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    posted a message on Command Card Equip Unit

    Here is what I got working right now. I prefer to use the Command Card UI for this as the frame of reference.

    Unit Equip

    Posted in: Data
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    posted a message on Command Card Equip Unit

    I thought about using an Inventory but I decided to use the Transport for reasons that this is going based around a loaded unit being able to Equip a Special Ability on the Structure rather then an item also I want to display this all on the Command Card best I can.

    Posted in: Data
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    posted a message on Command Card Equip Unit

    So the idea is this, I'm making a Structure that has the Transport Load Ability so it can load a certain Unit and then grants a Special Ability only at that Structure that has that certain Unit Inside. Now I have manage to build this much of the Idea but that is a Simple Statement about the Idea I have working. Now Some technical details about the Certain Unit is that while the Movable unit is easy to get in the Structure I'm also tried this out with a Non-movable Unit as well but this has all the problem that need solving like how do you exchange the non-movable Unit in between transports when Its non-movable.

    Posted in: Data
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    posted a message on Testing Thread: Terran Moon Base Lockdown

    Terran Moon Base Lockdown

    Game Link starcraft://map/1/236308

    Here is my personal own review of my map Terran Moon Base Lockdown. Your free to post your own review here to.

    Now I made this map 3 years ago and is my second base defense map, It was originally going to be a bigger map then it is now and would have played out a little different. I had a couple of thoughts on how to build the base, Do I just make one big base Or do I make a collection of smaller bases that will connect in to one big base later on. The Base in the Map became my whole focus once I decided to make one big base it stwarted out as just an empty shell with only walls that surround. Now one thing I wanted to do with this map that I didn't do with my first base defense map is have the base to be able to be attack on all directions and with What I figure out how to do last night that is now can be done Randomly as well more on that later. Now if you haven't figure it out by now the Race you are in this game is Terran and your building a Mega Base and protecting it from the Hybrid Protoss/Zerg forces. The Mega Base Is unlike no other Terran base you have ever Built. For instance Instead of relying upon using supply depots as some sort terrains gates/barriers you can build Fortified Gates at the defined entrances locations on the Mega Base. Building the Mega TerranBase requires a will to beat and overcome all the odds and I will stress that fact with my next sentence. To put it simply the Mega Base is the Map and you going to need to defend the whole map but everyone knows you cant defend the whole map so this is how you need to look at building this Base. Now the main Inspiration for me behind making this map I have was those futuristic Moon Bases and gave me something to how I shape the enviroment. Another Improvement I wanted to make form the first game I made is that I have added an Easy and Hard Difficultly and to define what is Easy and Hard for this game it is about Strategy so you got Easy Strategy and Hard Strategy and that is pretty much it. The Attack Waves on hard difficulty I'm pretty much balancing things out and I'm still adding more attack waves to the game because its very playable on both difficulties and with my recent developments in attack wave spawning at random locations outside the base I want to see what I can do with this of course. So with that Said one thing I wanted to do with this game is develop an unpredictable Attack Wave Patterns and Alot of the Attack Wave Elements that are Random in one sense and another. My goal here is to have the game go from Simple Base Defense to Full on Siege with a couple of Boss Battles showing up here and there all while being steadly becoming unpredictable with the coming attackwave in the most imposibe manner.

    Picture, Video and Loading Screen Comming Soon There is more to come to this thread this is just the start

    Posted in: Map Review
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    posted a message on Deepmind project and Blizzard
    Quote from DrSuperEvil: Go

    Think of it more as an ultra brutal mode.

    Well from what is describe its an Artificial Intelligence that can learn to play StarCraft II. The AI like us must learn all the Failures in order to start Succeeding over the best. The AI is only as good as the quality of the failure that is provided to it, over time it will become ultra brutal mode. AI is more along the Ideas of Attack mode to Defense mode and nothing more which one take priority is for the Computer to Decide.

    Posted in: General Chat
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    posted a message on [Solved] Warp Gate Unit Control

    Figured it out, Thanks for the Help, you got me on the right track. Looks like I had to use (Triggering progress unit) construction progress is Completed.

    Add (Unit) To Warp Drop Group

    • Events
    • Unit - (Triggering progress unit) construction progress is Completed
    • Local Variables
    • Conditions
    • (Owner of (Triggering progress unit)) == 2
    • Actions
    • Unit Group - Add (Triggering progress unit) to Warp Drop Group
    Posted in: Triggers
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    posted a message on [Solved] Warp Gate Unit Control
    Quote from fishy77: Go

    Do you need the building? You can just create a unit through the "create unit" trigger action and then add "last created unit" to unit group using what you already have.

