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    posted a message on Build ability button wont show

    Go to the build ability, select the structure you want, and remove the requirement.

    Have fun :)

    Posted in: Data
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    posted a message on [Contest] Out of Bounds

    Decided to join the competition.

    Can't record a video, since fraps crashes my Sc2. Appreciate it if someone can do it. :)

    Dogmeat got lost in the wilderness. Help him get back to his master, Vic. Watch out for the creeps and protoss opposition. Straying off the brick path will also kill you.

    Each creep has a unique way of killing you.. Oh, and Dogmeat is a very impatient dog. You must move him or he will move himself!

    The obstacle here is a critter, there's just several variations of them. I added an explosion to spice it up, but that's not the main obstacle.

    Posted in: Project Workplace
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    posted a message on Simple terrain problem?

    They used to have it in the beta.. Don't know why they would remove something like that.

    Posted in: Terrain
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    posted a message on Zergling Ability Ideas Needed!

    I was making a map, and I'm stumped at the zergling. Right now it has one ability, and that is frenzy. I need ideas for spells (Something awesome). Difficulty is not a problem, so any crazy idea will go.

    Ideas will of course be credited in my map. :)

    Posted in: General Chat
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    posted a message on Problem with sliding trigger

    (Custom value 0 of Hero[i]) != 1.0 Hero[i] != No Unit

    Basically you are saying to the editor that No unit has a custom value of 1.. You must have a unit there. You also have a function that moves a unit, and it will only run if Hero[i] = No Unit, so it does not execute.

    Second, create the following AFTER the If/Then/Else: Set i = 0, otherwise, i will increase by 4 every time the trigger runs (4, 8, 12, etc).

    Posted in: Triggers
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    posted a message on Trigger: Disable attack for Corruptor but NOT Brood Lord?

    The first one work because banelings do not attack, they explode.

    For the second, why not just do Disable Attack- Corrupter?

    Posted in: Triggers
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    posted a message on Player Group variable type
    Quote from NuclearPhoenix: Go

    What kind of variable is a Player Group and what kinds of math / and or comparisons can the SCII engine do with it?

    It contains player numbers - Player 1, 2, etc.

    Quote from NuclearPhoenix: Go

    Does Player Group == Player 3? What is the response?

    It will equal if the Player Group has only one player in it (In this case 3), and if you put a Convert Player to Player Group (3).

    Quote from NuclearPhoenix: Go

    If I have a lobby divided into two teams of four, and in the end the teams end up with 3 people on each side (filling slots 1,2,3 & 5,6,7) and the game starts, are the players numbered 1 to 6 or 1,2,3 & 5,6,7?

    The players' numbers will be as you declared them in the editor, so it would be 1 - 3, and 5 - 7.

    Posted in: Triggers
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    posted a message on [Solved][Trigger Editor, Library] Generated Sytax Error in custom action/trigger

    The editor cannot parse a random "=".. What is it there for?

    Posted in: Triggers
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    posted a message on Starcraft 2: Evolution
    Bump and Update: Coder found
    Posted in: Team Recruitment
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    posted a message on [Blizz Dota] Hero Selection Interface

    I have had the same exact thing (no cool ui surrounding the unit) since last month. What's the uproar about?

