You can do it offline. Check out any map project that includes a campaign launcher to see how it is done. For persistent upgrades between maps, look at tutorials on banks. They are text files that can be saved to the player's computer.
You can give the weapon more than one persistent effect which is contained within a switch effect. Switch effects let you decide which effect to run based on validators (for instance if the unit has X behavior). The behavior can then be applied or removed in triggers. You'd have to make a persistent effect, validator, and behavior for every period count you want though. I don't think there is a way you could simply increase the period to any number you wanted without setting them up.
I would probably go the trigger route. I would loop through the players and compare the distance between two points. Whichever is shortest is the player I would assign ownership to. The two points would be position of unit (the debris tower) and starting location of player.
It might help to include some pictures or a video of your unit and actor data.
In the past I've had some issues where an attachment field was looking for a specific unit type to base it's position off of, which was the old unit. I think it was either Alarak's destruction wave, or the targeting actor for Keegan's dash attack. You might be having a similar issue.
It might help to include some pictures or a video of your unit and actor data.
In the past I've had some issues where an attachment field was looking for a specific unit type to base it's position off of, which was the old unit. I think it was either Alarak's destruction wave, or the targeting actor for Keegan's dash attack. You might be having a similar issue.
Hey guys, I made a mod SC2 streamers can use. It'll allow chat to have various effects on the game. You can find out more in the link below.
Testing wise, I haven't been able to test Twitch Subscriber specific stuff, or bits. Additionally I've only tested with myself and my channel, so It'd be good to know if setup goes well for others. Plus the mod should support up to 8 streamers theoretically in the same match :)
I'm not sure if this is what you want... but the Auir Immortal has an ability where it can gain a barrier that absorbes 100 damage. It's like a shield but isn't one, so it doesn't affect existing shields.
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.
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).
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.
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You can do it offline. Check out any map project that includes a campaign launcher to see how it is done. For persistent upgrades between maps, look at tutorials on banks. They are text files that can be saved to the player's computer.
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You can give the weapon more than one persistent effect which is contained within a switch effect. Switch effects let you decide which effect to run based on validators (for instance if the unit has X behavior). The behavior can then be applied or removed in triggers. You'd have to make a persistent effect, validator, and behavior for every period count you want though. I don't think there is a way you could simply increase the period to any number you wanted without setting them up.0
I would probably go the trigger route. I would loop through the players and compare the distance between two points. Whichever is shortest is the player I would assign ownership to. The two points would be position of unit (the debris tower) and starting location of player.
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It might help to include some pictures or a video of your unit and actor data.
In the past I've had some issues where an attachment field was looking for a specific unit type to base it's position off of, which was the old unit. I think it was either Alarak's destruction wave, or the targeting actor for Keegan's dash attack. You might be having a similar issue.
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It might help to include some pictures or a video of your unit and actor data.
In the past I've had some issues where an attachment field was looking for a specific unit type to base it's position off of, which was the old unit. I think it was either Alarak's destruction wave, or the targeting actor for Keegan's dash attack. You might be having a similar issue.
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Off the top of my head... You'd need two things. Give it a move command, and a speed/acceleration.
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Hey guys, I made a mod SC2 streamers can use. It'll allow chat to have various effects on the game. You can find out more in the link below.
Testing wise, I haven't been able to test Twitch Subscriber specific stuff, or bits. Additionally I've only tested with myself and my channel, so It'd be good to know if setup goes well for others. Plus the mod should support up to 8 streamers theoretically in the same match :)
https://impostergamestudios.itch.io/bitsy-mod
0.95076608784474
I'm not sure if this is what you want... but the Auir Immortal has an ability where it can gain a barrier that absorbes 100 damage. It's like a shield but isn't one, so it doesn't affect existing shields.
0
Sounds like you're good, but just in case, here's a video tutorial I made on capturing units when their health reaches zero.
https://www.sc2mapster.com/forums/resources/tutorials/241940-data-capturing-units-when-health-hits-zero
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You should be able to select the effect and hit a little minus button.
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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
0
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
0
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).
0
Cool beans. Also noticed this on the project page:
"Both" means two, right? And this is three factions! xD
0.949369704484398
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.