    The reason your trigger is not working is because your event is when the warpgate uses the "move" ability, which never will happen cause it's a building. Also, you'll need to use "created unit" instead of "triggering unit" for adding it to the unit group, because the triggering unit is the warp gate.

    Yes, I need the Building. Plus its very important to use the building injunction with the Ai to warp in the units on the map.

    I've Tried that Trigger out with both the ability and behaviors on all sides and still the units just stand there. I've even used the Warpable ability and even added it to the Warp Gate and still the units just stand there after being Warped in. Trigger is below.

    Add (Unit) To Warp Drop Group

    • Events
    • Unit - SuperWarp creates a unit with ability Warpable or behavior No Game Link
    • Local Variables
    • Conditions
    • Actions
    • Unit Group - Add (Triggering unit) to Warp Drop Group
    Posted in: Triggers
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    posted a message on [Solved] Warp Gate Unit Control
    Quote from FunkyUserName: Go

    i dont fully get your request. you have a trigger that issues order the warpgate to train a unit? it should trigger the event unit trained, you can then assign a variable on this event?

    I have a trigger that issues orders to the warpgate to warp in units in target areas of the map and I have no clue how to group these units and make them attack. Right now the units just stand there after being warped in. Also I tired using this Event and it does nothing for me.

    Add (Unit) To Warp Drop Group

    • Events
    • Unit - SuperWarpGate creates a unit with ability Move or behavior No Game Link
    • Local Variables
    • Conditions
    • Actions
    • Unit Group - Add (Triggering unit) to Warp Drop Group
    Posted in: Triggers
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    posted a message on [Solved] Warp Gate Unit Control

    Problem Solved Turns out I didn't need to make a Function after all. All I had to do was use the Unit Construction Progress event and The Units warping in are now responding to the Ai's orders.

    Also I Change the Title from Making a Modified Last Created Unit Function for Warp Gate to Warp Gate Unit Control because no function was needed. --End of Edit --

    So the Function idea I need help creating here is simple. I need to create a Last Created Units Function that works for Other Kind of Triggers that use Trigger Orders Commands to create units. This Function is begin created for the Warp Gate and returns the last unit that was created by the Warp Gate. The problem here is that the Last Created Unit function ignores units created by other triggers like this trigger below. My goal is to have a function that is able to return the warping in unit and ultimately put it in its own control group.

    Trigger Unit - Order SuperWarp to (Super Warp Gate - Warp In Zealot targeting (Random point in Target A)) (Replace Existing Orders)

    Function : Last Created Unit

    • Options: Function, Native
    • Return Type: Unit
    • Parameters
    • Grammar Text: Last created unit
    • Hint Text: Returns the last unit created via a "Create Units" action. This function ignores units created by other triggers.
    • Custom Script Code
    Posted in: Triggers
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    posted a message on AI is a dummy. . . or I am

    The Ai in this game is very smart. I've witness the Ai naturally do Intelligent actions in my custom games that I never designed myself personally only the Ai could do that. For instance, I've seen the Ai warp in units on the map and create a wall which trap my unit in a corner when the Ai is supposed to warp in units at random places in the Approved areas by a simple trigger. I've also seen the Ai take advantage of things no human could see. Other then that check out some of the Ai tutorials out there in the wiki. Here is a place to start https://wiki.sc2mapster.com/Tutorials/Artificial_Intelligence This also came up recently in the tutorials https://www.sc2mapster.com/forums/resources/trigger-libraries/130217-insane-ai-library/#p1

    Posted in: Melee Development
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    posted a message on Amazing Picture Graphic Glitch

    After a long break away the game it didn't take long for another graphic glitch to happen. This time the picture is complete but is just a blue box.

    Posted in: General Chat
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    posted a message on Bi-Weekly Testing Thread #6: Protoss Temple Survival by SolidSC

    I've recently Updated the map and implemented the suggested changes made by everyone. Everything worked out good. Some things are still in a work in progress like the terrain but the game is mostly completed when it comes to the attack waves. First thing I did was I fix the warp location and made it practically self explanatory to activate the light bridge once you warp from the shrine but that didn't stop me from making additional improvements to the original method which I ended making it where you unlock the special ability at the obelisk. And just as suggests by Deltron I went and made the beacon points in front of the other Shrines in the map, so if you can figure out how to activate both the power crystals then you will unlock the special ability at the obelisk now. I've also been improving some of my button text and making objectives more clear as suggest I even went and added a collect 400 minerals objective. Now I haven't improved the dialog selection nor the loading screen but I did improve the description and basic/advance instruction for the map. I also touch up the terrain with some tree and rock doodads. I've also fixed the Superior Warp Gate upgrade for the 4 Protoss Factions I implemented still some kinks to work out with it tho but its pretty much works with all the faction as desired. Thanks for all the thought everyone put into their post, Everyone certainly had good detailed feedback, So keep it coming. :)

    Posted in: Map Review
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    posted a message on Bi-Weekly Testing Thread #6: Protoss Temple Survival by SolidSC
    Quote from deltronLive: Go

    @SolidSC: Go Are the other shrines marked on the map? The only beacons I could find are for the shrine and obelisk on the left side of the map, plus the one for the lightbridge.

