I made a custom footprint for my 2x2 wall on my map that allows it to be placeable on ramps but this also causes it to be placeable on unbuildable terrain and lowered supply depots. Does anyone know of a fix for this?
If you ever played Warcraft III then I'm sure you have heard of Island Defense. The map was based on a cat-and-mouse type of gameplay and involved elements of risk versus reward, basing, micromanagement, and heroes in the form of titans and titan hunters.
I dedicated the entirety of this most recent summer to remaking this custom game for Starcraft II. Hundreds of hours went in to this map. However, not many people are currently enjoying it due to Blizzard's popularity system and it currently resides on page 7. I am making this thread in hopes of a boost in popularity, allowing those to wish to play this to not have to wait around for hours for the lobby to fill up.
Currently there are 6 completely unique titans, each with 5 original abilities, and 6 builders as well. Some builders you may remember from Island Defense such as the Magnataur (Sentry), Demonologist (Baneling), and Nature (Reaper).
For those of you who never had a chance to play Island Defense in Warcraft III it involved choosing either a titan or builder at the start of the game and then upgrading your base or builder to the point where you may defeat the titan. The titan's goal is to eliminate all builders by destroying their main builder and converting them to a minion.
The map has been released for around a week now and I will continue to add new content, further balance the map, and receive feedback from the players. Upcoming features include a port of the Satyr builder along with new gametypes such as Graveyard mode where you may rescue fallen builders and AI, where you may play against a titan computer.
I look forward to seeing you all in-game and playing this map with you! Thank you.
If an Infestor has 150 energy and 200 maximum energy and it burrows, the energy will not reset. However, if an Infestor has 250 energy and 200 maximum energy and it burrows, the energy will reset to the maximum. (200)
On my map the Infestor is a hero unit and has 0 starting energy and 0 maximum energy because all energy is gained through attributes. (intelligence) This is a problem because when the Infestor burrows and unburrows its energy is reset to the max. (0)
I want to solve this without triggers because there are upgrades on the map that increase your maximum energy along with many other Infestors and types of Infestors that would make using variables and manually setting energies extremely difficult and buggy.
If attributes merely increased the maximum energy rather than adding to it, then this would not be a problem. However, Blizzard's coding states that if a unit with its energy over the specified maximum burrows, its energy will be reset to the maximum.
They changed Head Attack to Ram. Not sure if you want to change it but it may confuse readers. Also, under Attachment Query+ you may want to further elaborate on how to set the index.
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Anyone find a solution to this yet? I notice it also happens with custom passive behaviors and build ability icons
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I made a custom footprint for my 2x2 wall on my map that allows it to be placeable on ramps but this also causes it to be placeable on unbuildable terrain and lowered supply depots. Does anyone know of a fix for this?
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Greetings everyone!
If you ever played Warcraft III then I'm sure you have heard of Island Defense. The map was based on a cat-and-mouse type of gameplay and involved elements of risk versus reward, basing, micromanagement, and heroes in the form of titans and titan hunters.
I dedicated the entirety of this most recent summer to remaking this custom game for Starcraft II. Hundreds of hours went in to this map. However, not many people are currently enjoying it due to Blizzard's popularity system and it currently resides on page 7. I am making this thread in hopes of a boost in popularity, allowing those to wish to play this to not have to wait around for hours for the lobby to fill up.
Currently there are 6 completely unique titans, each with 5 original abilities, and 6 builders as well. Some builders you may remember from Island Defense such as the Magnataur (Sentry), Demonologist (Baneling), and Nature (Reaper).
For those of you who never had a chance to play Island Defense in Warcraft III it involved choosing either a titan or builder at the start of the game and then upgrading your base or builder to the point where you may defeat the titan. The titan's goal is to eliminate all builders by destroying their main builder and converting them to a minion.
The map has been released for around a week now and I will continue to add new content, further balance the map, and receive feedback from the players. Upcoming features include a port of the Satyr builder along with new gametypes such as Graveyard mode where you may rescue fallen builders and AI, where you may play against a titan computer.
I look forward to seeing you all in-game and playing this map with you! Thank you.
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I would like to know the answer to letter b as well.
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Bump
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Bump
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Bump
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@oldschool01: Go
Yeah I just got it and read the thread.
Does anyone know if there has been any progress made for this bug? Perhaps some workarounds?
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@oldschool01: Go
I spoke with oldschool01 on IRC and we could not figure it out. Does anyone else have any possible solutions to this problem?
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If an Infestor has 150 energy and 200 maximum energy and it burrows, the energy will not reset. However, if an Infestor has 250 energy and 200 maximum energy and it burrows, the energy will reset to the maximum. (200)
On my map the Infestor is a hero unit and has 0 starting energy and 0 maximum energy because all energy is gained through attributes. (intelligence) This is a problem because when the Infestor burrows and unburrows its energy is reset to the max. (0)
I want to solve this without triggers because there are upgrades on the map that increase your maximum energy along with many other Infestors and types of Infestors that would make using variables and manually setting energies extremely difficult and buggy.
If attributes merely increased the maximum energy rather than adding to it, then this would not be a problem. However, Blizzard's coding states that if a unit with its energy over the specified maximum burrows, its energy will be reset to the maximum.
Link to a test map displaying this problem: Link Removed: http://www.mediafire.com/?9673clyw39h23ea
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They changed Head Attack to Ram. Not sure if you want to change it but it may confuse readers. Also, under Attachment Query+ you may want to further elaborate on how to set the index.
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Bump.
My fungal growth does not any longer impair movement (or root enemies)
Is there a solution to this?
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This worked, thanks, but still the enemy units are not rooted and are free to move with the fungal growth on them. Why is this?