Sorry, but in every game I've been in, no one has complained about the same problem and the same goes with my testers. The game probably isn't suited to your taste. A lot of people quit the game since it's made for a small audience and they don't like playing such genres. Also, you're the first person to mention such a problem and I highly doubt that if it were that obvious, no one would mention it until now. Surely, such a bug would prevent the map from being featured seeing as how the map is dependent on clear distinctions between each tile.
I would love if you could upload a replay so I can see what you're talking about. I've been unable to replicate the problem in any possible way.
The music information is on the loading page. It's called Last Hope by ChaosDragon004. I found it on the newgrounds audio portal.
I'll be sure to add in the defeat screen in this update this weekend.
Regarding the unit selection when a unit respawns, I'll put that in as well. The original problem that Azoth mentioned was that the move queues carried over when a level was finished, but I managed to correct that by having each zergling issued a stop command and then made uncommandable for .2 game-time seconds.
I'm glad you guys liked the map. I loved the original on SC1. I actually haven't been able to make any updates since i left my dvi cable at home before moving to college, but it has finally arrived and my computer is up and running again. I'm open to all the suggestions you guys have.
I actually intended to add multiple minigames, but I had to put SC2 on hold to get adjusted to college. Same goes for the amount of levels. After I get settled in, I'll start adding more to the map.
The problem with that solution is that it still needs to finish running through the current loop before going into the next level. I want it to abruptly end the level and switch over to the next.
The way I did it was by going into the data editor and selecting the unit. Then, go select each sound and go to Sound Assets + and delete each sound. It's tedious, but it works.
You can set a point and then use Unit - Issue Order. Then click the '(' before Ability Command. Select Order targeting point and then choose your point. Then click Ability Command and select Attack. It should end up looking like
I'm in the process of making a bound and have a bunch of triggers called level 1, level 2, level 3, level 4, up to 20 (so far). The general format of each level trigger is:
However, this method involves me setting each trigger of the array individually. I need to set array[0] = level 1, array[1] = level 2, all the way up to my intended 100 levels. This method is very sloppy and I would like to know if there's another way to do so.
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@SouLCarveRR: Go
Sorry, but in every game I've been in, no one has complained about the same problem and the same goes with my testers. The game probably isn't suited to your taste. A lot of people quit the game since it's made for a small audience and they don't like playing such genres. Also, you're the first person to mention such a problem and I highly doubt that if it were that obvious, no one would mention it until now. Surely, such a bug would prevent the map from being featured seeing as how the map is dependent on clear distinctions between each tile.
I would love if you could upload a replay so I can see what you're talking about. I've been unable to replicate the problem in any possible way.
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@SouLCarveRR: Go
The explosions can't affect you outside the tile because the killing trigger depends on a region, which matches the tile size exactly.
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The music information is on the loading page. It's called Last Hope by ChaosDragon004. I found it on the newgrounds audio portal.
I'll be sure to add in the defeat screen in this update this weekend.
Regarding the unit selection when a unit respawns, I'll put that in as well. The original problem that Azoth mentioned was that the move queues carried over when a level was finished, but I managed to correct that by having each zergling issued a stop command and then made uncommandable for .2 game-time seconds.
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I'm glad you guys liked the map. I loved the original on SC1. I actually haven't been able to make any updates since i left my dvi cable at home before moving to college, but it has finally arrived and my computer is up and running again. I'm open to all the suggestions you guys have.
I actually intended to add multiple minigames, but I had to put SC2 on hold to get adjusted to college. Same goes for the amount of levels. After I get settled in, I'll start adding more to the map.
Thanks for the feedback.
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@Demolion: Go
The problem with that solution is that it still needs to finish running through the current loop before going into the next level. I want it to abruptly end the level and switch over to the next.
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Bump.
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@L337Justin: Go
Open up to your test map. Select your triggers and copy them. Without closing your editor, open your new map. You can now paste the triggers into it.
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@Chamenas: Go
You need to go to the UI tab and then select Show/Hide UI Frame. Then, you can select from there.
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@InfamousBus: Go
The way I did it was by going into the data editor and selecting the unit. Then, go select each sound and go to Sound Assets + and delete each sound. It's tedious, but it works.
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@neutro89: Go
When you're duplicating the hydralisk, only select the hydralisk actor.
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@zeldarules28: Go
You can make a trigger with the event
Then, you can add an action for when someone presses down the space bar.
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@Bouda456: Go
You can set a point and then use Unit - Issue Order. Then click the '(' before Ability Command. Select Order targeting point and then choose your point. Then click Ability Command and select Attack. It should end up looking like
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@noxns: Go
You can try going into the data editor for the unit and modify Movement - collision and uncheck ground.
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@Kallb123: Go
All you need to do use
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I'm in the process of making a bound and have a bunch of triggers called level 1, level 2, level 3, level 4, up to 20 (so far). The general format of each level trigger is:
When a unit reaches the end, level increases by one. This works, but the current level has to finish looping till it can run the next level.
My trigger that runs when a unit dies is:
I want to change it so that it becomes:
My temporary fix so far is to make an array of triggers and use the global variable level in order to select the trigger, like so:
However, this method involves me setting each trigger of the array individually. I need to set array[0] = level 1, array[1] = level 2, all the way up to my intended 100 levels. This method is very sloppy and I would like to know if there's another way to do so.