So, this map revolves around players competing in a series of arenas, each with unique yet simplistic, balanced design. The object is to acquire buildings of all sorts that are scattered around each arena - some provide unit production, buffs for your army or special abilities that can be used periodically for an edge in battle. One person wins when they control all buildings in a given arena.
I am seeking...
Basic Terrain Designer - Needed
Will create simple, yet appealing arenas within the map to service large battles in a logical manner
Arenas can be made at the whim of whoever designs them, there is not much specific in mind
(A basic knowledge of how the map operates will be of use when designing balanced arenas)
UI Designer - Not as important as of now, but helpful!
Will create a simple arena selection dialog at the beginning of the map, and after a match completes. Users will vote on which map to play (I have a basic voting system already existing in the map, but there is an error with having it launch other triggers once the vote is complete - someone slightly more knowledgeable would be of good use.)
What I am doing..
I will / have been working with the data editor and basic triggering to make sure the actual 'game' portion of the map is operational. Currently, it is in good shape and requires only the people above to finish it. Everything after that is simply polishing and the addition of cooler features.
I've been working hard on this map since last month. I spend long periods of time during any work session with the map and I'm willing to push as far as I can, should others fill in the roles I lack in.
So as the title says, I'm trying to find a way to make a building (spine crawlers, in this instance) appear in random locations in the currently playable area of the map, with a variable dictating the chance at which this happens, and potentially the rate this happens at and the maximum that can exist at any given time.
I need the building to appear only on buildable terrain, and if possible, have it spawn in construction (more for visual appeal) so players have a chance to destroy the structure before its completion.
This is a lot to ask for I'm sure, but if anyone is interested in providing their insight, I'd really appreciate it. Thanks!
Hey, so I've given a building the ability to train units, heal units and attack. However, when training units it grays out the attack button. It will continue to heal units while training, but the building will NOT attack while either training, or healing other units. How can I make all of these abilities work at once?
I got a little lost after the first part. I created a new behavior, applied the duration / periodic duration / periods. Attack Buff Pulse does not exist, so I created it.
Under the effect settings for the newly created effect, those settings do not exist. I also double-checked the newly created Building Buff Attack Pulse behavior to see if any of those parameters were there, too; but no luck.
Hey, so I'm trying to make a generic building, when owned by a player, apply one of (or both) of the following effects for the player that owns it.
- +x% attack damage for all units
- +x% health for all units
I need to make these buffs temporary (as in, once the building is no longer owned by the player, the effect must go.)
Additionally, I would like to make these stack with one another. So, if you have 2 buildings that each provide a 5% bonus to x, then it will stack to create 10%.
Hey, so I'm trying to create a map that is going to rely heavily on autocasting unit training. I'm trying to figure out how to make unit training autocast once left-clicked, and then make it cancel other autocasts when selected (to make sure only the unit selected is trained).
Additionally, I am trying to find out how to give structures to the player that destroyed them. There will be limited structures on the map, and the player that gets the last hit on it should, instead of destroying it, gain control of it.
If this is not possible, is there a way to instead recreate the same building instantaneously where the last one existed, under the new player's control? I expect units could be in the way during building replacement by this method.
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Hey!
So, this map revolves around players competing in a series of arenas, each with unique yet simplistic, balanced design. The object is to acquire buildings of all sorts that are scattered around each arena - some provide unit production, buffs for your army or special abilities that can be used periodically for an edge in battle. One person wins when they control all buildings in a given arena.
I am seeking...
Basic Terrain Designer - Needed
UI Designer - Not as important as of now, but helpful!
What I am doing..
Thanks!
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Wow, thanks!
That helped a absolute ton.
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Hey!
So as the title says, I'm trying to find a way to make a building (spine crawlers, in this instance) appear in random locations in the currently playable area of the map, with a variable dictating the chance at which this happens, and potentially the rate this happens at and the maximum that can exist at any given time.
I need the building to appear only on buildable terrain, and if possible, have it spawn in construction (more for visual appeal) so players have a chance to destroy the structure before its completion.
This is a lot to ask for I'm sure, but if anyone is interested in providing their insight, I'd really appreciate it. Thanks!
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Bump.
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Hey, so I've given a building the ability to train units, heal units and attack. However, when training units it grays out the attack button. It will continue to heal units while training, but the building will NOT attack while either training, or healing other units. How can I make all of these abilities work at once?
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Thank you very much! I had to play around a bit to get it to work (I'm pretty new to the editor), but it's working perfectly now.
I couldn't have done this without your help. I appreciate it! +rep
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Hey, thanks for responding!.
I got a little lost after the first part. I created a new behavior, applied the duration / periodic duration / periods. Attack Buff Pulse does not exist, so I created it.
Under the effect settings for the newly created effect, those settings do not exist. I also double-checked the newly created Building Buff Attack Pulse behavior to see if any of those parameters were there, too; but no luck.
What am I doing wrong?
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This was originally a long post of an error. I figured things out and got an acceptable result for autocasting. Thank you for your help, Funky!
Additionally, I have tried Masked's trigger and I've gotten it to work. Thank you very, very much!
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Hey, so I'm trying to make a generic building, when owned by a player, apply one of (or both) of the following effects for the player that owns it.
- +x% attack damage for all units
- +x% health for all units
I need to make these buffs temporary (as in, once the building is no longer owned by the player, the effect must go.)
Additionally, I would like to make these stack with one another. So, if you have 2 buildings that each provide a 5% bonus to x, then it will stack to create 10%.
Any help would be appreciated. Thanks!
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Thanks. I'll give it a shot!
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Hey, so I'm trying to create a map that is going to rely heavily on autocasting unit training. I'm trying to figure out how to make unit training autocast once left-clicked, and then make it cancel other autocasts when selected (to make sure only the unit selected is trained).
Additionally, I am trying to find out how to give structures to the player that destroyed them. There will be limited structures on the map, and the player that gets the last hit on it should, instead of destroying it, gain control of it.
If this is not possible, is there a way to instead recreate the same building instantaneously where the last one existed, under the new player's control? I expect units could be in the way during building replacement by this method.
Thanks!