So I know of a few people having problems with the Siege Tank unsiege animation. Specifically, the model disappears during unsieging and the green unit selection circle stays in the same spot after the unit moves after going mobile.
I've tried to make sure all the actors and event settings are the same between my custom tank and the default one, but I cant figure it out. Has anyone made fully working custom tanks?
So I'm trying to recreate a reaver and I have everything working well enough so far. However, I cannot get the missile to function the way scarabs did. I can only get them to work properly if the mover is set to some type of missile mover and I can't find one that travels over only ground. If I set it to ground, then the "scarabs" (based off broodling escort but with probe model) just sit around and dont do anything. Any ideas?
You can now select what faction you want to be while in the lobby! Also, there is a maximum unit limit, it is very high for now so I can see how often its hit.
-Dark Fortresses have 50 more armor than human castles and the same amount of life. Curufin may have been in the 2 carriers (his interceptors do more damage than regular carriers). Their armor is 150, regular is 100 (meaning regular intercepts do 1 damage to them).
-The spawning trigger now only fires for them if they are playing. Their allies may still use their existing units or base to work out of (I actually like this feature, you aren't as screwed if your partner just up and leaves). In the couple game I played this seemed to help lag. Also I still need to implement a maximum number of units per player as a lot of people don't know what the hell they're doing and never use their army.
-There are victory conditions that fire when you have no more enemies. This does not count active players right now, it probably will in the future.
-Fixed the load screen.
-I most likely will add text for findies, just haven't yet.
-Shield upgrades max at 40, I will probably lower to 30
-Castles (or castle effects) max out at 4.
-Yes, the hive is just for the hero upgrade.
-SoF is anti-social and doesn't want any friends. Honestly it could either be gimped 2 players or a strong 1 player so *shrug*.
I'll take a commentary too. Its a map where how much you know about it can make a big difference, so maybe if people saw a little run-through video it'd help out. I havent set up a page on here but I made a thread about it:
If I were you, I'd use the data editor for this as well. I'm not looking at the editor right now so I cant tell you exactly, but if you look at the requirement for the Carrier's Hangar ability it disables the ability if there are 8. if you just match that for the new ability and make it 1 instead of 8 it should work.
I'm trying to create an ability that recharges shields instead of life. I've created a new ability, effect and actors that essentially mirror the Heal ability (from medics specifically) . However, it isnt recharging the shields. The animation plays on the unit thats supposed to be affected, but its not actually recharging any.
I'll try and upload a test map where I copied the ability and all the connected stuff to. Anyone help?
So right now I have player colors locked so you can see in the lobby what individual "nation" you are going to be in game (right now there are 3 teams and each "nation" is different). Working off of this, I have many triggers where their actions are based upon the player number (IE If owner of Triggering unit == 1 etc). I also want each nation to always be a set color.
What I would LIKE to happen is for people to be able to select what nation they are going to be in the game while in the lobby, and then my triggers be able to determine what the player number of that "nation" is and use it.
I have read tutorials and played with it and looked around in the trigger editor but I'm clueless as to how to figure this one out, anyone help?
The effects from castles max out at 4 and you shouldn't receive gas from building the 4th. I'll check out their triggers.
Science facility was meant to be a science facility and function just like it did in SC1 at least for weapons :) As far as the lifting and landing, ya gondolin you cant land it back there, but if you meant it to go there why would you lift it in the first place?
The armor upgrades not disappearing is a bug and will be fixed by the end of tonight. They are meant to be able to be queued at the same time. I may decide later to remove the queue ability of research buildings but for now its a convenience.
As far as lag I played a 6 man game today and didnt have any lag until feanor's army (unused up until this time, after 3rd castle is complete) decided to attack mine and gondolin's army.
BBasic premise of the map is that each player has a base or bases and one or more capitol buildings. Keep your capitol buildings alive and destroy enemy forces.
You will spawn forces periodically. Construct more fortresses (the buildings that cost 5000 gas) to increase your spawn (to a maximum of 4).
I've play-tested this as well as I could using Test-Document. There will likely be issues with button tooltips and the little details like that, but all the big ideas should be there and be working.
There are currently 3 teams working. The Noldor (Gondolin - Red, Hithlum - Blue, Nargothrond - Orange), the Sindar (Falas - Teal, Doriath - Purple) and the Sons of Feanor (Yellow).
Most of the unit stats are transferred over from SC:BW so there are likely going to have to be considerable balance changes, especially in regards to base defenses (I no longer have miss chance from elevated heights or under trees to work with).
A few features to come soon are a new unit that spawns for most of these players, and a hero for the Sons of Feanor.
If you find any bugs, have any suggestions or just wanted to talk about it, thats what this thread is for. Thanks for playing! (or if you're not playing, at least for reading this)
Update: Evils are now implemented! Upgrades for them will be implemented soon!
Update: Everything, except for 1 hero, that is going to be in the map is there and should be fully functional. All thats really happening now are optimizations and tweaks here and there.
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So I know of a few people having problems with the Siege Tank unsiege animation. Specifically, the model disappears during unsieging and the green unit selection circle stays in the same spot after the unit moves after going mobile.
I've tried to make sure all the actors and event settings are the same between my custom tank and the default one, but I cant figure it out. Has anyone made fully working custom tanks?
0
So I'm trying to recreate a reaver and I have everything working well enough so far. However, I cannot get the missile to function the way scarabs did. I can only get them to work properly if the mover is set to some type of missile mover and I can't find one that travels over only ground. If I set it to ground, then the "scarabs" (based off broodling escort but with probe model) just sit around and dont do anything. Any ideas?
