• 0.954399050686557

    posted a message on Looking to form a team for a custom campaign.

    In reply to lorddawnreaver:

     

    It'd help to know your area of expertise. I feel a variety of skills are going to be needed to pull this off properly.

    Posted in: Team Recruitment
  • 0.954087728281277

    posted a message on Looking to form a team for a custom campaign.
    Quote from MaskedImposter >>

    I think when you create a project, you can add people to it.

     Thanks for letting me know. I'll look to start the project then when I'm confident is can actually be done.

    Posted in: Team Recruitment
  • 0.954072050537818

    posted a message on Looking to form a team for a custom campaign.

    I'm afraid I don't actually know how the teams function works, unfortunately - though I do intend to set one up once I'm confident the campaign has enough people behind it to make it possible. However, I'm glad you approve of my choice of villain.

    Posted in: Team Recruitment
  • 0.95400923234741

    posted a message on Looking to form a team for a custom campaign.

    With Patch 5.0 and the offical support of Custom Campaigns, I'm seeking to develop one. Unfortunately, I'm pretty bad at the Starcraft 2 Editor, beyond terraining stuff (having previously released a few melee maps under the name CowMarine). However, I have begun writing a SC2 custom campaign, and am seeking fellow lore-nerds to help bring it to life.

     

    This campaign focuses on the fate of Broodmother Niadra, and the formation of the Zerg Compliance Ground-Force Unit, a Dominion Armed Forces unit established in the wake of the One-Day War in 2511. Operating out of the Phobos, a A Minotaur-class battlecruiser that took part in an operation to investigate the planet Gystt at the behest of Emperor Valerian Mengsk - an operation now known as the One-Day War.

    This campaign would cover several planets and sixteen missions, be played from the perspective of the ZCGFU, and revolve around Broodmother Niadra as an antagonist. The ZCGFU would face off against the Niadra Brood and her Infested Terrans alongside the Daelaam Protoss and the Zerg Swarm under the leadership of Overqueen Zagara. I am still currently writing the story in full, though have plans to begin the campaign with a defence mission reminiscent of the Zero Hour mission in Wings of Liberty, and ending in a pseudo-melee match against the Niadra Brood, with Niadra herself on the battlefield (which I fully expect to be the most difficult mission to program, given both difficulty concerns and AI complexity.)

    Along the way, the ZCGFU will unite with new and old Protoss heroes and Terran friends, and bring Niadra's reign of terror to an end.

    Posted in: Team Recruitment
  • 0

    posted a message on Create units in Unit Group

    Thanks! When I get the chance, I'll get around to adding it in and giving it a test.

    Posted in: Triggers
  • 0

    posted a message on Create units in Unit Group

    So, if there are multiple types of units, I would do

    Create Units X 35

    add last created units to unit group

    Create Units Y 10

    add last created units to unit group

     

    Right?

    Posted in: Triggers
  • 0

    posted a message on Create units in Unit Group

    How would I check my trigger version?

     

    Also, no. No triggers to clear stuff from unit groups either.

    Posted in: Triggers
  • 0

    posted a message on Create units in Unit Group

    I've tried that, and unless I'm doing it wrong, it's not working.

     

    Which is a running theme with your advice, really.

    Posted in: Triggers
  • 0

    posted a message on Create units in Unit Group

    No, no! XD I opened the spoilers. I can't find them in the editor.

    Posted in: Triggers
  • 0

    posted a message on Create units in Unit Group

     

    Quote from DrSuperEvil >>

    Just use an Add Unit To Unit Group action.

    That doesn't help, given they don't exist prior to the trigger activating.
    Posted in: Triggers
  • 0

    posted a message on Create units in Unit Group

    I'm looking through what you suggested, and actually can't find the triggers you've suggested. I'm not sure if I'm just blind, or if they're actually not there.

     

    Nor can I find an order to simple attack a location.

     

    I am now gravely concerned I've broken something.

     

    As for what my current trigger is, if it helps.

     

    Events
    -Timer-Every 300 seconds of Game Time

     

    Actions

    -Unit - Create 15 Infested Terran (Campaign) (ID is InfestedCivilian) for player 4 at Wave Spawn East facing (Position of Command Center [135.50, 110.50]) (No Options)

    -Unit -Create 15 Infested Terran (Campaign) (ID is InfestedCivilian) for player 4 at Wave Spawn East facing (Position of Command Center [135.50, 110.50]) (No Options)

     

    Posted in: Triggers
  • 0

    posted a message on Create units in Unit Group

    So, I'm nearing the completion of a beta version of much current project, but have a bit of an issue when it comes to attack waves. My map is comprised of four teams; the Colonists, Infested, Infested Hordes, and Zerg Swarm. Every 300 seconds a trigger runs to spawn a number of Infested Terrans (Civilians and Marines) for the Infested Hordes faction. Is there a way to have all the spawned units be placed in a unit group (or alternatively a command issued to the entire team) to attack a specific point?

     

    The basics of it is simple: at 300 seconds, 600 seconds, ect, spawn X Infested Colonist and X Infested Marine, which then attack-move towards 'Start Location Player'.

     

    Semi-related, is it then possible to add all remaining units in the 'Infested' team to the 'Infested Hordes' team and run the same attack-order later in the map?

    Posted in: Triggers
  • 0

    posted a message on Infested Buildings

     

    Quote from MaskedImposter >>

    Have you tried the garrison infestation behavior? 

     

    I labeled the picture to show you the order that helped me to find this.

     

     
     I was unaware of that behavior even existing! Thank you, I'll give it a try as soon as I am able.
    Posted in: Triggers
  • 0

    posted a message on Infested Buildings

    I'm well aware of that one, and is what I'm using for other structures. Unfortunately, the Dominion Garrisons are unaffected by it.

    Posted in: Triggers
  • 0

    posted a message on Infested Buildings

    So, I've been looking through older threads (including one of my own to a somewhat different issue) and have found myself lacking the answers I need to my question. I am creating a map in which the player must fight against Infested Terrans, with Infested Garrisons (from the HotS mission: Infested). I've looked into how this mission handles the infestation process, which is through triggers. But I fail to grasp exactly how it's done.

     

    According to the mission, there is a literally "Infest" trigger "Campaign -Infest buildings associated with (Triggering progress unit)" But I cannot find any such semblance of a trigger myself. I am wondering if there is an alternative workabout to simply infest the garrison structures from the map initialization.

    Posted in: Triggers
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