there's a lost viking projectile that looks kinda like mutant larva idea (check the projectile area...there are several things that could make good models for variious zerg buildings and monster addons)
copy broodlord behavior (or is it attack weapon...i'm not good at modding weapons yet)
add behavior to ultralisk and change unit in behavior to zergling
or for giant zergling just change size in model or actor
take the temple and cut off the bottom (it stretches a few blocks out to make a big dumb rectangle, instead make it square like the nexus, then you have a xel naga temple for starting building)
sry i was busy to reply to this
i've made acropolis 8 ffa and blood bath platinum 8 ffa
(though ppl told me acropolis lighting is too bright..need to change it i guess but i don't know how to make a good daylight...do you know how to increase the sight range so it will be a more realistic day battle)
my mod had an ability to spawn units with different team colors (mercs from other factions) but now team colors doesn't work now anymore
is there some new setting i have to enable or is blizz just removing everything from the game over a period of time till world of starcraft
draw up the geography on paint and i'll terrain it
do you want the units to not have weapons? or you are spawning enemies that don't attack
i think there are some turn based maps out there/final fantasy like maps is what you are looking for
put all the custom data in a mod, they steal the map they just get the texture..rename your mod and rerelease they just have a blank map that calls for a mod that doesn't exist...if they hack your mod (i'm not sure how blizzard stores mods in files) and release it as their own then it will be harder for them to duplicate your uniqueness....make your mod better and better to compete with your thieves (add more map variations since it is a mod)...coke is still better than pepsi IMO
hey guys
i am terrible at programming/theory so i could use some help with this
i want to add a button in the endgame menu that is a rematch button so players can immediately start another round of play on the same map
(basically it will be a trigger to clear the arena, reload the map, (maybe pick races again), and restart the melee with beginning resources all without going back to main menu)
also the ability to possibly select a new map to reload without going back to the create a custom game panel would be good too..i think i was reading somewhere about a way to redirect to next map like in campaign after a victory - chaining linked maps together would be good for custom mods
ps since blizzard won't make chat somebody should try to make a chat interface on a/this map (a map that you can pick new maps and keep everyone in game/map will basically serve as a team player channel where people who just wanna play can keep playing without dealing with the blizzard interface)
i just published an alpha of my scourge mod (on metalopolis right now)
if anyone interested to play on it for a few minutes
WARNING it is not balanced as of yet and due to new abilities, heroes terran or zerg could be really OP
here's what it adds:
cliff hop for zergling and zealot with upgrades
heroes (no unique skills yet since i'm not very good coder)
most of the camp units...still playing around with how/where they will be trained
timed life mercs at merc buildings
1 merc building per race (merc coumpound, nydus canal and twilight council)
1 perm mineral mule per race (nomad, overlord is now MULE with upgrade, warp prism mule
a few extra skills and stuff to play around with endgame
note: protoss is kinda limited since i'm making the siege weapons at facility and not gateway anymore
also the zerg creep colony is bugged because the model bounds box is 2 spaces below the animation
so most projectiles (missiles) don't work on it except bullets, explosions and melee
also i'm looking for someone to help code weapons and hero skills if you interested
hello new to forum and i have one question that i've been looking all over for
i want to make hero units max build limit 1 per hero char (of each team) and limit 3 heroes per team player similiar to how wc3 plays out in melee
(i don't know if the limit is 3 or 4 heroes)
also i prefer data editor solution over triggers if you can
some people say you can just copy the unit and the actor(but not the model) this might work but i haven't tried it
(copying the model makes the actor use 2 models at once hence the doubles)
for me i copy the unit and the model and make a new actor
don't copy the actor...make a new actor (based off of generic unit base if it is unit or structure) and then attach sound and death animation and others
make sure in art tab the actor uses the model you want as well
0
there's a lost viking projectile that looks kinda like mutant larva idea (check the projectile area...there are several things that could make good models for variious zerg buildings and monster addons)
0
ultralisk with zerglings?