    By then your supposed to know what they look like.

    Quote from deltronLive: Go

    @SolidSC: Go I would say the beginning part defintiely needs to be changed. Seems like no one has been able to get past even the first section of your map. Just try to make it more clear and/or easier for what the player is supposed to do or where to go.

    I took your advice and I did exactly that. Now the beginning part Is very straight forward and will be a easy to get past with out any unclear stumbling blocks. I also implemented the idea for the "secret spots" and I made it where it unlocks a special ability for the game.

    @Bilxor: Go Now I love this reply. I know that your not right at all here. When you said I have default heroes with default abilities well yea that as far as you know. You can come up with all the artificial logic you believe that is going to prime the players to believe that they shouldn't be really expecting a polished experience after all that is your opinion alone. If you cant solve a very simple puzzle then that's on you and not everyone if the puzzle is to difficult and nobody cant solve it well then I'm a good puzzle builder then. I know that Deltron was being funny when he said are we playing the right map and this is something I expected after all I know I made a big radical change to the beginning of the "Survival Map "which naturally is going to make people wonder if they are even playing the right map or even a "Survival Map". I recognize no red flag here with the point your trying to make. I get it you think the Terrain is flat and Protoss works exactly like WoL style because after all whats was customized here in my game. I agree with you when you said this map has lots of improvement but when something doesn't work the way how you wanted it don't be so quick to think it is broken chance are its working just fine just not how you had in mind. If you have the willingness to learn then you can easily educated your self to know if it broken or not, after all I have the map available for download from Bnet my friend.

    Posted in: Map Review
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    posted a message on Bi-Weekly Testing Thread #6: Protoss Temple Survival by SolidSC

    @deltronLive: Go

    Your playing the right map. I say that what you doing is on the right path and in fact I'm probably going to change it so it is the right path and there are no moments of doubt to what exactly it is your doing. The problem here is that there are more then one shrine to go to and warp from in order to get to the point and "insert the key" to active the lightbridge. You dont simply warp to the lightbridge and it activates. In order to activate the other shrines you need to repeat the process you did with the first shrine that warp you to the lightbridge. These other Shrines will warp you to a cave deep in the map where your in front of the power crystals that will open up the "keyhole". Yea it got that complex on how the lightbridge supposed to work.

    Right now I'm thinking that the other shrines will be some kind of "secret spots" on the map that will unlock something other then the lightbridge. I will get these changes implemented as quick as I can to put an end to this confusion around the lightbridge. I dont know what but I will come up with something.

    @Trieva: Go

    Excellent review. You did good at outlining everything I wanted. What I liked about your post is that for the short amount of game that you were able to play you gather up a good list on pointers on how to improve. Excellent work there. I can understand why the early part of the map feels weird and annoying that was my fault with how I went about with activating the lightbridge. There is more to the start then just getting the bridge to work you also need to find/collect the available resources so you can build the nexus in the base once your in.

    @Bilxor: Go

    Now this is why I wanted this Testing done, the game is very playable/ even beatable but because I've finally got around in building a beginning part of the map, I wanted to know how difficult a challenge I made it for people to figure out. With my early version you would have started in the temple base and played the entire game from that point. Now the countdown timer is there for reference and probably will be removed once everything is stable. When it hits zero that just a signal for the Final Boss in the game but in order to win you need to beat the Final boss and you most certainly needed have establish the base by then.

    @Mozared: Go

    Thanks Mozared for posting this. You did a good job.

    Posted in: Map Review
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    posted a message on The SCV Team: Remodel

    I made two new towers the other day that I found in the editor. I've decided that both the towers you see here wont be buildable from the SCV selection and can only be built from certain selected power plants. The idea behind these towers are an extra from of base building at the expense of energy from the power plant. I haven't constructed any special attacks for them yet so right now they have the basic auto turret attack at the moment. Lately I've been figuring out how to make turrets work with abilities just like they would when attacking, this all started when I was trying to make an Laser Focusing ability for the Laser Tower and I found out the ability doesn't quite work with turrets as intended. Now that is out of the way here is a picture of the two new towers I made, SCV is there for reference.

    Posted in: Project Workplace
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