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    posted a message on custom ability target indicator cursor

    thanks, helped me to find a point to start at!

    Posted in: Data
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    posted a message on custom ability target indicator cursor

    heyo!

    I would like to create an ability similar to the liberator. Guess I need to create a custom target cursor etc, but I have absolutely no idea where to start. I dont even know how to call what im looking for :P

    Do you have an idea on where to start? or where to find a tutorail? or maybe a name for what im looking at? :P

    Posted in: Data
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    posted a message on Data editor linking to liberty. instead void.

    _

    solved: i just updated the old one and it seems to work fine, although i still think its weird

    _

    hey guys,

    just got a bit confused.

    went ahead to play with some data values of the current LOTV melee and was having a look at the Marauder as an example. Wanted to adjust the weapon damage, but the linked damage effect seems to be the old liberty.sc2mod version, based on values and displayed dependency. I cant find an alternative version for lotv. Am i missing something?

    Regards, DemoniacMilk

    Posted in: Data
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    posted a message on How to move ingame chat?

    Old threat but I have the same problem.

    Checked the Tutorial and the XML file of the ChatBar (not even sure if thats the correct one) and it didnt help me at all ...

    Is there any Tutorial that deomnstartes how to move the chat bar?

    Posted in: Miscellaneous Development
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    posted a message on Enemies using abilities
    Quote from TheSC2Maniac: Go

    For making this you have to make triggers, just look at Left2Die map, you'll see the Special AI Infested.

    you can also create abiities and add and activate auto cast. Make sure to adjust "Auto cast Filters/Range/Aquire Level"

    Quote from bigredalpha: Go

    X Unit is under X health use X ability.

    You can add this by creating validators. Simply add them under "Auto cast validators".

    Edit: Validator tab in data editor, check some of the sc-validators/abilities to see how this is done ;)

    Posted in: Data
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    posted a message on Combination of ARTS and RTS

    What about units built by the commander?

    Does he have to manage them himself or are the units given to players controlling the heroes? Or just shared control? Giving all units to the hero-players would force them to not use one unit only thoughout the entire game and would increase the difficulty while games go on.

    Posted in: Project Workplace
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    posted a message on Map Night Revived! (EU-NA)

    I hope ill be around on EU today and not forget about this again :D

    Posted in: General Chat
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    posted a message on Terrain Showcase: Raptor

    nice! what ya gonna do with this?

    Posted in: Terrain
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    posted a message on [Feedback Wanted] DMs Racing Game

    Yo Party People!

    I have started working on a new map about a week ago and would appreciate any kind of feedback.

    Tha map is called "DMs Racing Game" and can be found on NA, EU and KR. It is a racing game (surprise) for up to 8 players

    Features

    • 8 players
    • WASD movement
    • 4 Abilities (more to be added)
      • Missiles: Slow down and damage opponents
      • Boost: Increase speed
      • Force Fields: Create a line of small Force Fields
      • Cloak: Proevent being hit by missiles
    • 4 tracks, normal and reverse mode (more to be added)
    • 4 Vehicle classes (Bronze, Gold, Platinum, Diamond) with different stats
      • Bronze is way slower than the rest and was added due to players demands
    • 4 Cars (each in Gold/Plat/Dia version, more to ba added)
    • Its not like Mario Kart. You have to use the breaks. Might need a few tries to get familiar.

    Current Todo-List

    • give tracks different athmospheres
    • make the landscape beautiful and shiny
    • add more abilities
    • add more tracks
    • add Banks for some statistics
    • add custom UI (Minimap, move chat)
    • add more cars

    Screenshots

    blabla2 A recent test run in the editor

    blabla Multiplayer game, car got hit by a Slowing Missile

    I would be happy about your feedback =)

    Posted in: Map Feedback
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    posted a message on Would like some help on makeing capturable cities

    Yes what you ahve done there works =) In your solution you could remove the "if then else" in the actions sections ;)

    However, this solution has 3 disadvantages compared to what i passed to you:

    • only works for this one command center you added there. have to add events for every CC you add to your map
    • if you have a unit that does more than 100 damage nothing might happen (eg if HP change from 220 to 80 your trigger wont do anything)
    • All cities will be given to player 1 - change value to (Damaging Player) to give to attacker

    Make sure to go to the data editor - units - command center - behaviors and to remove the 'Terran - Structure burnout' behavior if you choose a low amount of HP as you did ;)

    Posted in: Triggers
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    posted a message on Would like some help on makeing capturable cities

    Here you go!

    I have set the HP limit to 600 to make sure the building doesnt take damage because of burning down (would lead to new owner = old owner).

    You should be able to use this trigger as is in your map =)

    Posted in: Triggers
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    posted a message on Would like some help on makeing capturable cities

    You can add conditions in the 'conditions' section (then you dont need the if then else) or add a "if then else" in the 'actions' section.

    Posted in: Triggers
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    posted a message on Would like some help on makeing capturable cities

    Hello bent15,

    what you have done will change the ownership of the city as soon as any unit on your map takes damage.

    Quote from bent15: Go

    Events: Unit-Any Unit Takes Non-Fatal Any Damage{from Any effects] local variables conditions Actions: Unit-Change ownership of {Triggering unit} to player1 and Change Color

    This says: when any unit is damaged, change ownership of this unit to player1. If a marine was attacked, the marine would be given to player1.

    You need to add some conditions as you only want to change the owenership if a specified unit is attacked (condition 1) and when its HP get low (condition 2)

    Add these by adding a "if, then, else" action to your trigger.

    I dont know how familiar you are with programming logic so ill give you a short explanation: if youre going to the store you check the weather to see if you need a jacket. if its raining or cold (<=15°C), you take a jacket. If not you dont do anything. this would be something like

    If
    ....Or
    ........Temperature<= 15°C
    ........raining==true
    then
    ........take jacket
    else
    ........-leave this empty-

    in your case, you want the unit to be your city (if i got that correctly - eg a command center as a city -> attack -> take over. I got that right?) Ill do this with a Command Center as your "city"-unit AND on top of that the unit should have <= 200HP. Here we go:

    If:
    ....and
    ........Unit type of (Triggering Unit) == Command Center
    ........(Triggering Unit) Life (Current) <= 200
    Then
    ........Unit - Change ownership of {Triggering unit} to player1 and Change Color
    ........Unit - Set (Triggering unit) Life to ((Triggering unit) Maximum Life (Current)) in case you want to set the life to full
    Else
    ........-Leave Empty-


    The units life action and condition can be found by searching for "unit property".

    Posted in: Triggers
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    posted a message on change pitch of sounds running in loops

    thank you for your efforts, I really appreciate!

    Posted in: Triggers
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    posted a message on change pitch of sounds running in loops

    i treid what you said but im getting an error message: "Catalog field 'Pitch' could not be written (Core: access denied ti required object or service)?"

    Posted in: Triggers
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