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    posted a message on Marauder Slow - Adding to a Ghost's attack

    What you want to do is create 2 new effects. A set effect and an apply behavior effect. Put these to effects onto the ghost weapon. Have the apply behavior apply the slow behavior of the marauder and use actor events to make the ghost emp visual effect. The set effect if so that you have the damage and the slow on the weapon instead of just one.

    Posted in: Data
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    posted a message on [Trigger Library - Map] General Functions/Conditions

    I am going to be working on functions and conditions and other things that people might use, or that Blizzard did not add in the original trigger editor to make things easier for people.

    Project Page Link: http://www.sc2mapster.com/maps/lordabyss-trigger-specials/

    Current Conditions

    int gf_NumberOfUnitsOwnedByPlayer (int lp_player);
    bool gf_NumberOfUnitsOwnedByPlayerGreater (int lp_player, int lp_units);
    bool gf_NumberOfUnitsOwnedByPlayerGreaterOrEqual (int lp_player, int lp_units);
    bool gf_NumberOfUnitsOwnedByPlayerLess (int lp_player, int lp_units);
    bool gf_NumberOfUnitsOwnedByPlayerLessOrEqual (int lp_player, int lp_units);
    bool gf_NumberOfUnitsOwnedByPlayerEqual (int lp_player, int lp_units);
    bool gf_NumberOfUnitsOwnedByPlayerNotEqual (int lp_player, int lp_units);
    

    If there is anything you might want to see or want me to make, feel free to post here or on the project page.

    Posted in: Project Workplace
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    posted a message on [Contest] Out of Bounds
    Quote from BloodyOrange: Go

    Also after the contest, someone can put all the winning obstacles (10 best or something) into 1 map :D

    The hard part of doing that would be to copy and paste the terrain, regions, points, triggers, data editor, and anything else someone might have used to make their bound. While it is a great idea, that would be a massive undertaking by someone. I am not saying someone won't, it is just that most people will probably not dedicate the time into doing something like that.

    Posted in: Project Workplace
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    posted a message on Where did everyone go?

    I am 19 :P

    But probably just got quiet for a little while. Who knows?

    Posted in: Off-Topic
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    posted a message on Where is all of the missing content for triggers?

    After checking with someone that is very good with the trigger editor, my post is probably the easiest and most efficient way of doing that in one comparison without having to set up numerous variables.

    Posted in: Triggers
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    posted a message on Where is all of the missing content for triggers?

    You don't even need to know Galaxy to create your own functions. It is quite simple, you can be very creative with using what Blizzard has provided.

    Posted in: Triggers
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    posted a message on Where did everyone go?

    Two words: Finals Soon.

    Posted in: Off-Topic
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    posted a message on Where is all of the missing content for triggers?

    Its ugly but should satisfy what you need.

            (Number of Living units in (Units in (Any units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) owned by player 1, with at most Any Amount)) == 1
    

    Here is a broken up portion of the actual comparison.

    Comparison
        Value 1: Number Of Units In Unit Group
            Type: Living
            Unit Group: Units In Unit Group For Player
                Group: Units In Region Matching Condition
                    Unit Type: Any
                    Region: Entire Map
                    Player: Any Player
                    Unit Filter: Excluded: Missile, Dead, Hidden
                    Count: Any Amount
                Player: 1
                Count: Any Amount
        Operator: ==
        Value 2: 1
    
    Posted in: Triggers
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    posted a message on Corruptor Morph to Broodlord -> Doesn't remove corruptor model

    You also might want to check actor events to see that they properly reference the new unit.

    Posted in: Data
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    posted a message on [Contest] (SC1) Legacy Melee Remake Voting Part 2

    @bigbluemonkey555: Go

    There will be 1 first/second/third place winner for the entire contest.

    Posted in: Project Workplace
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    posted a message on [Released] The Final Frontier (space rts)

    Makes me want to go play EVE Online again or Sins of a Solar Empire. I love those giant macro/thinking games.

    Looks cool!

    Posted in: Project Workplace
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    posted a message on [Contest] (SC1) Legacy Melee Remake Voting Part 2

    @XanoX02: Go

    I was told to only take the legacy screenshot and the recreation screenshot.

    Posted in: Project Workplace
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    posted a message on [Contest] (SC1) Legacy Melee Remake Voting Part 1

    @ZarafFaraz: Go

    Let me quote myself on the second topic....

    The image sizes are different because of the way people submitted them. If you click on a person's name you should be able to view larger images.

    Posted in: Project Workplace
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    posted a message on [Contest] (SC1) Legacy Melee Remake Voting Part 2

    @Abion47: Go

    The image sizes are different because of the way people submitted them. If you click on a person's name you should be able to view larger images.

    Posted in: Project Workplace
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    posted a message on [Contest] (SC1) Legacy Melee Remake Voting Part 2

    Please note, if you want to see more screenshots of each users submission and/or download the map attached, simply click on the Map Name in each submission, it contains a link to their original post.

    Part 1 Voting

    Twisted Fate by Saeris

    • Changes
      • Scenery Changes

    Destination by RandomUser12

    • Changes
      • Only 2 Bridges
      • All expos have an added geyser

    Full Circle by bigbluemonkey555

    • Changes
      • Swapped the original location of the main with the original location of the natural, mainly to keep in line of the trend of SC2 maps having the main on high ground.
      • Changed the way the outside path works by removing the back access to the natural, and instead making it lead to backdoor rocks to the main.
      • Added a third in the spot that used to be just meaningless high ground.
      • Changed the center expansions to both high yield minerals and high yield gas (needs testing) and added destructible rocks to that same expo.
      • Added four watch towers.
      • Added various line of sight blockers.

    Wheel of War by XanoX02

    • Changes
      • Gold Crystal in the middle of the map with 2500 ressources instead of 1500.
      • Normal mineral in the center have only 250 ressource instead of 1500.
      • Removed some minerals in main / Sc1 version had too much.
      • Naturals expand as lower minerals than the main, the middle of the map is the key for success.

    Crescent Moon by OutsiderXE

    • Changes
      • Added Gas
      • Connect Islands
      • Doodads added
      • Destructible Rocks, LOS Blockers, Watch Towers, and Gold Minerals

    Ramparts by dimfish

    • Changes
      • Watchtowers useful for ground play, but carefully placed to allow drops to skirt if attacker is careful.
      • Mineral-only gold bases. Useful, but players are encouraged to expand into empty mains for gas and therefore air units are again a good choice for map control/awareness.
      • A semi-island base in the north and south serve several purposes (1) add two standard bases to the original map which was thin on bases, (2) provides an alternate ground path for a meaty army, (3) gives a players another safe/sneaky base to expand to as a reward for getting dropships or nydus tech.

    Stepping Stones by HeroLief

    • Changes
      • Naturals are blocked by rocks on a ramp, behind the main's mineral line
      • One high yield expansion in the middle of the map, blocked by destructible rocks
      • Three Watch Towers are located on the three islands surrounding the middle island

    Water Edges by GizmoPT

    • Changes
      • Unlisted

    Turnaround Evolution by Robeezy

    • Changes
      • Middle is High Yield
      • Removed Gas from certain expos
      • Balanced terrain

    Posted in: Project Workplace
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