How would I make it turn based on current direction. (As in D always turns it right of where it's currently going)
And also how do I make a key to make it stop (faster than letting go of the keys)
And if possible a way to make it turn less rapidly (or even better, make it slide/drift) when it turns. Like a car.
I've created a tower defense which is practically done, however some of the towers (strangely not all) have various bugs with their morph ability.
Each tower has 1 upgrade and the actor for the upgrade is scaled bigger.
Only two of the twelve towers work and I've done exactly as I'm supposed to as per the guide in these forums, however It does not work properly and I need someone to send the map to that can go through the data editor and events of the actor and maybe tell my why that is.
PM me if you're willing to help.
Would appreciate it a lot.
Open up the Psi Storm and/or Guardian Shield Ability and do the following:
Auto Cast Range > (Range of Ability)
Auto Cast Validators > Enemies Nearby, Have Energy (Or whatever its called)
Flags > Auto Cast, Auto Cast on, Re-executable, Require Target Vision, Smart
Range > (Range of Ability)
Try that. Mess around with the settings. You'll get it eventually. You might want to do it with triggers though.
Event > Any unit takes fatal damage or non fatal damage from (weapon of templar) (add one with 1 damage or something)
Local Variables > Unit = Templar(Unit), Attacker = Damaging Unit(Unit), Defender = Triggering Unit(Unit)
Conditions > Unit == Attacker
Actions > Environment - Create Psi Storm on Defender from Attacker
For the Shield. Just set. Takes damaged from ranged and and set Condition > Unit = Defender
You get the picture here.
Actually there was a thread somewhere, either here on teamliquid. Don't really remember but one guy previewed ALL the styles in many screen shots. Search around.
First off. I've created a Tower Defense with 12 towers all with their own single upgrade.
All the towers and upgrades work fine as I've added morph events to make it work.
However I have to two towers, The Missile Turret (the normal missile turret) and the Auto-Turret (The raven ability) which I've made a tower.
They can both upgrade fine, however their upgrades wont work if they've attacked once. Not even for additional towers of the same kind created later.
I cant figure this one out :(
Also, I've set some requirements for some of my towers.
For example: Tower 3 needs Tower 1 to be available for building.
However the unit cost in the tooltip wont appear simply because it's not available at the start of the game. The towers that are (no requirements) have their cost in the tooltip just fine.
I see many maps uploaded on battle.net with a custom category and game mode.
For example: Random TD - Category: TD - Mode: TD
How do you do that?
I also noticed that if you create a map with custom categories and select the custom category instead of the default "Custom" the teams set up properly and you can host the map public.
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How would I implement a WASD system for this?
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Yes, make a variable with unit type as well and define it's default as the one you want.
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How would I make it turn based on current direction. (As in D always turns it right of where it's currently going) And also how do I make a key to make it stop (faster than letting go of the keys)
And if possible a way to make it turn less rapidly (or even better, make it slide/drift) when it turns. Like a car.
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Thanks a lot. I've sent you a PM
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Variable UNIT = "Unit from Unit group" > Units in Region Matching Condition > Unit Type (Your unit), Region: Entire map, Player 2.
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I've created a tower defense which is practically done, however some of the towers (strangely not all) have various bugs with their morph ability. Each tower has 1 upgrade and the actor for the upgrade is scaled bigger. Only two of the twelve towers work and I've done exactly as I'm supposed to as per the guide in these forums, however It does not work properly and I need someone to send the map to that can go through the data editor and events of the actor and maybe tell my why that is.
PM me if you're willing to help. Would appreciate it a lot.
0
This suddenly only works for some of my towers. Can't really figure out why.
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Open up the Psi Storm and/or Guardian Shield Ability and do the following: Auto Cast Range > (Range of Ability) Auto Cast Validators > Enemies Nearby, Have Energy (Or whatever its called) Flags > Auto Cast, Auto Cast on, Re-executable, Require Target Vision, Smart Range > (Range of Ability)
Try that. Mess around with the settings. You'll get it eventually. You might want to do it with triggers though.
Event > Any unit takes fatal damage or non fatal damage from (weapon of templar) (add one with 1 damage or something) Local Variables > Unit = Templar(Unit), Attacker = Damaging Unit(Unit), Defender = Triggering Unit(Unit) Conditions > Unit == Attacker
Actions > Environment - Create Psi Storm on Defender from Attacker
For the Shield. Just set. Takes damaged from ranged and and set Condition > Unit = Defender You get the picture here.
0
Does anyone know how to do this?
For example: Marine. Find his Movement - Speed (Or just Speed) value and then use that value and add it to a string or text variable.
And (Advanced) Check the a value for the Marine's actor. In my case. Find his unit icon and convert that to text (if convert is needed)
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It doesnt exist because youve deselected show default or advanced values. (Top buttons)
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Actually there was a thread somewhere, either here on teamliquid. Don't really remember but one guy previewed ALL the styles in many screen shots. Search around.
0
First off. I've created a Tower Defense with 12 towers all with their own single upgrade. All the towers and upgrades work fine as I've added morph events to make it work. However I have to two towers, The Missile Turret (the normal missile turret) and the Auto-Turret (The raven ability) which I've made a tower. They can both upgrade fine, however their upgrades wont work if they've attacked once. Not even for additional towers of the same kind created later.
I cant figure this one out :(
Also, I've set some requirements for some of my towers. For example: Tower 3 needs Tower 1 to be available for building. However the unit cost in the tooltip wont appear simply because it's not available at the start of the game. The towers that are (no requirements) have their cost in the tooltip just fine.
:(
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I cant help you much on the tutorial part except point you to: http://www.sc2mapster.com/api-docs/tutorials/
However, the difference between a texture and a model is that a model is a 3D shape and a Texture is the "skin" you apply to it.
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I see many maps uploaded on battle.net with a custom category and game mode. For example: Random TD - Category: TD - Mode: TD
How do you do that?
I also noticed that if you create a map with custom categories and select the custom category instead of the default "Custom" the teams set up properly and you can host the map public.
0
Active players is active human players.