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    posted a message on Unit Suicide Fail

    Heh seems like you just cant do it without writting for you a Trigger script :/

    Untitled Trigger 003
        Events
            Unit - Any Unit Becomes idle
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 2
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            (Unit type of (Triggering unit)) == Brood Lord
                            (Unit type of (Triggering unit)) == Brood Lord - Broodling
                            (Unit type of (Triggering unit)) == Broodling - (Escort)
                Then
                    Unit - Order (Triggering unit) to ( Attack targeting (Position of (Closest unit to (Position of (Triggering unit)) in (Units in (Entire map) having alliance Enemy with player (Owner of (Triggering unit)) matching Required: Ground; Excluded: Missile, Dead, Hidden, with at most Any Amount)) (Replace Existing Orders)
                Else
                    Unit - Order (Triggering unit) to ( Attack targeting (Position of (Closest unit to (Position of (Triggering unit)) in (Units in (Entire map) having alliance Enemy with player (Owner of (Triggering unit)) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)))) (Replace Existing Orders)
    
    Posted in: Triggers
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    posted a message on Unit Suicide Fail

    Well mostly likely your Data is a mess with broodlords. Other option is to add in a trigger which gets Idle units for orders IF condition if Broodlord THEN attack only ground units, search for them.. ELSE attack any unit they can find.

    Edit: IF Broodlord OR Broodling THEN...

    Posted in: Triggers
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    posted a message on Timers for Multiple Players -- Possible?

    Variable Timer type with [15] array enough to check for all players in the game. Pick each Active Player and start the timer for him. Trigger with events of expired timer and kill everything you want.

    Posted in: Triggers
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    posted a message on working on an idea need feedback

    Sick of those constant Zombie Zerg Swarm Maps <.< Anyway..

    Posted in: Miscellaneous Development
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    posted a message on Triggers and AI pathing

    Glad that helped. :)

    Posted in: Triggers
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    posted a message on Triggers and AI pathing

    @RogueSniper: Go

    not seems like you inventing something new here. But after reading your post though about idea of passed points build a blocker behind the units so they would be trapped by buildings behind and in front only they couldnt go back because it wouldnt be breakable and at the same time invisible wall?!.

    Posted in: Triggers
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    posted a message on Triggers and AI pathing

    Well we havent tried all our chances to make that work. Still there is a chance with making AI Computer Player using attack waves to order units to go through that path or even other options in this matter.

    Posted in: Triggers
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    posted a message on Triggers and AI pathing

    Have been experimenting and done now that if entered the region they will gain orders to move forward than current region so managed them to Loop between 10 and 11 regions :/ Mostly likely you need to remake map layout and make more liner and less corrners on it. Set one specific size ramps which makes paths, mostly likely they search then for nearest path to point and they go arround all the map to reach small gaps between them and reaching point..

    Posted in: Triggers
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    posted a message on Triggers and AI pathing

    Heh I see now... my suggestion would be Laggy one but try making for every idle unit order to attack nearest building or to move to point and then search for buildings. (will try experimenting tomorrow with this issue more if required still)

    Posted in: Triggers
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    posted a message on Profile Maps

    How to delete account profile maps/projects. Need to ask admins?

    Posted in: General Chat
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    posted a message on Triggers and AI pathing

    Since last time my explanation attempt failed miserably, this time while I was bored had made a map with more practical explanation. (Still it can make you confused since there is no comments between triggers and stuff.. Anyone else may find time for that and at the same time be clear what they want to say)

    Posted in: Triggers
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    posted a message on how to spawn random units

    Blank

    Posted in: Triggers
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    posted a message on Troops Defence

    Troops Defence

    Project page here Images page here

    Lately started working on this project again and looking to improving the gameplay of it. So made some nice Starting Game Options screen. Now looking for Game Modes which i can add to this map mod. 3 game modes I really going to make:

    • Classic Defence
    • Defence with random waves (balanced), and making the waves less predictable from which side to come and how much.
    • Defence with constant small attack waves, units, from all sides and mostly unknown incomings. Some more Modes? Planned: Lag reduction votes (No effective and clear idea having but: reducing amount of units required to defend when a lot of players but more hp or something)


    Improvement suggestions, ideas or anything to say welcome too.

    http://www.sc2mapster.com/media/images/47/686/image05.jpg

    Posted in: Map Feedback
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    posted a message on TotalCraft (TBS\RTS)

    Just wanted to Note that have added new video a week ago or at top post.

    Recently making good progress in making the map updates page.

    • The changes mostly that game feel going to be more futuristic starcraft game feel not like real Total War games. But the "flag" is already looks from Shogun 2 total war. :D
    • A lot changes was considered since deeper had looked in total war series and mostly the newest game Shogun 2. So some ideas from campaign map in shogun 2 will be seen in this map mod.
    • Original Total War Naval battles, trade (Shogun2) and stuff connected to sea will be in the Air and some fast travel options too.

      Give me a happy face here someone :D
    Posted in: Map Feedback
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    posted a message on Tint Floating Text color based on player?

    Bump. Need help with similar thing. The text actor is persisting unit so it may be something different,?

    Posted in: Data
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