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    posted a message on Level Up bound to be loved

    @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.

    Posted in: Map Review
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    posted a message on Level Up bound to be loved

    @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.

    Posted in: Map Review
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    posted a message on Level Up bound to be loved

    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.

    Posted in: Map Review
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    posted a message on Level Up bound to be loved

    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.

    Posted in: Map Review
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    posted a message on [Help] selecting triggers in increments

    @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.

    Posted in: Miscellaneous Development
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    posted a message on [Help] selecting triggers in increments

    Bump.

    Posted in: Miscellaneous Development
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    posted a message on How to copy triggers from one map to another?

    @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.

    Posted in: Miscellaneous Development
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    posted a message on Remove gold and mineral from UI?

    @Chamenas: Go

    You need to go to the UI tab and then select Show/Hide UI Frame. Then, you can select from there.

    Posted in: Miscellaneous Development
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    posted a message on Removing sound from a duplicate unit ?

    @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.

    Posted in: Miscellaneous Development
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    posted a message on I have a problem with duplicating hydralisk

    @neutro89: Go

    When you're duplicating the hydralisk, only select the hydralisk actor.

    Posted in: Miscellaneous Development
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    posted a message on Is there any way to stop spacebar from moving the camera

    @zeldarules28: Go

    You can make a trigger with the event

    UI - Player Any Player presses Space key Down with shift Exclude, control Exclude, alt Exclude
    

    Then, you can add an action for when someone presses down the space bar.

    Posted in: Miscellaneous Development
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    posted a message on Attack-move Rally point

    @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

    Order (Triggering unit) to ( Attack targeting Point 001) (Replace Existing Orders)
    
    Posted in: Miscellaneous Development
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    posted a message on Making a unit cliff jump while being attacked

    @noxns: Go

    You can try going into the data editor for the unit and modify Movement - collision and uncheck ground.

    Posted in: Miscellaneous Development
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    posted a message on Remove gold and mineral from UI?

    @Kallb123: Go

    All you need to do use

    UI - Hide Supply Frame for (All Players)
    
    Posted in: Miscellaneous Development
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    posted a message on [Help] selecting triggers in increments

    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:

    if {
       level = [level number according to trigger];
       then {
          while (level = [level number according to trigger]{
             make the level;
          }
       }
       else {
          run [trigger of next level];
          }
       }
    

    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:

    if (any unit reaches the end){
       teleport the unit back to the start;
       level++; (global variable)
    

    I want to change it so that it becomes:

    if (any unit reaches the end){
       stop [current level trigger];
       teleport the unit back to the start;
       level++; (global variable)
       run [current level trigger];
    }
    

    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:

    if (any unit reaches the end){
       stop arrayOfTriggers[level - 1];
       teleport the unit back to the start;
       level++; (global variable)
       run arrayOfTriggers[level - 1];
    }
    

    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.

    Posted in: Miscellaneous Development
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