CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on Current State of Mapster (My Farewell?)
    1. I can understand them, not wanting to pay sixen any longer for his maintenance of the site, due to the fact that they don't let him maintain it.
    2. Did they actually think they were going to make a profit from sc2mapster? I mean.... its for map makers who, don't see any adds....
    3. They haven't done any maintenance on the site for like 2 years......

    Sixen if you do create a new community, that can actually adjust the site, and create new site features, I would be rather excited about it.

    Posted in: General Chat
  • 0

    posted a message on Power Level Overwhelming Re-release

    @Ultimaswc3: Go

    Nice actor work.... but, the videos dont really explain why I would want to play this over another hero arena game?

    Posted in: Project Workplace
  • 0

    posted a message on [UPGRADE/ABILITY] Death Response Stackable Buff

    @DrSuperEvil: Go

    The problem with doing it that way..... is that if you want to limit what kind of units give the buff when killing them it requires a bunch of extra data editing. When you more then likely will have a trigger tracking valid kills anyways.

    The response effect also needs to be specified on all the possible damaging effects when using pure data.

    Posted in: Data
  • 0

    posted a message on [UPGRADE/ABILITY] Death Response Stackable Buff

    @Trinseno: Go

    I dont know how others would do it but ....

    • I would have a trigger detecting kills....
      • if the kill is valid the trigger would apply a stackable behavior buff to the killing unit.
    Posted in: Data
  • 0

    posted a message on Is this idea possible?
    Quote from Stealthsam: Go

    Who says banlists are impossible? Lol. Even before getting sc2 handles was possible you could do a banlist

    Ban list implies preventing people from getting into the game at all.... removing them in lobby.

    Nothing you do with banks is going to prevent a player from playing prior to the game starting.

    Posted in: Triggers
  • 0

    posted a message on Identifying players as variable arrays

    @xHydrAx74: Go

    players are 0-15 and are treated as integers

    by default player 0 is neutral and 15 is hostile. These are computer players that can be refereed to as player 0 and player 15 in the game.

    When I make a player variable I make it 0-15. even if all of them are not used. This will make your coding simpler since you avoid most errors when looping through all the players.

    As players enter the lobby they are assigned to open player slots.

    Posted in: Triggers
  • 0

    posted a message on Math Question

    @XLIIVI: Go

    Please explain what your actually trying to accomplish..... using a unit for what your doing may not be what you actually want to do.

    If your trying to make something rotate around a unit.... your probably better off using effects and actors.


    Or you can move a unit around another unit by just using a move triggers... ordering the unit to actually move will more then likely not accomplish what your looking for.


    Please give a detailed account of what your end product is spose to be.


    I could make a unit move in an arc around another unit..... but it wouldnt be very effecient. And Id have to putz around with it quite a while but basically...... you can order the unit to move to a specifc point when it gets there order it to the next point...... but when the source unit moves...... the rotating unit wouldnt move it with....for it to reach its next point it would need to run in straight lines to get to the next itteratied point.

    Posted in: Triggers
  • 0

    posted a message on Math Question

    @XLIIVI: Go

    basically you just order the unit to move to a point with a polar offset from another unit...... if you want it to be based off the source units facing angle then you have to work that into the polar offset.

    polar off set means you want a point that is at a specific angle from another point.

    The angles used are the basic 360 N,S,E,W of the map..... getting used to the directions of these might be confusing at first

    Posted in: Triggers
  • 0

    posted a message on Goal oriented wiki topics

    eh nt

    Posted in: Wiki Discussion
  • 0

    posted a message on [Showcase] Gnolls VS Trolls

    @Bounty_98: Go

    I hope you stick to improving upon this game. Looks like a lot of fun.

    Posted in: Project Workplace
  • 0

    posted a message on The Thread of Science, Technology, Engineering, and Mathematics

    I like the ant city video.... I wonder how many ants died for the sake for the sake of that lmao. I mean that colony is HUGE.

    But awesome none the less.... I cant wait for aliens to do the same.


    And the thread here isn't insulting at all.

    If you find FDF's avatar the only basis of your complaint I suggest you uninstall the internet.

    Posted in: Off-Topic
  • 0

    posted a message on Effecient way to event a unit in ranged of another unit?
    Quote from maverck: Go

    you could use a behavior with a search effect that triggers a set effect (that does nothing) on the source unit. you could then have an effect used event. i use null type effects alot of set off triggers.

    thats the way

    Posted in: General Chat
  • 0

    posted a message on Mapster Debates

    @TheZizz: Go

    the guy sounds crazy to me

    Posted in: Off-Topic
  • To post a comment, please or register a new account.