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    posted a message on Taking requests

    Tumors are automatically spawned all around the map and lings can also drop a few (ONLY if they pick the ability).

    With the abilities you can make it every round each ling can unlock an extra ability it just depends on what you start of with and how you build your ling towards the end of the rounds/game.

    Experiment with the terrain by creating choke points.

    Note: When a zergling dies it restarts at the beggining of the map, but if you had 2 life ability then you could continue from where you died last.

    I hope this helps.

    Cheers, Memphis_Doom

    Posted in: Map Suggestions/Requests
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    posted a message on Taking requests

    If you want something SORTA simple;

    -Before the game starts pick how many rounds/games you would like to play e.g. 3, 6, 9 or 12

    -After the round/game selection screen pick an Ability e.g. Drop Tumor, Scan, Slow, Create Overlord, Create Ultralisk, 2 Lifes, etc You can use Tumors to kill others behind you, Scan to help navigate through the map faster, Slow to overtake your opponent, Create a fat fast moving overlord to block vision a zergling running through a map, Ultralisk to sacrifice on what ever it steps on, 2 life's in case you need it, etc

    -Each player has a Zergling and has to run from 1 side of the map to the other without stepping on an enemy tumor (like a land mine and they're hidden)

    -Each Zergling can pick 1 of 9 abilities. Each round/game

    -The first Zergling to reach the other side of the map will gain X points. After 15 seconds the round/game restarts and more tumors are spawned in random locations on the map.

    That's about it.

    Cheers,

    Posted in: Map Suggestions/Requests
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    posted a message on Defeat for player group

    @Nerfpl: Go

    Oh wow! This is exactly what I was looking for.

    Will test tonight!

    Thanks

    Posted in: Triggers
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    posted a message on Defeat for player group

    I think it's fixed after several countless hours bwuahahah *tests*

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    And
                        Conditions
                            (Hatchery count for player (Triggering player), counting Complete) == 0
                            And
                                Conditions
                                    (Lair count for player (Triggering player), counting Complete) == 0
                                    And
                                        Conditions
                                            (Hive count for player (Triggering player), counting Complete) == 0
                Then
                    UI - Display (Text "Assets\Textures\ui_chatbaricons_zer..." with color (0%, 100%, 0%)) for (All players) to Debug area
                    Game - End game in Defeat for player (Triggering player) (Show dialogs, Show score screen)
                Else
    


    Posted in: Triggers
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    posted a message on Defeat for player group

    Nexus and Command Center works successfully (basic not what I was aiming for).

    I'm stuck at Hatchery, Lair & Hive.

    Defeat
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    And
                        Conditions
                            (Unit type of (Triggering unit)) == Nexus
                            And
                                Conditions
                                    ((Unit type of (Triggering unit)) count for player (Triggering player), counting Complete) == 0
                Then
                    UI - Display (Text "Assets\Textures\ui_chatbaricons_zer..." with color (0%, 100%, 0%)) for (All players) to Debug area
                    Game - End game in Defeat for player (Triggering player) (Show dialogs, Show score screen)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    And
                        Conditions
                            (Unit type of (Triggering unit)) == Command Center
                            And
                                Conditions
                                    ((Unit type of (Triggering unit)) count for player (Triggering player), counting Complete) == 0
                Then
                    UI - Display (Text "Assets\Textures\ui_chatbaricons_zer..." with color (0%, 100%, 0%)) for (All players) to Debug area
                    Game - End game in Defeat for player (Triggering player) (Show dialogs, Show score screen)
                Else
           ** General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Triggering unit)) == Hatchery
                    And
                        Conditions
                            (Unit type of (Triggering unit)) == Lair
                            And
                                Conditions
                                    (Unit type of (Triggering unit)) == Hive
                                    And
                                        Conditions
                                            ((Unit type of (Triggering unit)) count for player (Triggering player), counting Complete) == 0**
                Then
                    UI - Display (Text "Assets\Textures\ui_chatbaricons_zer..." with color (0%, 100%, 0%)) for (All players) to Debug area
                    Game - End game in Defeat for player (Triggering player) (Show dialogs, Show score screen)
                Else
    


    Posted in: Triggers
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    posted a message on Defeat for player group

    Hi All,

    Spending lots of time on something that could be simple to do. I've checked dozen of assets and map ideas but they don't come close to what I'm trying to achieve.

    If player group owns/controls 0 structures, end game in defeat for player group

    I've got the player group setup and I'm assuming I need to setup a group for those structures? Or can this be done via filter? Any examples would help

    Cheers, Memphis_Doom

    Posted in: Triggers
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    posted a message on (SOLVED)Certain Auras Causing FPS lag

    Hi Guys,

    Based on Nerfpl answer and BorgDragon's test - it seems I must of had the aura looping!!

    I haven't changed much except the duration and period times but it seems to be working now without lag.

    Thanks,

    Posted in: Data
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    posted a message on (SOLVED)Certain Auras Causing FPS lag

    Good stuff BorgDragon and thank you for confirming.

    I'll hit the data editor again and see what I've done wrong.

    Posted in: Data
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    posted a message on (SOLVED)Certain Auras Causing FPS lag

    @Nerfpl: Go

    Maybe this is why. The loop thing your talking about. I have it to occur every 1 second ATM but that being said I could have done it wrong.

    Thanks

    Posted in: Data
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    posted a message on (SOLVED)Certain Auras Causing FPS lag

    @DrSuperEvil: Go

    Thanks. The PC rig is very smooth with 800+ units moving around.

    It's only when I get 15+ units stepping into the Degen Aura (aura that removes health per second) the unit movement & animation becomes disjointed/jagged instead of smooth. I'll get an example tonight and upload to youtube and more from the data editor.

    Note:I haven't created any visual effects for this aura.

    Cheers,

    Posted in: Data
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    posted a message on (SOLVED)Certain Auras Causing FPS lag
    Quote from BorgDragon: Go

    Sorry to say, but it's going to be just you.

    Did you test the example Or do you have an example I can test?

    Regards,

    Posted in: Data
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    posted a message on (SOLVED)Certain Auras Causing FPS lag

    My example http://www.galaxywiki.net/Creating_an_Aura_Spell

    Try it out . If it's not occurring for you then it could be just me ?

    Thanks,

    Posted in: Data
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    posted a message on (SOLVED)Certain Auras Causing FPS lag

    Hi Guys,

    I was wondering if anyone has played around with some auras and noticed FPS lag while testing ?

    Example Aura; Removes 10 health per 5 seconds from all enemy units nearby.

    When there's about 15 units losing 10 health the FPS rate drops and you notice unit movement lag.

    Any ideas?

    Cheers,

    Posted in: Data
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    posted a message on Quickest way to duplicate or make custom units?

    @DarlD: Go

    Good point DarlD. Maybe a MOD could move it for me? Sorry for the confusion!

    Memphis_Doom

    Posted in: Triggers
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    posted a message on Quickest way to duplicate or make custom units?

    @Terhonator: Go

    Great tutorial this is the sort of stuff i'm looking for (updated guides). Mind you I did mine slightly different to get it to work.

    Create Duplicate Unit > Select All Actors (only) . Done!

    When duplicating my Spire Colony I hit an error and wasn't sure why and so I started removing some actors that were in the error log and that fixed it.

    But you're way seems more reliable so I'll give it a shot !!

    Thanks Terhonator!

    Posted in: Triggers
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