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  • 0.950854700854701

    posted a message on Infested Colonist / Infested Marine causing noise in editor [SOLVED]

    I just zoom out until I don't hear stuff.

    Posted in: Data
  • 0.95076608784474

    posted a message on Shields without Maximum Shields? (If that makes sense?)

    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.

    Posted in: Data
  • 0.949369704484398

    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: 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
  • 0.940731399747793

    posted a message on (Solved) Any Unit Die triggers multiple times

     Just an FYI, by default, conditions are considered under "and". Also to properly use an "and", "or", "not", etc, both conditions would need to be underneath the "and". Since "and" is the default, your version still works. Just good to know if you ever decide to use one of the other types.

    Posted in: Triggers
  • 0.937450929076158

    posted a message on (SOLVED) If armor is greater then or equal to damage no damage dealt passive

    I haven't looked at the other solution... Is this for a unit or all units. Because you can use behavior damage responses as dummies for event triggers.

    Posted in: Data
  • 0.937796520822351

    posted a message on Set alliance/teams

    Here is a screenshot taken from Mapsters map 6. You can download the file from the project page if you want to look closer.

    Posted in: Data
  • 0.942402315484805

    posted a message on Am I allowed to publish map with campaign model?

    That would be fine. The main thing they don't want you doing is taking the missions that cost money to play, and putting those on the arcade.

    Posted in: Melee Development
  • 0.94495142773035

    posted a message on [SOLVED] Detecting when Protoss Structures Are Built For Specific Player

    I think that particular event uses "triggering progress unit" rather than "triggering unit". Does changing that in the condition fix the problem?

    Posted in: Triggers
  • 0.946811819595645

    posted a message on need help with trigger

    First thing I would do is at the beginning of the trigger, send a text message action. If the text message doesn't show up then it has something to do either with the trigger event, or the data effect. If it does show up, then something is wrong with the trigger actions themselves.

    Posted in: Triggers
  • 0.945971563981043

    posted a message on Foster Clan Campaign Feedback

    40 minutes is alright. I would say try not to ever go longer than an hour in game length.

    Posted in: Map Feedback
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