Vlaks your way is fine its just .... in sc you had to use units moving to regions because you didnt have many other options.
Personally I see controlling the game through moving units to regions to be kinda lame or not very sexy.
B0ne123 has a good point there its good to write your triggers so one trigger can handle all the players in game. The logic for handling multiple players is a bit more advanced but once you have the hang of it youll be amazed at the things you can make pretty quickly for every player in game with out having to duplicate a trigger for each player.
If you wanna see an example of triggers that handle multiple players take a look at my Kill_tracker example in my sig.
how about not using units entering regions to trigger anything.....
your mass attack can be done purely off of abilites I made a building that can make all my units mass attack mass move and these are controlled by abilities the building has
Your generating units for your players from moving units to beacons or something ........ you dont really need to do it like that anymore. You could make abilities and they "buy" the units they want.
Either way I suggest completely redoing your whole trigger to create these units for players.
The "D" on flavor is uncalled for. Your judging the flavor of the game based on what? Id say the flavor of the game is exactly what it is. You build spawners and watch your units fight. There is no Micro/Marco. Just unit spawners, that is the flavor of the map. Id have to give it a B- at least on flavor.
Well id have to say that the units in Nexus Wars have been modified. And some have custom abilities.
Not to mention they just added water to the map which is a big upgrade to the blandness you were speaking of.
Also I love the merc center being used for all your upgrades.
Its fun just to wait and see how your pile of units will handle thier pile of units and then pray that you can stop thier wave with out nuke(saving your nukes longer then the other team is how you win).
would really love some feed back on my map Infite TD on usa.battle.net
Its lacking in towers at the moment but id like to know what people think of it as it stands now before i Start adding a whole slew of more units to it id like to get anything else worked out that people have problems with.
If you cant find my map its prolly like 20 pages down at the bottom of the list. =(
looking for people who might be interested in helping me further develop my td.
Looking for testers, tower suggestions, game play suggestions, vissual suggestions.
Currently map only conists of 2 towers you can build mainly for testing purposes eveything else in the game works, except I havent turned on the leader board yet.
Give Infinite Tower Defense a try on the USA battle net servers if you like it and wanna make it better. get in touch with me
Quote [ I've been tinkering with actors in the Data Editor (Wrong forum, but related to this thread's topic). I'm trying to set up a unit to display different actors for different players using the "Actor - Filter" field, I am however, having severe difficulties as the field doesn't seem to affect anything at all.
]
You can do this by modifing the Catalog Field Value with triggers ... you can change the Model that actors are set to use based off the player so i could change the model the marine actor uses for each player. ie player 1 zerg model ,player 2 zealot model, player 3 tank model. but the unit sounds/weapons will still be the original unit. Youd have to change a slew of other properties just to get the units to behave like what they look like
But doing that is a bit backwards because of the way /units/actors/models rely on eachother youll end up with not all the animations/sounds working and such. If you want each player using a different unit I would suggest spawning the actual unit you want that player to use
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Vlaks your way is fine its just .... in sc you had to use units moving to regions because you didnt have many other options.
Personally I see controlling the game through moving units to regions to be kinda lame or not very sexy.
B0ne123 has a good point there its good to write your triggers so one trigger can handle all the players in game. The logic for handling multiple players is a bit more advanced but once you have the hang of it youll be amazed at the things you can make pretty quickly for every player in game with out having to duplicate a trigger for each player.
If you wanna see an example of triggers that handle multiple players take a look at my Kill_tracker example in my sig.
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The Game adjusts the difficulty to how many players are in game
its playable from 1-14 players
granted the difficulties may not be very well balanced.
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Event - Any Unit Takes Damge
Condition - triggering units current hp < (units max hp / 5 )
Action - Do stuff
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how about not using units entering regions to trigger anything.....
your mass attack can be done purely off of abilites I made a building that can make all my units mass attack mass move and these are controlled by abilities the building has
Your generating units for your players from moving units to beacons or something ........ you dont really need to do it like that anymore. You could make abilities and they "buy" the units they want.
Either way I suggest completely redoing your whole trigger to create these units for players.
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Why do you need a halo on a unit that will only show for the player that owns the unit.... whats the point of this?
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Im pretty sure ive changed models with the Set Catalog Field Value before
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The "D" on flavor is uncalled for. Your judging the flavor of the game based on what? Id say the flavor of the game is exactly what it is. You build spawners and watch your units fight. There is no Micro/Marco. Just unit spawners, that is the flavor of the map. Id have to give it a B- at least on flavor.
Well id have to say that the units in Nexus Wars have been modified. And some have custom abilities.
Not to mention they just added water to the map which is a big upgrade to the blandness you were speaking of.
Also I love the merc center being used for all your upgrades.
Its fun just to wait and see how your pile of units will handle thier pile of units and then pray that you can stop thier wave with out nuke(saving your nukes longer then the other team is how you win).
Mass banelings + air is a fun variation.
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Nigle sounds kinda like my map
I like the idea of comboing towers together and not allowing people to build thier own towers next to eachother
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GE can open multiple maps at once
You select which map you want to view through the "Window" menu at the top of the editor
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If you would like to contribute head to
http://www.sc2mapster.com/teams/infinite-tower-defense/
would really love some feed back on my map Infite TD on usa.battle.net
Its lacking in towers at the moment but id like to know what people think of it as it stands now before i Start adding a whole slew of more units to it id like to get anything else worked out that people have problems with.
If you cant find my map its prolly like 20 pages down at the bottom of the list. =(
0
If you would like to contribute head to
http://www.sc2mapster.com/teams/infinite-tower-defense/
looking for people who might be interested in helping me further develop my td.
Looking for testers, tower suggestions, game play suggestions, vissual suggestions.
Currently map only conists of 2 towers you can build mainly for testing purposes eveything else in the game works, except I havent turned on the leader board yet.
Give Infinite Tower Defense a try on the USA battle net servers if you like it and wanna make it better. get in touch with me
0
What exactly do you mean by "locally"
Quote [
I've been tinkering with actors in the Data Editor (Wrong forum, but related to this thread's topic). I'm trying to set up a unit to display different actors for different players using the "Actor - Filter" field, I am however, having severe difficulties as the field doesn't seem to affect anything at all.]
You can do this by modifing the Catalog Field Value with triggers ... you can change the Model that actors are set to use based off the player so i could change the model the marine actor uses for each player. ie player 1 zerg model ,player 2 zealot model, player 3 tank model. but the unit sounds/weapons will still be the original unit. Youd have to change a slew of other properties just to get the units to behave like what they look like
But doing that is a bit backwards because of the way /units/actors/models rely on eachother youll end up with not all the animations/sounds working and such. If you want each player using a different unit I would suggest spawning the actual unit you want that player to use
changing actors color is "Send actor Message"
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Lawl any real developer would make thier own games... and trust me nobody is gonna pay for custom games on here that would be a legal nightmare
Valve is making thier own Dota With IceFrog is how the rumor goes. Kinda like League of legends. League of legends btw is amazing and free to play
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I would suggest you Rewrite the whole
That switch statment is an eye sore
Rewrite it so it does like lvl 1 then lvl 2 and then your boss level and then lvl 3 and lvl 4 and then boss level
and see if you can get that to work
The logic you are ussing here is whats broken.
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seriously if your triggers manage to break because they take up too much file size your doing something wrong......