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    posted a message on Problem with rewarding players with minerals for a kill

    I've ended up taking the easy route and using integers although this may mess up some of the balance I had created for the map.

    I don't see why they just didn't allow reals, especially since they had to for supply.

    Posted in: Triggers
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    posted a message on People...I cant believe they pay for this.

    Look, if someone is going to believe in something as ridiculous as a man which controls the universe then i think the dog is best staying with me anyway.

    Posted in: Off-Topic
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    posted a message on Problem with rewarding players with minerals for a kill

    Is it possible to reward the killing players with a REAL number of minerals?

    For example, is it possible to award a player with 1.25 minerals for killing a marine and 0.6 minerals for killing a zergling?

    I've tried the trigger trigger, but it does not work even though I used convert real to integer

    Player - Modify player (Killing player) Minerals: Add (Integer(0.6))

    Posted in: Triggers
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    posted a message on [In-development] Bungle Squats - Need feedback on the map

    Bungle Squats is an auto-spawn map much like Marine Arena and Footmen crossed with "Nexus Wars".

    In Bungle squats there are four bases in each corner consisting of 2 team players in each.

    The main concepts behind the map is to inject traditional Starcraft skill, strategy and planning into an auto-spawning map.

    To achieve this, the map;

    • Uses only standard SC2 units which makes SC2 knowledge of counter units an advantage(Test your skills!)
    • No OP abilities like in footmen(no need to rely on allies for buffs!)
    • Uses formulas based on standard SC2 unit cost/strength/build times to calculate balance or unit spawn time/cost
    • Gives you CHOICE in the units you want to field, hundreds of combinations of units available to you - You pick any unit form the game to spawn
    • Tiered unit buy system - Better units spawn more slowly, cost more and are only available through advancing to it's Tier of units
    • Your resources allow you to define your strategy like no other auto-spawning map. Standard sc2 upgrades are available to purchase
    • SCV are available on the map - define exactly how you want to defend your base
    • Resources are earned by killing enemy units and also a very small simple mineral field next to your base which you must protect and decide when to invest in(and protect).

    Visually Bungle squats is similar to Marine Arena/Footmen except it is set in the Mar Sara desert. The auto spawning is similar to Nexus Wars but without having to build any buildings.

    In essence Bungle squats is a map which gives you choice in the army you would like to build. You can have an extra marauder spawn every 6 seconds, or add some mutalisks to your army. You field the army you want to field.

    Please leave your feedback on what you like/dislike about this map. I'm about 1/3 of the way from completing the map in it's current concept.

    Posted in: Map Feedback
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    posted a message on Starcraft 2 Forums are filled with trolls.

    Do you even know what a troll is?

    Because it is NOT someone who disagrees with you.

    Posted in: General Chat
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    posted a message on Leaderboard is bugged on patch 1.1

    the name of my leaderboard is cut in half and there are big gaps with missing text in too.

    Posted in: General Chat
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    posted a message on Amnesia: the Dark Descent (Scariest game EVER)
    Quote from vjeux: Go

    The trailer looks really boring. Who wants to play a game where you have to run and stay hidden for hours?

    And the game is really ugly :(

    Awww no it's not ugly at all! lol the video is low quality. I'm impressed by the look and quality of the experience in game and I have a really good PC. It use ambient occlusion really well.

    Takes the piss out of SC2 graphics.

    Posted in: General Chat
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    posted a message on Amnesia: the Dark Descent (Scariest game EVER)

    Sounds? Didn't you see the thing chasing him? They cut you up if they catch you and you can't fight back.

    Vjeux. you're meant to immerse yourself. It is a new direction and not being able to fight back is making ti worse. You are "there", without superpowers. You're just a man who doesn't know what's going on. Which is why it messes with your head.

    Posted in: General Chat
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    posted a message on Amnesia: the Dark Descent (Scariest game EVER)

    Haha the comments on youtube!

    "Try playing this game 3 hours straight. I am now emotionally disturbed for the rest of my life. I went to the prison in this game, screaming my ass off "FUCK OH GOD FUCKING JESUS CHRIST". This is the scariest game alive."

    Posted in: General Chat
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    posted a message on Amnesia: the Dark Descent (Scariest game EVER)

    This is without doubt the most scary game i've ever played.

    Nothing even comes close to it.

    I have a pretty good PC so i'm able to turn all the nice effects and extras on and i'm blown away.

    Checkout the review and the comments below it.

    http://jayisgames.com/archives/2010/09/amnesia_the_dark_descent.php

    Checkout the video teaser

    One really cool thing, there is not a single cutscene in the game, you are in control of your character every second of gameplay and you often have a split second to react.

    You can't fightback against any of the *things*. You have no idea who you really are or what is going on. Just that you are scared, going insane and something is trying to kill you.

    Running down corriders being chased is something you will have to get used to! lol

    Posted in: General Chat
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    posted a message on Stacking behaviors on units causes lag
    Quote from RileyStarcraft: Go

    @gorang: Go By the way if you're wondering why I'm being so derisive, it's because you clearly are having a problem with one of your projects, but instead of just coming out and saying "Hey guys, I don't know what's causing frame rate issues on my map, here's what I'm doing" you've come out and said something positively silly as if it were fact. Now the problem is these forums are perused by people of all skill levels, and less knowledgeable people are going to read your authoritative statement and believe it, and now whenever somebody asks how to do something and we give a solution using a behavior, the response is going to be "But I can't use behaviors, they cause lag!"

    Why would I do that when i've already found out where the lag comes from.

    Posted in: Miscellaneous Development
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    posted a message on Stacking behaviors on units causes lag

    Well I use many behaviors in my map. If a unit is in a specific region it will add 1dmg and 1 hp, 2 behaviors. In order to test victory triggers I changed it so it adds 999 of each to my units.

    I placed 10-30 units in the area. as soon as the behaviors were added the game began to lag a lot. When I killed these units the lag disappeared.

    The lag was more than noticeable.

    Posted in: Miscellaneous Development
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    posted a message on Removing players from playergroup

    It is a large trigger. I use my untideath trigger for many things. I've pastebinned most of it.

    http://pastebin.com/bGkSRjnJ

    Posted in: Miscellaneous Development
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    posted a message on Stacking behaviors on units causes lag

    Any way to back that up?

    Posted in: Miscellaneous Development
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    posted a message on Removing players from playergroup

    On a specific unitdeath I setup a trigger to remove the owner of triggering unit from my playergroup. For some reason this is removing more than one player from the group and I have no idea why. has anyone else experienced this?

    Posted in: Miscellaneous Development
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