• 0

    posted a message on Publishing error (Beta Editor)

    'Default Attribute Values could not be Validated ' and a stop at 89%.

    I'm trying to test my lobby and do initial testing with 3 fixed race teams of 2 players each. Fixed colors as well :/

    I don't have the map set to an arcade map.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Toggleing behaviors

    I solved it earlier this morning, but thanks for your help.

    I went the route of using triggers. -event->If any unit uses ability (removebutton), -action->Remove behavior from triggering unit.

    its working flawlessly.

    Posted in: Data
  • 0

    posted a message on Toggleing behaviors

    So I have a behavior with an effect and a button that applies it! GREAT!

    But my problem is with removing the behavior when the button is pressed again and/or the remove button is pressed.

    I'm trying to create more unique army variations by toggleing loadouts, i.e. Hydra:movement speed+/weapon dmg- and Battlecruise-Acceleration+/Weapon dmg-, etc. with the ability to change them for each unit.

    Is this an issue with validators or requirements or am I just passing over something I missed?

    edit: the problem I'm at now is that the remove button is not there or it tries to stack the initial behavior.

    Posted in: Data
  • 0

    posted a message on Starting a unit off with abilities available.

    Hey, I couldn't find any resources on this site for my cause...maybe somebody can help me.

    Basically I'm trying to start a map out with a couple Terran units having abilities available. 1. Marine - Stimpack 2. Seigetank - Seigemode 3. Raven - Seeker Missile

    I've tried removing the requirements but they keep recreating themselves. Also, I don't want to have some building that upgrades them, as that shouldn't be necessary.

    Posted in: Data
  • 0

    posted a message on Custom Wars (First Beta Launch Soon!)

    I'm here to start hyping up my first map, Custom Wars.

    Custom Wars

    Custom Wars features all new graphics, textures, sounds (In due time) as well as custom soundtrack. It is a fast paced, micro-intensive game, with king of the hill style elements. With a very low graphical demand, huge battles are possible. Custom Wars loads directly into starcraft, and will be able to be found in the Custom Games List.

    The goal of Custom Wars is simple. Everybody has at their disposal the same three units (In the first stage of development);

    Slicer - Standard melee unit. Gunner - Standard ranged combat unit. Flyer - Standard flying unit.

    These units, as the game progresses, will be upgraded individually. Unique armies will be created.

    The game is a 4 way FFA. Each player starts in their respective corner. Equipped with a limited amount of money, your main structure can produce any combination of those three units you want. This stucture also is responsible for upgrades, and must be defended at all costs.

    As you build you're starting units and venture out into the world, you will find stuctures you need to capture. Each structure, when captured, is capable of automatically producing the respective unit of the structure. Know your enemies strengths and weaknesses and stop them from getting towers they need.

    Posted in: Project Workplace
  • To post a comment, please or register a new account.