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    posted a message on Removing a weapon effect

    You should be able to select the effect and hit a little minus button.

    Posted in: Data
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    posted a message on Zeal: Looking for Voice Actors

    I've been getting curious to try a little voice acting. I'm a complete beginner, but let me know if you're interested.

     

    My youtube: https://youtube.com/c/MaskedImposter

    Posted in: Team Recruitment
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    posted a message on Shifting Gears

    I haven't looked too much into it yet, but I imagine it wouldn't be too bad. I was able to make a browser based version of the demo, which wasn't too much work. The main work for mobile would be redesigning the controls, and then figuring out if I need any optimizations. Though my main question about mobile is what would be the best monetization plan.

     

    For those interested in the browser demo:

    https://www.newgrounds.com/portal/view/740411

    https://simmer.io/@MaskedImposter/rencia-demo

    Posted in: Off-Topic
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    posted a message on Change valid target units of behavior or effect via trigger

    I think DSEG is saying to create more than one of the same ability/effect, and change the units each one targets. You can then change which one of these is active with things like behaviors (this could be used if you want it on a per unit basis), or you could do upgrades or "enable/disable ability for player" action in triggers (this would be on a player basis, so it'd affect all units that player owns).

    Posted in: Triggers
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    posted a message on A War Story [Custom Campaign] Announcement

    Cool beans. Also noticed this on the project page:

     

    Play as both Terran, Zerg and Protoss.

    "Both" means two, right? And this is three factions! xD

     

    Posted in: Project Workplace
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    posted a message on [Solved][Dependencies/Data/UI]

    LoTV should have all the stuff HoTS, and WoL have and more, just with slightly different balancing. So you should only need to add LoTV, and the campaign data if you want that. See picture for the dependencies I would go with.

     

    For the upgrades:

    - Presentation wise: I would probably follow other campaign that have map loaders. Often map makers will make one file that is purely for loading up missions. They'll create little scenes in these maps that represent what the mission will be about. The camera looks at these scenes when clicking a button. Then when hitting load or play, it'll jump to the new map file. You could make little scenes and UI for your upgrade menus.

    - Behind the scenes: You'll want to look into using "Bank" files. Go here: https://sc2mapster.gamepedia.com/Tutorials and do a search for Banks. Not much has changed, so even old tutorials are fine. Banks are just text files that get saved to the players computer and can include things like integers, booleans, and some other variables. So when a player is interacting with your upgrade UI, you can create a bank file. Your maps can then read that bank to see what upgrades they chose, you then activate them in your map.

    Posted in: Miscellaneous Development
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    posted a message on [Announcement] MAPORINO ! 2019

    Ooooh Ed's gonna win soooo many Jaybucks!

    Posted in: General Chat
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    posted a message on [Few Noob Questions] How would I go about enabling campaign unit science vessel construction form the terran campaign?

     Is there a way that I could build both Ravens and Science Vessels and Ghost and Specters with a trigger without changing the Data of the Barracks and Factory?

     

    When it comes to units like Ravens and Science Vessels, Bliz put them in the same position on the command card. Since the Raven is on top, if both are available, then it defaults to Raven. So you'll have to move the science vessel or raven to an empty spot on the command card. If you're hesitant to change data because of inexperience, it's a pretty easy procedure. See picture.

     

    Also, what I'm doing is basically a mod. But when I tried to do a mod I didn't find a way to test it with the campaign maps. Is it possible to play campaign missions with mods?

    You would have to play offline using test document. Open a map you want to play, then go to File>Dependencies>Add Other. Then find your mod and add it.

     

    Posted in: Triggers
  • 1.85263472124611

    posted a message on [Few Noob Questions] How would I go about enabling campaign unit science vessel construction form the terran campaign?

    For the Attack/Armor upgrades, did you try both kinds? In the campaign there are two kinds of lvl 1, lvl 2, lvl 3 upgrades. This is because there's an option to get Armor upgrades that also upgrade health, and attack upgrades that also increase attack speed. For instance right now I'm looking at terran weapons and there is Terran Infantry Weapons Lvl 1, and Terran Infantry Weapons Ultra-Capacitors Lvl 1.

     

    For the Raven, you could try Allow/Disallow ability for player, and choose Starport - Build Raven ability. 

    Posted in: Triggers
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    posted a message on [Data]Capturing Units When Health Hits Zero

    Posted in: Tutorials
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    posted a message on Ai with player alliance

    You could do something like this tutorial I made awhile back. It's about building an auto turret with an SCV, but you should be able to adapt it to a siege tank. https://www.sc2mapster.com/forums/resources/tutorials/233543-data-scv-builds-auto-turret-custom-structures

    Posted in: AI Development
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    posted a message on Ai with player alliance

    That should work. Might be something specific and technical. Take a screenshot and post it here, or you can highlight the code, right click and hit copy as text. You can then paste it here in code blocks.

    Posted in: AI Development
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    posted a message on Archon campaign

    Wings of Liberty is free for all, so I imagine that would be fine. But the other campaigns are still under sale, so I doubt they'd want those campaigns to be accessible for free on arcade.

    Posted in: General Chat
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    posted a message on How to limit the amount of units each spawner can have alive at one time?

    I would try looking at a Hatchery and their Larva spawning. They have some stuff that limits the number of total Larva the hatchery spawns. I believe this is both on the behavior as well as a requirement and/or validator.

    Posted in: Data
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    posted a message on Help needed in development

    That makes sense. Triggering player relates to the event. For instance if you use the event "unit enters region", if player 3's unit enters the region, triggering player will return player 3. No player triggers the map initialization.

    Posted in: Triggers
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