I'm trying to reference the indexes of abilities on a unit, however they're in a seemingly random order. Rearranging the ability order in Data Editor does nothing, and even manually adding <AbilArray index="0"> etc. in the XML hasn't worked for me.
So what do you need to do in order to rearrange the indexes of abilities?
Anyway, I found one glitch, and a couple annoyances (my opinion of course). I got to the wave past the Ultras, lost and clicked restart. My cannons were not strong enough to destroy the zerglings, It seems that their health was a LOT higher than it should have been. This only happens after you click reset though, and only after the harder waves have come through.
Annoyances: Mazing works sometimes and other times it doesn't. Queens can squeeze through my maze but burrowed roaches have to travel through my whole maze? A little consistency I think would be great. Maybe just have the air levels be the ones that don't need to worry about going through the maze.
The reason for this is because units can squeeze through diagonal gaps. You'll need to build in such a way that there are no diagonal gaps.
This is a pretty good basis for a TD for those looking to learn.
Although the missing strings due to EU makes this very difficult for US users to learn.
Here's a little 2-way tower-defense survivor it's the first map I've created since grabbing the SC2 editor.
It has 15 challenging levels with an array of unique towers to choose from.
I included full comments and descriptions throughout my triggers in hopes that people will be able to learn from it.
If you can, please leave me some feedback on quality of coding, gameplay, design, balance, and/or anything else you may notice. Thanks!
Trigger Comments. Every single section is labeled with comments for you to read so you can understand what's going on.
Dynamic code allowing you to easily modify each variable of each level; unit-type, # of units to spawn, text at level start, and bounty. Easily add in your own variables such as unit size, % of HP, etc.
Unit "Check-Point" system which allows complex and multiple paths for units and stops them from getting stuck or lost. This system renders anti-stuck triggers obsolete for convenience.
Boss Bar example to display the player's lives left. Very easy to learn!
Restart system that allows players to start over after they've won or lost.
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Bump. I still haven't figured this out.
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I'm trying to reference the indexes of abilities on a unit, however they're in a seemingly random order. Rearranging the ability order in Data Editor does nothing, and even manually adding <AbilArray index="0"> etc. in the XML hasn't worked for me.
So what do you need to do in order to rearrange the indexes of abilities?
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Yeah, thanks for reminding me about that. I've uploaded the latest version to have a system that discourages blocking.
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I thought I had fixed this. I will look into it.
The reason for this is because units can squeeze through diagonal gaps. You'll need to build in such a way that there are no diagonal gaps.
I wanted it to be fast-paced, but that's something that can be easily added.
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Thanks for the feedback, glad you liked it!
edit: uploaded a new version that fixes your bug.
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Bump: Uploaded picture.
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This is a pretty good basis for a TD for those looking to learn. Although the missing strings due to EU makes this very difficult for US users to learn.
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No problem. I'm glad it was helpful.
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Here's a little 2-way tower-defense survivor it's the first map I've created since grabbing the SC2 editor. It has 15 challenging levels with an array of unique towers to choose from. I included full comments and descriptions throughout my triggers in hopes that people will be able to learn from it.
If you can, please leave me some feedback on quality of coding, gameplay, design, balance, and/or anything else you may notice. Thanks!
http://www.sc2mapster.com/maps/mittsies-psi-defense-v1-0/files/4-mittsies-psi-defense-v1-03/
:CORE FEATURES:
Trigger Comments. Every single section is labeled with comments for you to read so you can understand what's going on.
Dynamic code allowing you to easily modify each variable of each level; unit-type, # of units to spawn, text at level start, and bounty. Easily add in your own variables such as unit size, % of HP, etc.
Unit "Check-Point" system which allows complex and multiple paths for units and stops them from getting stuck or lost. This system renders anti-stuck triggers obsolete for convenience.
Boss Bar example to display the player's lives left. Very easy to learn!
Restart system that allows players to start over after they've won or lost.