copy broodlord behavior (or is it attack weapon...i'm not good at modding weapons yet) add behavior to ultralisk and change unit in behavior to zergling
or for giant zergling just change size in model or actor
0
take the temple and cut off the bottom (it stretches a few blocks out to make a big dumb rectangle, instead make it square like the nexus, then you have a xel naga temple for starting building)
0
sry i was busy to reply to this i've made acropolis 8 ffa and blood bath platinum 8 ffa (though ppl told me acropolis lighting is too bright..need to change it i guess but i don't know how to make a good daylight...do you know how to increase the sight range so it will be a more realistic day battle)
you can check them out on battle.net if you want
0
nevermind i think i switched it to all green and all red and i forgot...blame the guy that lives in my head for the rudeness
0
my mod had an ability to spawn units with different team colors (mercs from other factions) but now team colors doesn't work now anymore is there some new setting i have to enable or is blizz just removing everything from the game over a period of time till world of starcraft
0
draw up the geography on paint and i'll terrain it do you want the units to not have weapons? or you are spawning enemies that don't attack i think there are some turn based maps out there/final fantasy like maps is what you are looking for
0
put all the custom data in a mod, they steal the map they just get the texture..rename your mod and rerelease they just have a blank map that calls for a mod that doesn't exist...if they hack your mod (i'm not sure how blizzard stores mods in files) and release it as their own then it will be harder for them to duplicate your uniqueness....make your mod better and better to compete with your thieves (add more map variations since it is a mod)...coke is still better than pepsi IMO
0
i understand DOTA but i've never played aeon of stryfe tell me how it works so i can think about it
0
just go to unit height stat of burrowed tyrant and give it -1 or -0.5 and it will be lower
0
hey guys i am terrible at programming/theory so i could use some help with this i want to add a button in the endgame menu that is a rematch button so players can immediately start another round of play on the same map (basically it will be a trigger to clear the arena, reload the map, (maybe pick races again), and restart the melee with beginning resources all without going back to main menu) also the ability to possibly select a new map to reload without going back to the create a custom game panel would be good too..i think i was reading somewhere about a way to redirect to next map like in campaign after a victory - chaining linked maps together would be good for custom mods
ps since blizzard won't make chat somebody should try to make a chat interface on a/this map (a map that you can pick new maps and keep everyone in game/map will basically serve as a team player channel where people who just wanna play can keep playing without dealing with the blizzard interface)
0
i just published an alpha of my scourge mod (on metalopolis right now) if anyone interested to play on it for a few minutes
WARNING it is not balanced as of yet and due to new abilities, heroes terran or zerg could be really OP
here's what it adds: cliff hop for zergling and zealot with upgrades heroes (no unique skills yet since i'm not very good coder) most of the camp units...still playing around with how/where they will be trained timed life mercs at merc buildings 1 merc building per race (merc coumpound, nydus canal and twilight council) 1 perm mineral mule per race (nomad, overlord is now MULE with upgrade, warp prism mule a few extra skills and stuff to play around with endgame
note: protoss is kinda limited since i'm making the siege weapons at facility and not gateway anymore also the zerg creep colony is bugged because the model bounds box is 2 spaces below the animation so most projectiles (missiles) don't work on it except bullets, explosions and melee
also i'm looking for someone to help code weapons and hero skills if you interested
0
ok i borrowed mothership example to make limit 1 but i'm not sure how to count hero unit types in math statement
0
hello new to forum and i have one question that i've been looking all over for i want to make hero units max build limit 1 per hero char (of each team) and limit 3 heroes per team player similiar to how wc3 plays out in melee (i don't know if the limit is 3 or 4 heroes) also i prefer data editor solution over triggers if you can
0
some people say you can just copy the unit and the actor(but not the model) this might work but i haven't tried it (copying the model makes the actor use 2 models at once hence the doubles)
for me i copy the unit and the model and make a new actor don't copy the actor...make a new actor (based off of generic unit base if it is unit or structure) and then attach sound and death animation and others make sure in art tab the actor uses the model you want as well