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    posted a message on [Data] Is there a way to apply effects to weapons through abilities?

    @DrSuperEvil Exactly what I needed. Thank you!

     

    I was under the impression that Attacker triggered when my unit attacked something and not when something was attacked by it.

    Posted in: Data
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    posted a message on [Data] Is there a way to apply effects to weapons through abilities?

    Hey All,

     

    I am quite new to the sc2 editor and I am attempting to make an ability that gives units inside the area of effect a temporary poison attack.

     

    At first, I thought I would just add a behavior buff to all friendly units in the area that would apply a poison effect to their weapon, but I realized I could not add an effect to an already existing weapon mid game. All I could do is switch the weapon out for a new one, and since that would force me to make a separate weapon for each unit, I don't feel its viable (especially since I plan on making a few variations on this ability and each one would require a separate weapon.)

     

    How can I apply a poison effect to enemy units from allied units standing inside an area of effect zone? I can only assume I'm missing something basic.

    Posted in: Data
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    posted a message on [Help/Functions] Creating a function

    @Krakarn: Go

    Thanks for the reply. I am trying to create a function for one I already have, such as figuring a player integer. I need to be able to incrementally increase a variable for some other triggers and, in addition, I am trying to figure out how to create and use function definitions.

    @MTops: Go

    I tried to paste the code but its just a wall of text.

    Posted in: Galaxy Scripting
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    posted a message on [Help/Functions] Creating a function

    So I am trying to make a function which will return a player as a number. Player one returns 1 and so on....

    I have an integer Local Variable (CurrentPlayer)

    I have a For Each Integer loop for CurrentPlayer

    If - Triggering player == CurrentPlayer

    Then - Return CurrentPlayer

    Else - Set Variable CurrentPlayer = CurrentPlayer + 1

    and I get a compiling error. I am new to programming so forgive my ignorance. What have I done wrong, and how can I fix it?

    Posted in: Galaxy Scripting
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    posted a message on [Request] Event, Action and Function Definitions

    I am looking for more information on how to construct more Event Definitions, and I was wondering if anyone has information on the processes of creating these. If I missed the tutorials while browsing I apologize, just shoo me in the right direction!

    Thanks all!

    Posted in: Tutorials
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    posted a message on Working on Capture Point System

    Nice! I am in need of a similar mechanic (but I'm even more inexperienced with coding!) Instead of a score, my buildings (Xel'Naga watchtowers) will feed Minerals to the controller. First team to 5000 (or whatever) minerals wins.

    If you could post how you got your capture mechanic to work I would greatly appreciate it!

    Good luck to you!

    Posted in: Triggers
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    posted a message on Dominion: Mining Wars

    So, I've another question to pose to the community. I'm planning to implement a branching tech tree in this mod. Do you think it should follow a blizzard style talent tree, with two specialties unique to a sub-faction and one race specific shared by all sub-factions? Or should it be totally unique for each group?

    Posted in: Project Workplace
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    posted a message on How do you make squads?

    @GnaReffotsirk: Go

    How do you handle the death of the Capitan unit?

    Posted in: Miscellaneous Development
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    posted a message on How do you make squads?

    So I'm doing a mod and rather than a single unit, I want to have squads of marines. These squads would function together in all things, i.e. any order given to one is given to all, attacking one attacks all, etc. Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on Dominion: Mining Wars

    So one question I would like to pose is this. How can I make squads instead of single units, i.e. A group of 4 Space Marines that act as a unit rather than 4 marines in a control group?

    Posted in: Project Workplace
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    posted a message on Dominion: Mining Wars

    Ah boredom, my ever present ally!

    Posted in: Project Workplace
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    posted a message on Dominion: Mining Wars

    Hello fellow forumites.

    After seeing the great editing tools, I decided to try and make my own very first mod (god help me!) so I call out to you the dedicated ,modders! I am absorbing all the tutorials and I will be making use of all of the I'm sure, but this thread will be for updates and feedback, as well as general calls for help. So on to the nitty gritty.

    I recently played CnC4, and while I though the execution was terrible (requiring you to play for hours to unlock Tier 2! WTF) the general feel of the constant action and management of forces was very cool. I wish to adapt this style into a SC2 game

    Here are the main goals I am aiming for in this mod:

    1) Create a capture and hold style game where players must accumulate a certain amount of minerals to win.

    I much prefer objective style games to the standard resource gathering style. It forces players to be aggressive constantly, and provides a clear indicator of how the battle is going. My first thought on this was basically to use a Xel'Naga watchtower as the mysterious tech that allows you to mine minerals without your trusty SCV's. Plus the mechanic and visual for turning on with troops in an area is already there. So I just have to change it to reflect ownership and add a constant influx of resources from owning them. Does this seem reasonable to every one?

    2) Divide the three current races into three sub-factions, representing the core principles of each one.

    I like the idea of battlefield roles. Seems like an interesting way to focus the play experience and add variety. Terrans, with their huge number of units from the campaign are the easiest, and are the ones I will be doing first. Right now my division for them is as follows:

    Mechanized Infantry - Fast and hard hitting troops and light vehicles. This will be the most aggressive type. Lots of marines, medics, etc.

    Engineering - Defense and fortification heavy group. Builds turrets as well as heavy siege units. This will be the most defensive type.

    SpecOps - Assassination, Infiltration, and Aerial support. Lots of cloaking, lots of abilities.

    I have ideas for the other races but I think I'll be forced to create units out of whole cloth so they will come after the basics are done. But here is the outline for them starting with the Protoss:

    Psionics - Small unit armies with lots of abilities

    Warp - High speed movement and static defenses

    Fanaticism - Aggressive ground forces

    and Zerg:

    Corruption - Manipulation and controlling units.

    Swarm - Cast numbers of basic units

    Borrowing - Sneaky attacks from underground.

    I have tried to distill the essential qualities of each race into the three ideas. If anyone has any suggestions to change these I am all ears!

    3) Remove base-building and focus instead on creating the right counters and group compositions.

    I will likely remove mineral and gas costs for units and instead re-balance build times. This will shift the focus on creating the right army for the right job and keep the pressure high. Gas will instead be used to tech up, though I have yet to nail down how it is gathered.

    Well thats it for now. If anyone wants to help with this I sure could use the assistant. Other than that please feel free to comment on this whole idea. Am i a fool to mangle SC2's precious formula? Am I a visionary with a great idea? Post you comments!

    Posted in: Project Workplace
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