omg its strilance! I've been wanting feedback from you since I released this! Awesome feedback, definitely going to have to implement some of those changes.
-"energy board has a 0 in the header" not quite sure why its doing this, seems to only happen some times.
-"elemental taints don't overwrite each other" Originally it was set up like in wc3 pt but people asked me to change it. With a whole new audience to pt, it's a bit easier for noobs to use.
-"water is too deep" Originally created deep for aesthetic reasons, people have complained about this a lot so I'll probably have to raise the terrain level. Atm, the corner waters don't support hydro stations either.
-"juggling" I do plan on preventing this, just need to find a good way to do so and haven't gotten around to it yet.
-"tower stats" if you mouse over the wireframe when you have the tower selected it shows their stats. I suppose I should mention that somewhere in the map.
-"runners dissappear when crossing the midde" currently its broken for coop and teams mode. Easy enough fix, just haven't gotten around to it yet.
-"block players from building in your maze" just type -kill
-"minimap doesn't show waypoints" good point
-"leaderboards are clunky" yea I know, I don't like the way they are atm either. I've been through a few iterations of leaderboard setups and have yet to find something I like.
-"players should be able to build while modes are chosen" definitely going to implement this
-"generator doesn't have a fuel downside" I began trying to find a way to implement this but have had trouble along the way. I do want to add this mechanic though
-"power transfer effects" Atm, the beam animation slows down when nothing is being transferred. Its not very noticeable though and I might add something else to show how much its transferring.
-"towers can't attack at all w/out power" thats just me being lazy, I do plan on eventually allowing them to attack with now power though.
Presenting a whole new TD based off of WC3 Power Towers! This map has been in developement for 1.5 months now and is extremely detailed. It is a mazing TD where all towers require energy to attack.
What makes this different from the other 23451 TD maps?
The power transfer system alone makes this map stand out. Generators generate power and can be linked to other towers to provide them with power. Energy can be stored with capacitors for later use and chains of capacitors can be set up to hold extra energy for each wave.
Is that it?
Not at all! The amount of painstaking detail in every aspect of the game shows this wasn't just whipped out in a few days. Every tower level has its own model and every creep has a unique model. It has three different game modes, including a team mode where players work together and help each other out. All towers have varying abilities and six levels of upgrades.
Ok that sounds pretty cool. Do you have any eye candy I can check out before I go play it?
Of course! Head over to to see the promotional video. Once you decide to give it a try in sc2, search for "Power Towers". It's the 8 player map by me.
I created an actor model and assigned it to a variable. When I send the actor a message by the last created actor function, it always works. However if I assign the last created actor to a variable, some messages work sometimes and other messages don't work at all. An example:
Create actor model;
lastCreatedActor = (last created actor function);
sendMessage(setHeight(1)) to lastCreatedActor (the variable); //this works
Wait 4.0 Game time seconds;
sendMessage(setHeight(2)) to lastCreatedActor (the variable); //this fails
however if i replace the above line with: sendMessage(setHeight(2)) to last created actor (the function), it works just fine.
another example of this is with the destroy message:
sendMessage(destroy()) to last created actor (the function) //this works
sendMessage(destroy()) to lastCreatedActor (the variable) //this fails
overall, it seems random whether I can use a variable or I have to use the last created actor function when sending a message to an actor.
I need this to work because I want to create an actor in one trigger and then destroy it in another trigger. This can only be accomplished by saving it to a variable for reference in the trigger that it wasn't created in.
Another bug I found with this is the sendMessage(setScale()) function.
sendMessage(setScale(2,2,2)) to lastCreatedActor (the variable); //this works
sendMessage(setScale(.1,.1,.1)) to lastCreatedActor (the variable); //this fails
sendMessage(setScale(.1,.1,.1)) to last created actor (the function); //this works
I want to send an actor that has been assigned to a variable a message. However, the message only seems to go through if I reference the actor via the last created actor function. I've tried assigning the actor to a variable and saving it in a data table for reference in the actor message but neither seems to work. How can I save an actor for reference later when I want to send it a message?
that still only works with the last created actor function. assigning it to a variable and telling the actor from the variable to destroy itself doesn't work.
I want to store the memory address of some actor models in an array for deletion later on. Simply setting the model actor to a variable and then trying to delete it from the variable does not work. Therefore, I need to create an array of pointers to these actor models. Is this possible?
