message on [Release] Let's Play Pong
    Ever played Pong in your childhood days ? Now you can play it again in Starcraft 2! Pong, the game based on the first ever video game called Tennis for two. You can find the map on SC2Mapster at this link: http://www.sc2mapster.com/maps/lets-play-pong/ <center>

    Gameplay

    </center> For those who don't know what pong is: Pong is a 2 player game. Each player controls a bar on either the left or the right of the screen. You can control your bar up and down using the E (up) and C (down) keys. Your goal is the make sure the other player can't bounce back the ball to you. The first player to 5 points wins the game. After a player has won the game both players can vote for a rematch. <center>

    Future Plans

    </center> - Add an AI opponent, allowing players to play alone against a CPU - Allow the game to be played against a friend on 1 account (Player 1 controlls with E&C, player 2 with numpad8&2) <center>

    Changelog

    </center> <u>V1.3</u> The map got polished - All text now matches the green theme - Accepting or declining rematches now shows with a 'V' or 'X' on the player's side - The bars now stop at the top and bottom of the field - The bars and ball can no longer be targetted - Some text bugs got fixed
    Posted in: Project Workplace
  • 0

    posted a message on [Release] Defend the Statue
    Quote from vjeux: Could you make a small video showing off your map? :)
    I could.. but then it would be without me comentating and only 1 player (which doesn't accuratly show the gameplay)
    Posted in: Project Workplace
  • 0

    posted a message on [Release] Defend the Statue
    <center></center> Current version: V2.10 Available on: EU Project page: SC2Mapster link <center>

    Description

    </center> Defend the statue is a Starcraft 2 remake of the Warcraft 3 map known as Defend the Lich King. The game is about 2 teams, each 5 players big, building a base and training units to destroy their opponent's statue. Both buildings and units are free and upgrades and defensive structures (such as Bunkers and Photon Cannons) will cost them minerals. Players have 1 mineral field in their base that can give a maximum of 1000 minerals. Players will have to destroy the center hostile base to get to their opponent's statue and gain access to high recourse mineral fields. To get their units to the center, players have to move their units on the darker region around their base. The units will be instantly teleported infront of their own statue and attack-move towards the enemy statue. The supply cap is chosen by the players using a voting system. At the start of the map players can chosee between 50, 100, 150 and 200 supplies. After the voting, the supply cap will be changed to the average of the votes from all players (min 50). <center>

    Important notes

    </center>
    • The Nydus Network, Mass Recall (Mothership) and Scanner Sweep (Orbital Command) are disabled
    • The Engineering Bay, Evolution Chamber and Forge can be used to drop off minerals
    • The nexus now has an energy field
    • All buildings can now be placed on creep
    • The Zerg Tumor no longer requires creep to be placed.
    <center>

    Future Plans

    </center>
    • Fix The Nydus Network and Mass Recall
    • Creating a rematch system at the end of the game
    <center>

    Latest Update

    </center> Teams are now working! Your position in the lobby will now be the position in the game. This means that games such as 1v1, 2v2, .. are now possible. If you move to team 2, you will be in team 2 even if you were the first person joining the map! On another note, the intro has been changed. The origional intro was removed and is now just a static camera with an overview on the middle and will end after the voting time is over, or when all people have voted. If people need an introduction to how the map works, they can type -guide while playing for a ~30 second guide. The guide will not interrupt the player's gameplay <center>

    The map

    </center>
    Known bugs
    -
    Posted in: Project Workplace
  • To post a comment, please or register a new account.