I played Hex when you first posted about it last year, very fun real projectile combat. With the new popularity system in Bnet I hope this map now finally gets the attention it deserves. Great fun.
Thank you for releasing the source on this. I'm not making a TD map myself, but the various custom skills/behaviors is a great learning resource. Thanks!
In the SC2 Editor select "Modules"->"Text"
This is how the game reuses various common words or phrases. If you select data source as "core" and the other drop down as "(none)" you have a short list of common words used.
Energy:
Life:
Shields:
are stored here, so grab them from the list and just edit them in the window on the right. This will effect every place on your map that original used "Energy:" for example to be "Mana:" if you want.
You know, all this dota elitism is why I hate dota. I play League of legends on and off, and it's the same type of asshattery. Anyone this fired up or agitated by how someone refers to this 'mod' needs to take a step back and relax. "It's just a game" has never rang more true. It's just a silly mod fuck, lighten up.
Obviously the name change was a dig to gain your map a quick popularity rush. I don't support it, but for giggles this does show you how broken the popularity system is. Quick everyone change their map names to RD Tower Defense or nexus wars and see how stupid this whole thing becomes.
The email reply you sent is full of fail tho, way to bring the community image down :p
Not a big fan of ORPG's, but for what it is, Eternal is pretty well done and polished. I like the various abilities and the quest system is handled well.
Note sure why the hate for LoL, it's a great game, constantly being updated, again free but with a store that is fair. Just the fact you can play and unlock heros as you go, or just plunk down 30 bucks and go nuts in the store is awesome.
Never cared for DOTA in WC3, never felt polished really, but again it was just a mod :p
I really wish the phrase DOTA wasn't trademark, should be like King of the Hill or Capture the Flag to me, but hey whatever, trademark and copyright law is nightmare to begin with.
I really like LoL, valve is also a good company tho, and they know how to bring in a good community. Poor community is what plagued DOTA and even LoL suffers from the asshattery of elitism. We see what DOTA 2 turns out to be, but simply copying and upgrading graphics of DOTA won't sell me on their product.
There have been a couple threads on this, it's a little hokey but go into the weapon properties and make the damage "Melee" instead of "Ranged". The weapon will behave EXACTLY the same, except the unit will only shoot an enemy if it can path to it. Even with a long ranged weapon, it won't fire unless it can path to the unit. Works like a charm, try it out.
I need this as well, spent most of today trying to figure it out, best I could come up with, was a trigger whenever a unit "Aquires Target" with a condition pathing to both units is "false" to apply either Cloak or Ghost-Hold Fire behaviors for 2-5 seconds. It sorta works, at least when dealing with a pair of units, add in a third or more others involved and it just falls apart.
I know there is a validator for cliff heights, but I can't find any way to block units attacking thru walls/units/structures/doodads and that is really what I needed here.
If anyone has success or a better work around please share!
Thank you all for the suggestions, I ended up using a mix of them :D
I used the Valerian behavior, which causes the building to become "incapacitated" then after a short duration adds some health back. I then used a trigger to monitor the building health and open/close the door as needed. Everything works well, just need to fiddle with animations, thanks again guys.
Hey Sc2Mapster folk, been wracking my brain on this for a couple days, I need a building that can be damaged, all the way to 1hp, but cannot be destroyed. The idea is this building once reduced to 1 HP triggers an event, while the building itself can then be repaired ending that event.
Think disabling the controls to a big metal gate, and having to send SCV's over to fix it so the gate can close again.
I've messed around with various flags, not destroyable and invulnerable, but either the building can still be destroyed, or it can't be damaged at all :( help!
0
I played Hex when you first posted about it last year, very fun real projectile combat. With the new popularity system in Bnet I hope this map now finally gets the attention it deserves. Great fun.
0
Thank you for releasing the source on this. I'm not making a TD map myself, but the various custom skills/behaviors is a great learning resource. Thanks!
0
In the SC2 Editor select "Modules"->"Text" This is how the game reuses various common words or phrases. If you select data source as "core" and the other drop down as "(none)" you have a short list of common words used.
Energy: Life: Shields:
are stored here, so grab them from the list and just edit them in the window on the right. This will effect every place on your map that original used "Energy:" for example to be "Mana:" if you want.
0
You know, all this dota elitism is why I hate dota. I play League of legends on and off, and it's the same type of asshattery. Anyone this fired up or agitated by how someone refers to this 'mod' needs to take a step back and relax. "It's just a game" has never rang more true. It's just a silly mod fuck, lighten up.
0
Obviously the name change was a dig to gain your map a quick popularity rush. I don't support it, but for giggles this does show you how broken the popularity system is. Quick everyone change their map names to RD Tower Defense or nexus wars and see how stupid this whole thing becomes.
The email reply you sent is full of fail tho, way to bring the community image down :p
0
Not a big fan of ORPG's, but for what it is, Eternal is pretty well done and polished. I like the various abilities and the quest system is handled well.
0
Note sure why the hate for LoL, it's a great game, constantly being updated, again free but with a store that is fair. Just the fact you can play and unlock heros as you go, or just plunk down 30 bucks and go nuts in the store is awesome.
Never cared for DOTA in WC3, never felt polished really, but again it was just a mod :p
I really wish the phrase DOTA wasn't trademark, should be like King of the Hill or Capture the Flag to me, but hey whatever, trademark and copyright law is nightmare to begin with.
I really like LoL, valve is also a good company tho, and they know how to bring in a good community. Poor community is what plagued DOTA and even LoL suffers from the asshattery of elitism. We see what DOTA 2 turns out to be, but simply copying and upgrading graphics of DOTA won't sell me on their product.
0
There have been a couple threads on this, it's a little hokey but go into the weapon properties and make the damage "Melee" instead of "Ranged". The weapon will behave EXACTLY the same, except the unit will only shoot an enemy if it can path to it. Even with a long ranged weapon, it won't fire unless it can path to the unit. Works like a charm, try it out.
0
@progammer: Go
lol man! I can't believe this works! Such a simple check and it solves it perfectly. Thank you!
0
Awesome tutorial, thank you for sharing this one
0
I need this as well, spent most of today trying to figure it out, best I could come up with, was a trigger whenever a unit "Aquires Target" with a condition pathing to both units is "false" to apply either Cloak or Ghost-Hold Fire behaviors for 2-5 seconds. It sorta works, at least when dealing with a pair of units, add in a third or more others involved and it just falls apart.
I know there is a validator for cliff heights, but I can't find any way to block units attacking thru walls/units/structures/doodads and that is really what I needed here.
If anyone has success or a better work around please share!
0
Thank you all for the suggestions, I ended up using a mix of them :D
I used the Valerian behavior, which causes the building to become "incapacitated" then after a short duration adds some health back. I then used a trigger to monitor the building health and open/close the door as needed. Everything works well, just need to fiddle with animations, thanks again guys.
0
Hey Sc2Mapster folk, been wracking my brain on this for a couple days, I need a building that can be damaged, all the way to 1hp, but cannot be destroyed. The idea is this building once reduced to 1 HP triggers an event, while the building itself can then be repaired ending that event.
Think disabling the controls to a big metal gate, and having to send SCV's over to fix it so the gate can close again.
I've messed around with various flags, not destroyable and invulnerable, but either the building can still be destroyed, or it can't be damaged at all :( help!