I've been having trouble giving every unit created a unique ID. After creating the unit, it gets saved in to a data table via a variable that gets converted to a string and then the variable is incremented. However, once I want to compare a unit to a unit in the data table, it doesn't seem to work. The unit is being compared by (Triggering Unit) == ("debug string" from the Global data table) where the last created unit is saved as "debug string" in the data table.
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@Strilanc: Go
omg its strilance! I've been wanting feedback from you since I released this! Awesome feedback, definitely going to have to implement some of those changes.
-"energy board has a 0 in the header" not quite sure why its doing this, seems to only happen some times.
-"elemental taints don't overwrite each other" Originally it was set up like in wc3 pt but people asked me to change it. With a whole new audience to pt, it's a bit easier for noobs to use.
-"water is too deep" Originally created deep for aesthetic reasons, people have complained about this a lot so I'll probably have to raise the terrain level. Atm, the corner waters don't support hydro stations either.
-"juggling" I do plan on preventing this, just need to find a good way to do so and haven't gotten around to it yet.
-"tower stats" if you mouse over the wireframe when you have the tower selected it shows their stats. I suppose I should mention that somewhere in the map.
-"runners dissappear when crossing the midde" currently its broken for coop and teams mode. Easy enough fix, just haven't gotten around to it yet.
-"block players from building in your maze" just type -kill
-"minimap doesn't show waypoints" good point
-"leaderboards are clunky" yea I know, I don't like the way they are atm either. I've been through a few iterations of leaderboard setups and have yet to find something I like.
-"players should be able to build while modes are chosen" definitely going to implement this
-"generator doesn't have a fuel downside" I began trying to find a way to implement this but have had trouble along the way. I do want to add this mechanic though
-"power transfer effects" Atm, the beam animation slows down when nothing is being transferred. Its not very noticeable though and I might add something else to show how much its transferring.
-"towers can't attack at all w/out power" thats just me being lazy, I do plan on eventually allowing them to attack with now power though.
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@Megacof: Go
fixed this along with wave 68+ gltiches due to a floating point overflow. will publish shortly.
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Does anyone know what the max value for a floating point (real) number in sc2 is?
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Actually I just released it on EU via Mexa so check it out!
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unfortunately I haven't found a reliable EU publisher. If you know of one, let me know and I'll publish it on EU
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Presenting a whole new TD based off of WC3 Power Towers! This map has been in developement for 1.5 months now and is extremely detailed. It is a mazing TD where all towers require energy to attack.
What makes this different from the other 23451 TD maps? The power transfer system alone makes this map stand out. Generators generate power and can be linked to other towers to provide them with power. Energy can be stored with capacitors for later use and chains of capacitors can be set up to hold extra energy for each wave.
Is that it? Not at all! The amount of painstaking detail in every aspect of the game shows this wasn't just whipped out in a few days. Every tower level has its own model and every creep has a unique model. It has three different game modes, including a team mode where players work together and help each other out. All towers have varying abilities and six levels of upgrades.
Ok that sounds pretty cool. Do you have any eye candy I can check out before I go play it? Of course! Head over to to see the promotional video. Once you decide to give it a try in sc2, search for "Power Towers". It's the 8 player map by me.
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Definitely add me as a mapper and promoter!
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wrong forum, deleted post
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I want to send an actor that has been assigned to a variable a message. However, the message only seems to go through if I reference the actor via the last created actor function. I've tried assigning the actor to a variable and saving it in a data table for reference in the actor message but neither seems to work. How can I save an actor for reference later when I want to send it a message?
0
@Nerfpl: Go
that still only works with the last created actor function. assigning it to a variable and telling the actor from the variable to destroy itself doesn't work.
0
I want to store the memory address of some actor models in an array for deletion later on. Simply setting the model actor to a variable and then trying to delete it from the variable does not work. Therefore, I need to create an array of pointers to these actor models. Is this possible?
0
I've been having trouble giving every unit created a unique ID. After creating the unit, it gets saved in to a data table via a variable that gets converted to a string and then the variable is incremented. However, once I want to compare a unit to a unit in the data table, it doesn't seem to work. The unit is being compared by (Triggering Unit) == ("debug string" from the Global data table) where the last created unit is saved as "debug string" in the data table.