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    posted a message on [Contest] (SC1) Legacy Melee Remake Voting Part 1

    Yay, I have 2 votes :D
    Since this is my first contest and first time participating in the community, I'm very exited :D

    Posted in: Project Workplace
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    posted a message on [Contest] (SC1) Legacy Melee Remake

    so how is voting gonna be made?

    Posted in: Project Workplace
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    posted a message on [Contest] (SC1) Legacy Melee Remake

    Well after testing my map for a little bit, I decided to change the starting areas to be in higher ground instead of low ground because you can get attacked way to easily, specially by siege tanks. Not fun :P

    EDIT: Here is the revised version. :D

    Posted in: Project Workplace
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    posted a message on [Contest] (SC1) Legacy Melee Remake

    Well, here is my entry. I chose Baby Steps, mainly because I liked the name and I really didn't remember any SC1 stage other than BGH.
    Although seeing how you guys are super amazing pros at this, I will probably not win, but it was worth a try.

    Posted in: Project Workplace
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    posted a message on Maps made during beta

    I have the same problem, but I started my map before patch 1.1. And now it wont upload. It goes up to 99% and then it fails.
    And like you, my newer maps work perfectly.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Many hands...

    @Zarakk: Go

    yay I want in, Ill take it and see what I can do :P

    EDIT: Alright, I added more Zerg infestation to the north of the already infested area, and I gave it a more terran wrecked/infested look + invasion :P
    I hope you guys like it. Im kind of a newbie when it comes to terraining.

    Posted in: Terrain
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    posted a message on Changing a behavior with an upgrade.

    I could't figure out how to do it your way, but it helped me figure out a way, and now it works, yet I still have to figure out how to make the research remove the immunity.
    THX

    Posted in: Data
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    posted a message on Changing a behavior with an upgrade.

    The Behavior "Slow" from the marauder unit is ineffective vs massive units, so I want to have an upgrade that removes that immunity, but when Im in the upgrade editor the Effects+ only allows me to change the Duration and Requirements.
    Is there another way?
    BTW, I modified the slow behavior a bit, by changing the Radar Filter inside the Unit tab in the Modification+ of the Behavior tab, so that Massive units are excluded.

    Help would be greatly appreciated. :D

    EDIT: It seems that the behavior change i did to the radar filter wont make the massive units immune, so I change my question now. Is there a way to make Massive units immune and then be able to modify/revert that with an upgrade?

    Posted in: Data
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    posted a message on [skin - WIP]Thunder Trooper

    Man, the ideas in this thread are awesome!
    I wish Blizzard would reaf this and decide to use some for the expansion :P
    The FireBat, the ThunderHawk, whats next the IcePenguin? LOL XD

    Posted in: Artist Tavern
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    posted a message on Need BIG help with a couple of triggers for a TD

    OMG TYTYTYTYTYTYTYTY
    LOL I can't believe I missed such a little thing :P
    That's why, IMO, when you can't find the error, asking someone else will work 90% of the time.
    TY again.
    Now I have 1 more little question.
    I want to add at least 30 more waves.
    But without making a lot more triggers, how could I do it from the two I have there, making the Wave 10 Boss the one for bosses (1 boss every 10 waves) and the other one, the one for non bosses? Is it possible or is it just safer and better to do it with more triggers?
    I hope you guys can understand my question :P

    Posted in: Miscellaneous Development
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    posted a message on Need BIG help with a couple of triggers for a TD

    Ok, so Im doing this TD, and its all working great, the anti blocking works great, and all units fallow the user made path. All the units spawn with no issues. 10 units per wave. Until I get to the Boss wave. I have a repeat loop for all the non boss units and works great, but should not loop the boss unit. And for some weird reason, it is. So Im getting 10 bosses spawned in wave 10, and I only want 1. Here are the triggers:

    Global variables used:
    Wave Unit Type = No Game Link <Game Link - Unit[10]>
    Current Wave = 0 <Integer>

    Wave 10 Boss (all starts with boss)

        Events
            Timer - Wave Timer expires
        Actions
            Sound - Play UI_TerranWarning for (All players) (at 200.0% volume, skip the first 0.0 seconds)
            Timer - Hide Wave Timer Window for (All players)
            UI - Display ("<c val="FFCEB0">" + ((Name of Wave Unit Type[Current Wave]) + "</c>")) for (All players) to Subtitle area
            UI - Display ("Wave " + (Text((Current Wave + 1)))) for (All players) to Directive area
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Current Wave >= 10
                Then
                    Unit - Create 1 Wave Unit Type[Current Wave] for player 3 at (Center of Wave Start) using default facing (No Options)
                    Unit - Order (Last created unit) to ( Move targeting (Center of Wave End)) (Replace Existing Orders)
                    General - Wait 1.5 Game Time seconds
                    Variable - Modify Current Wave: + 1
                Else
                    Trigger - Run Wave 1 to 9  (Check Conditions, Wait until it finishes)
    <</code>>\\
        Wave 1 to 9 (Initially off)\\
    <<code>>
        Actions
            General - Repeat (Actions) 10 times
                Actions
                    Unit - Create 1 Wave Unit Type[Current Wave] for player 3 at (Center of Wave Start) using default facing (No Options)
                    Unit - Order (Last created unit) to ( Move targeting (Center of Wave End)) (Replace Existing Orders)
                    General - Wait 1.5 Game Time seconds
            Variable - Modify Current Wave: + 1
    

    In my eyes it look perfect (lol), but of course, I know there has to be something wrong.
    Can someone please point it out? This is driving me crazy.... D:

    Posted in: Miscellaneous Development
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    posted a message on Help adding Campaign Dependency to map

    Every time I want to add the campaign dependency to my map, so that I can use some of the units in the campaign, doing so destroys all my buttons and units (pretty much everything in the data that I modified or created beforehand). It changes the name and pretty much everything back to its original name and it wont let me edit them again.
    Is there anything I'm doing wrong?

    Posted in: Miscellaneous Development
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    posted a message on Tutorial Request

    Im pretty sure its been asked, but I've searched the forums for it and only seen a couple of threads about it and in none do they talk about how to do it properly. So I'd love a tutorial on how to do a good antiblocking system for a line TD.

    Posted in: Tutorials
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    Sooo much work for making turrets.....

    Posted in: Tutorials
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    posted a message on Tower Defense Path Blocking Solution?

    May I ask, where is that FAQ? I've look with the search and couldnt find it. EDIT: And I saw your attached map, but I really would like someone explain it more detaill, because I really dont understand it well. Thx in advance.

    Posted in: Miscellaneous Development
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