0
@TrainWreck03: Go
You can now select what faction you want to be while in the lobby! Also, there is a maximum unit limit, it is very high for now so I can see how often its hit.
0
@TrainWreck03: Go
-Dark Fortresses have 50 more armor than human castles and the same amount of life. Curufin may have been in the 2 carriers (his interceptors do more damage than regular carriers). Their armor is 150, regular is 100 (meaning regular intercepts do 1 damage to them).
-The spawning trigger now only fires for them if they are playing. Their allies may still use their existing units or base to work out of (I actually like this feature, you aren't as screwed if your partner just up and leaves). In the couple game I played this seemed to help lag. Also I still need to implement a maximum number of units per player as a lot of people don't know what the hell they're doing and never use their army.
-There are victory conditions that fire when you have no more enemies. This does not count active players right now, it probably will in the future.
-Fixed the load screen.
-I most likely will add text for findies, just haven't yet.
-Shield upgrades max at 40, I will probably lower to 30
-Castles (or castle effects) max out at 4.
-Yes, the hive is just for the hero upgrade.
-SoF is anti-social and doesn't want any friends. Honestly it could either be gimped 2 players or a strong 1 player so *shrug*.
Thanks for the feedback and problem reports :)
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Has anyone found any animations that are reminescent of the recall swirl from SC1?
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@Dracoknight: Go
I'll take a commentary too. Its a map where how much you know about it can make a big difference, so maybe if people saw a little run-through video it'd help out. I havent set up a page on here but I made a thread about it:
http://forums.sc2mapster.com/development/project-workplace/7103-middle-earth-v-pre-lot-r/#p6
Middle Earth v Pre-LotR, it's released on B.Net (should be on first page of New Maps or close to it).
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@Diablito816: Go
Many fixes have been made since initial and Evils are now implemented with upgrades to come, check it out!
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@Wanny1: Go
If I were you, I'd use the data editor for this as well. I'm not looking at the editor right now so I cant tell you exactly, but if you look at the requirement for the Carrier's Hangar ability it disables the ability if there are 8. if you just match that for the new ability and make it 1 instead of 8 it should work.
0
@phoenixfire2001: Go
Got it to work in that map apparently :)
Anyways, I just decided to edit the medivac effect and that was a lot easier. Thanks though.
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I'm trying to create an ability that recharges shields instead of life. I've created a new ability, effect and actors that essentially mirror the Heal ability (from medics specifically) . However, it isnt recharging the shields. The animation plays on the unit thats supposed to be affected, but its not actually recharging any.
I'll try and upload a test map where I copied the ability and all the connected stuff to. Anyone help?
0
@SweetZombieJesus: Go
That works after the player has selected the nation, but I am trying to make it while they're in the lobby. Thanks for that much though :)
0
Ok, I'll try and make this clear.
So right now I have player colors locked so you can see in the lobby what individual "nation" you are going to be in game (right now there are 3 teams and each "nation" is different). Working off of this, I have many triggers where their actions are based upon the player number (IE If owner of Triggering unit == 1 etc). I also want each nation to always be a set color.
What I would LIKE to happen is for people to be able to select what nation they are going to be in the game while in the lobby, and then my triggers be able to determine what the player number of that "nation" is and use it.
I have read tutorials and played with it and looked around in the trigger editor but I'm clueless as to how to figure this one out, anyone help?
0
@TrainWreck03: Go
The effects from castles max out at 4 and you shouldn't receive gas from building the 4th. I'll check out their triggers.
Science facility was meant to be a science facility and function just like it did in SC1 at least for weapons :) As far as the lifting and landing, ya gondolin you cant land it back there, but if you meant it to go there why would you lift it in the first place?
The armor upgrades not disappearing is a bug and will be fixed by the end of tonight. They are meant to be able to be queued at the same time. I may decide later to remove the queue ability of research buildings but for now its a convenience.
As far as lag I played a 6 man game today and didnt have any lag until feanor's army (unused up until this time, after 3rd castle is complete) decided to attack mine and gondolin's army.
Thanks for the compliment and bug reports :)
0
@TrainWreck03: Go
I don't have a page set up yet, but I've published a beta for Pre and opened a thread. The thread is:
http://forums.sc2mapster.com/development/project-workplace/7103-middle-earth-v-pre-lot-r/#p2
0
BBasic premise of the map is that each player has a base or bases and one or more capitol buildings. Keep your capitol buildings alive and destroy enemy forces.
You will spawn forces periodically. Construct more fortresses (the buildings that cost 5000 gas) to increase your spawn (to a maximum of 4).
I've play-tested this as well as I could using Test-Document. There will likely be issues with button tooltips and the little details like that, but all the big ideas should be there and be working.
There are currently 3 teams working. The Noldor (Gondolin - Red, Hithlum - Blue, Nargothrond - Orange), the Sindar (Falas - Teal, Doriath - Purple) and the Sons of Feanor (Yellow).
Most of the unit stats are transferred over from SC:BW so there are likely going to have to be considerable balance changes, especially in regards to base defenses (I no longer have miss chance from elevated heights or under trees to work with).
A few features to come soon are a new unit that spawns for most of these players, and a hero for the Sons of Feanor.
If you find any bugs, have any suggestions or just wanted to talk about it, thats what this thread is for. Thanks for playing! (or if you're not playing, at least for reading this)
Update: Evils are now implemented! Upgrades for them will be implemented soon!
Update: Everything, except for 1 hero, that is going to be in the map is there and should be fully functional. All thats really happening now are optimizations and tweaks here and there.