you could make it stop when it runs into an obstacle. Also, I think maybe if it has a really high pathing priority (like the brutalisk) it will make other units move out of the way instead of trying to run around things.
Its hard to fit all those changes in my head at once, but they all looked good and address issues people have been encountering. LOLing at myself for spending like a week in the beta writing my own panel / layout library.
Oh, you could try adding a 'term' to the creation event of type 'ValidatePlayer', link to a validator in the data editor for the research. To create the validator for the technology, try looking at other 'Player Requirement' validator entries. For example, 'Cleave Researched'.
Also add an additional actor 'event' of type 'Upgrade'. Example - Upgrade.<SOURCE_NAME>.Add , then make the resulting actor msg 'create' for the turret actor / etc.
Good player AI is fun for computer scientists, but for players I think AI for a good match maker is more useful with a SC2-sized player population. Unfortunately, we can't make our own match makers for custom games.
- Added markers for all powerup spawn locations. This should help new players learn where the pickups are located and adds to the 'arcade / action' vibe.
- Improved terrain in several places.
- Improved visual for health pickup text tag
[Bugs]
- Players cannot see the "+10% Health" text tag in fog of war created from health pickups.
- Fixed visbility and pathing on all bridge doodads.
You can pump up the hdr multiplier on the tint effect, that may solve your issue. However, that will also make your unit to appear to glow more. You may want to try upping hdr and darkening the tint if it's too bright.
Thats pretty cool, but you should have changed the walk speed on the spectre. You can change walk speed easily in the spectre actor events, there may be another easier spot to make that change. Also, I found myself not wanting to look at the spectre, I want to see the epic battle in the background. Maybe the spectre commanding / camera angle are an artistic thing, but I found myself wanting better + additional views of the epic battle going on.
Absolutely, sorry it's taken so long. I've been ironing out bugs / general gameplay before spreading it to another region but I think it's almost ready.
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@Bibendus: Go
Looks cool. I'd make the drones play an animation when they are claiming a tile.
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@Frizzil: Go
you could make it stop when it runs into an obstacle. Also, I think maybe if it has a really high pathing priority (like the brutalisk) it will make other units move out of the way instead of trying to run around things.
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So now people will just afk with their maps open?
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@progammer: Go
Oh right, forgot they introduced the retarded eagle ><
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Pretty sure that is a platinum icon for a player in the top 8. Blizzard mentioned giving special banners to people at the top of their league.
Edit: Also I think 3 stripes is gold.
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@EternalWraith: Go
Games like this are never done in the first place. There are not strict requirements.
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Its hard to fit all those changes in my head at once, but they all looked good and address issues people have been encountering. LOLing at myself for spending like a week in the beta writing my own panel / layout library.
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@JacobNielsen: Go
Oh, you could try adding a 'term' to the creation event of type 'ValidatePlayer', link to a validator in the data editor for the research. To create the validator for the technology, try looking at other 'Player Requirement' validator entries. For example, 'Cleave Researched'.
Also add an additional actor 'event' of type 'Upgrade'. Example - Upgrade.<SOURCE_NAME>.Add , then make the resulting actor msg 'create' for the turret actor / etc.
Lemme know if that helps.
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@JacobNielsen: Go
Bunker turret tutorial
http://forums.sc2mapster.com/resources/tutorials/8926-data-working-with-attachments-beginner-difficulty/#posts
Edit: Sorry, I took one look at the topic and responded with the tutorial. I should read more carefully and you should pick your topic name better.
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Good player AI is fun for computer scientists, but for players I think AI for a good match maker is more useful with a SC2-sized player population. Unfortunately, we can't make our own match makers for custom games.
0
2.22 / 2.23
[Cosmetic]
- Added markers for all powerup spawn locations. This should help new players learn where the pickups are located and adds to the 'arcade / action' vibe.
- Improved terrain in several places.
- Improved visual for health pickup text tag
[Bugs]
- Players cannot see the "+10% Health" text tag in fog of war created from health pickups.
- Fixed visbility and pathing on all bridge doodads.
0
Pretty sure you just have to press Z or R twice.
0
You can pump up the hdr multiplier on the tint effect, that may solve your issue. However, that will also make your unit to appear to glow more. You may want to try upping hdr and darkening the tint if it's too bright.
0
Thats pretty cool, but you should have changed the walk speed on the spectre. You can change walk speed easily in the spectre actor events, there may be another easier spot to make that change. Also, I found myself not wanting to look at the spectre, I want to see the epic battle in the background. Maybe the spectre commanding / camera angle are an artistic thing, but I found myself wanting better + additional views of the epic battle going on.
0
@Diaclo: Go
Absolutely, sorry it's taken so long. I've been ironing out bugs / general gameplay before spreading it to another region but I think it's almost ready.