• 0.955826351865956

    posted a message on They are billions new RTS game

    Looks neat. I'll add it to wishlist for now and may pick up later. Looks like it's early access. I've found when I buy early access, when I finish it, I don't go back to it even when its finished. Probably best to wait til finished then play :P

    Posted in: Off-Topic
  • 1.30316264672894

    posted a message on [Data]SCV builds auto turret - Custom Structures


    Learn how to duplicate an auto turret then allow the SCV to build it. A great intro into creating custom buildable structures. 

    Posted in: Tutorials
  • 0.957191780821918

    posted a message on Nova Covert Ops Gear

    I think all the different nova variations can be set in triggers using the set player upgrade level action, and choosing the corresponding upgrade.

    Posted in: General Chat
  • 0.960556844547564

    posted a message on Reviving recently killed units through ability

    Have you looked into the coop mutation unit that revives dead units? Can't recall the name of it off the top my head... but it may help to look at.

    Posted in: Data
  • 0.962420693020986

    posted a message on InsaneBriefing Library

    Looks cool from the screenshots. I'll have to try it out.

    Posted in: Trigger Libraries & Scripts
  • 0.962885520125457

    posted a message on Hey Guys

    Just a heads up. For tutorials, the names in the wiki tend to be the same as the thread name. So you can search the tutorial name in the forums search bar, and you can usually find it.

    Posted in: General Chat
  • 0.965806001395673

    posted a message on SC Tactics - Terran Heroics by Gastu (Mapcraft 2017)


    Gameplay starts about 18 minutes into video.


    Here I play Gatsu's version 1 submission for Mapcraft 2017! Everyone be sure to test out the mapcraft maps and give feedback! You can find them on Jayborino's discord.

    Posted in: Map Review
  • 0.962852897473997

    posted a message on MapCraft - Single Player Mapmaking Contest

    Alright, my map is submitted. Also, it'd be cool if this post was stickied.

    Posted in: General Chat
  • 0.960831334932054

    posted a message on Alarak's Conquest custom campaign Feedback
    Quote from DaveSpectre122 >>

    In reply to VastanX:

    Yeah might be because of machine too, but the final cutscene didn't work in case Alarak didn't enter a small region which could occur really often, so i made the region bigger. The Nexus works fine tho. Also i made the mask black, but I'm struggling with the deselection, maybe i'm just blind, but I can't find it in triggers, if you know where to look, please let me know :) Also really thank for your help & feedback, it's very valuable.
     I suggest using the actions "Store Unit Selection" to begin a cutscene, and "Restore Unit Selection" when it ends. With this you can clear the unit selection, and the game will remember what was selected, so when it ends, the units will be reselected. If you don't need to restore it, you can use "Clear unit selection".
    Posted in: Map Feedback
  • 0.967684021543986

    posted a message on [Solved]Automated refinery (and other race ones too) not working.

     So I looked at your map Robinicus, and made two changes that seemed to make it work. Not sure if both are needed or just one. 


    1. Gave the player the campaign upgrade

    Tech Tree - Set Story Mode Lab Tech - (Vespene Gathering) Micro-Filtering upgrade level to 1 for player 1

    2. Removed a validator from the autoharvest behavior. There was a validator on the "Automatic Refinery - Auto Harvest Vespene" behavior that was checking to see if the player had a command center before giving the vespene. The validator was called "Autoharvesterharvest".


    Does that make sense, or should I explain more?

    Posted in: Data
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