    Posted in: Project Workplace
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    posted a message on Starcraft 2: Evolution
    <IMG SRC="http://img37.imageshack.us/img37/415/evolutionlogo2.png" ALT="Starflower"> Welcome, Sc2Mapsters! Starcraft 2: Evolution is a project I have been working on in my spare time. It has taken so long to conceptualize, in fact, that the idea for the map itself was started no later then a week after Blizzard announced it would be designing Starcraft 2. <B>Recruiting!</B> Icon Artist: Need someone who has some experience creating (or drawing) icons. Data Editor: Somebody who's good with the Data Editor. Brainstormer: Someone who can come up with unique ideas :). Terrainer: Someone who can create interesting terrain. What do you do in this map? To start it off, you select a race. After choosing a race, you select the "base" of your evolutionary line - the unit from which you will advance. Terran - <FONT FACE="Arial, Helvetica, Geneva" SIZE="-1" COLOR="Blue">Marine</FONT><BR> Zerg - <FONT FACE="Arial, Helvetica, Geneva" SIZE="-1" COLOR="Brown">Zergling</FONT><BR> Protoss - <FONT FACE="Arial, Helvetica, Geneva" SIZE="-1" COLOR="Teal">Zealot</FONT> Each of those units evolves into something stronger, depending on the race and unit. For example, a zergling can evolve into a Roach or Baneling using Evolution Points, while a Marine will need Credits (Earned from various things) to purchase upgrades for his suit). Protoss will require collected "Data" to acquire stronger units, such as Stalkers and Immortals. The point of the game itself will be to capture every outpost in the game. There are a total of 10 outposts (For now), each which spawn units according to the race that controls them (A Zerg player controlling outpost A will have a Spawning Pool, while a Protoss player will have a Zealot-spawning Gateway). Captured outposts will spawn units that go to the nearest enemy outpost. The goal of the game is to overwhelm your enemy's base by capturing the most outposts. The outposts in the center spawn stronger creep, such as ultralisks, brood lords, and collusi, but take longer to capture - and your enemy may already be there. Modes Note: These are in beta. QS - Quick Start: Each player starts with 1000 more Credits, EP's, or Harvested Data. NP/NZ/NT - No Protoss/No Zerg/No Terran; Only one of these may be enabled. RR - Random Races: Assigns everyone to a random race, as evenly as possible. T2 - Tier Two: Starts each player with a tier 2 unit of their choice (Instead of Zergling, you can choose either a roach or a baneling). <B>Features</B> All abilities will level dynamically (Without using a single line of code ;)). Each time you cast the spell, the spell will become more powerful and may acquire unique traits, such as benefits for casting spells on certain enemies. This method also checks the amount of damage dealt with the spell, so abuse-casting is impossible. A beta UI - Custom ui with hotkey and main functions retained. Marketplace - A "unique" shop which varies for each race. Items found here may be priceless - or junk. Creature AI - Creatures spawned from outposts will have multithreaded AI. Ex: When fighting, a duo of Zerglings will use hit-and-run tactics to overwhelm the opponent. Augmentations - Purchasable upgrades which stay augmented to your body. These have unique (and sometimes strange) effects. Custom Inventory System - No more of Blizzard's inventory. Items are stored in arrays and represented by a comfortable dialog which can be minimized and maximized with the press of a button. These features have been previously coded by me with the exception of the marketplace, which i created in War3 and plan to recreate in the Galaxy Editor. Beta Baneling (Not yet complete, will have changes): <UL> <LI>Primary Ability: Splitter - Splits the caster into two, lesser Banelings which can both explode to deal X damage to an enemy. These Banelings will move and turn in sync with one another. If any one of the Banelings survives after the duration of the spell, the caster will be reborn with full health.<BR><BR> <LI>Secondary Ability (Passive): Progressive Reflexes - Everytime the Baneling takes damage while moving, it will move faster by (Damage Taken/5). This effect lasts for 5 seconds. This effect stacks.<BR><BR> <LI>Tertiary Ability: Acid Volley - The Baneling fires a volley of acidic chemicals torwards the target point. Any enemy units hit by these missiles will suffer DPS damage.<BR><BR> <LI>Quaternary Ability (5-slot GUI allows implementation for this): Not Yet Done<BR><BR> <LI>Ultimate: Implosion - The Baneling explodes, dealing no damage to enemies within range. After 2.5 seconds, however, the Baneling implodes, stealing 75% HP of every enemy within range (You can exceed your maximum HP). This ability steals 90% of HP if the target is under the effect of Acid Volley. </UL> Thanks for reading, and as always, criticism is greatly appreciated!
    Posted in: Team Recruitment
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    posted a message on Reducing Trigger Lag

    Everything affects the speed of triggers. Recoding them more efficiently is a great way to reduce lag. Also note that it may be your computer that is causing the lag, and not the actual game.

    Posted in: Triggers
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    posted a message on [Solved][Help] Neural parasite and unit ownership

    Why not preload those units into a variable?

    Say Unit[1] = Red's Unit Uni[2] = Blue's unit.

    Once they die just create another one and put him in the variable.

    Posted in: Triggers
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    posted a message on idle units

    @SoulCarveRR: Units cannot be bugged in the way you speak. If everyone playing the game online had a GB connection and super-computers, then the units would move correctly around the map, hence the game is not causing it. It is caused by computer lag, and the fact that everyone has to "synchronize" with everyone else every instant of the game, otherwise you get the desynchronized message. Since 500 units might take a while for one person to synchronize, up to a few seconds, by the time the game confirms them, a few seconds will pass. After that, the units will move where they are instructed to, and the game synchronizes everybody again, causing massive lag.

    @ILiekzMudkip: You can add a periodic trigger that simply picks every unit in the game and causes them to do X. Make this every 5 or 10 seconds or so, otherwise the game will lag.

    Posted in: Triggers
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    posted a message on Text Tag will not hide in fog of war

    There's a flag when you create a text tag. It says something like fow enforce or not, enable it and it will hide with the fow.

    Posted in: Triggers
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