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    posted a message on SCII legacy of the void

    If Tassadar is to return in LotV (which he probably will), I hope he doesn't do so physically, would be better if he was Zeratul's spiritual guide/mentor/advisor, imo.

    Though, a sad/'bad' ending wouldn't be such a bad idea, or even a bittersweet ending. Then again, looking at the two SC2 endings so far, I have a feeling it'll be a happy one.

    Also, thumbs up for less timed missions/timed achievements, it feels as if almost every level is timed in a way (especially in HotS). Personally, I like to take my time and explore everything, but if a time limit exists...eh. Also, more difficult-to-acquire achievements would be nice, especially for the Mastery-type ones. HotS' felt a bit too easy to get and the feeling of achieving something challenging wasn't as present as in WoL. :/

    Posted in: General Chat
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    posted a message on SCII legacy of the void

    I have a feeling LotV's campaign will either be easier than HotS' campaign, or more brutal than WoL's, but probably not as hard as Brood War's.

    Though, I have a feeling that if we get to fight Amon himself, it'll be a sort of "We must all unite and delay his forces for <amount of time> while <plot device> is ready to activate, so we can defeat him once and for all!", kinda like the last level of WC3:RoC. I don't see how else you could destroy a godlike/invincible being :P

    Posted in: General Chat
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    posted a message on To organize, or not to organize? (triggers)

    I usually keep a basic structure and have sloppy-ish triggers at first, and then optimize them later on in the polishing stage. Though I always keep triggers into organized folders (ie general, gameplay, cinematics) and subfolders (ie objectives, systems).

    I guess, for the most part, I keep them organized and readable enough for me to understand them, especially if it's WC3, where I don't really care as much if triggers are inefficient, since there's barely any performance impact for me/my friends. :P But if I'm going to release the map publicly, then I clean/document them more than I normally would.

    Posted in: General Chat
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    posted a message on Repair animations don't stop playing

    Hello everyone, I'm trying to give the SCV's Repair ability to another unit, it works fine, but the unit won't stop playing the animations and creating the repair sound actor once it's done repairing, it just keeps looping until it dies.

    Can anyone give me a clue as to what's wrong? Here's my events, basically the same as the SCV's for repairing.

    Posted in: Data
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    posted a message on The Hybrid as a playable race?

    If there is a Hybrid or Xel'naga race, I hope that (at least in campaign) they'll be more of a 'boss'-type faction and/or a mix of Elitists/Spammers. :D Probably would have to be drastically nerfed for MP tho, but I doubt they'll add it in for normal games. (Yay for altered melee maps)

    Wonder what their buildings could look like...mix of biological and mechanical, anyone?

    Posted in: General Chat
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    posted a message on Terrain Showcase: Horror Survival Sequal

    Looking pretty good! Looking forward to playing this once it's out :) Wish I could help with the Data Editor, but I don't know that much about it myself. Though, if you need any help with beta testing, let me know, would be glad to assist!

    Posted in: Terrain
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    posted a message on Zombie respawn

    You could also use one condition instead of 8, "(Owner of TempUnit) != 9".

    Posted in: Triggers
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    posted a message on Diablo 3 - Auction House shutdown

    I'm surprised, never expected them to make such a big move. o_o Anyway, it's good to see that now Inferno will be "the most difficult of difficult" like it was supposed to, rather than "go to the Auction House every 3 quests and you'll be fine" (haven't really checked it out before, but from what I heard that's why Inferno felt like a cakewalk for some people?)

    Anyways, looking forward to Reaper of Souls. :D

    Posted in: General Chat
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    posted a message on Player gets new unit after killing 100 units

    First make an Integer variable, then create a trigger. In that trigger, use the "Any Unit Dies" event, and create a condition for it to check if the owner of killing unit is player 1 (and another condition to check if the unit belongs to an enemy of the player, if you want).

    Then, create an If-Then-Else action, set the If condition to check if your variable is 100. In Then give the player a building and turn the trigger off (unless you want the player to get a building per 100 kills, then set your variable to 0 instead of turning the trigger off), and in Else use the Modify Integer action to increase your variable by 1.

    Hope this helps!

    EDIT: If you want this for multiple players, make the variable an array with size of 15, and remove the "owner of killing unit is player 1" condition from the trigger. Then create a Local Integer Variable in the trigger and set its initial value to "Owner of Killing Unit", and use that to check the array number on your other variable. (for example, should look like "PlayerKills[PlayerID] == 100" or whatever you named your variables as)

    PS: You don't really need to make a local variable for that, you could just use "Owner of Killing Unit", but it's more convenient that way imo :P

    Posted in: Triggers
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    posted a message on (Solved) How to make add-ons work for a building?

    Oh, that worked, thanks for the help!

    Posted in: Data
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    posted a message on (Solved) How to make add-ons work for a building?

    Made a new footprint for the Command Center w/ Addon, and gave it to the Reactor for Pathing Placement. When I try to build a reactor, it shows me the placement model, but says invalid location when I try to place it (The footprint shape is the same as the CC's, 7x5 in size, and with 4 squares on the bottom right for the addon).

    Also, didn't find any behaviors named "Add On Offset"...It works if I set the CC's pathing to 3x3 and reactor's to 3x3 + 2x2, though.

    Posted in: Data
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    posted a message on (Solved) How to make add-ons work for a building?

    Nope, it gives me that invalid location error message and doesn't build it at all.

    Posted in: Data
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    posted a message on (Solved) How to make add-ons work for a building?

    This is probably a newb-ish question, but I've been trying to give the Command Center/Orbital Command/Planetary Fortress the ability to attach a Reactor and Tech Lab.

    I've duplicated the Factory's Reactor, its normal/death/splat actors, its reactor morph and Factory - AddOns ability, its behavior and its "Reactor Not Factory" validator. Changed all instances of Factory with Command Center and of the Factory's Reactor with the (custom) CC's Reactor.

    However, it says "Can't build. Location invalid." every time I try to build it ingame. Am I doing something wrong, or have to do anything else?

    Posted in: Data
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