You could use an existing tower like a turret or photon cannon replace the footprint to 1x1 and replace the weapon.then replace the actors & sounds to that of a marauders.
I just recently finished my first custom game called Asteroid Team Battle but I haven't published it because I don't have people to test the game with.
The map is divided in 4 sections with a team in each section.
each team has to gather minerals build defense and send units to the other teams and destroy the players.
you build structures to defend against asteroids and units, but because this is the wild space, your created units can get damaged from units and asteroids crashing into them.
Over time asteroids become faster. Destroying asteroids will become too easy once you built up a good defense, But then the real battle begins. It becomes a battle of sent units and your team must work together to help kill all the units being sent by the other teams while sending units at the same time.
I just recently finished making my first custom arcade map, and I need people to help me test it and get feed back on how to make it better. I'm usually on around 9pm or 10 pm EST
So if you don't mind helping that would be great. my battle net name is MyTMonkey.
I'm trying to create a Team Victory /Defeat trigger but I can't figure it out.
each team has 3 players and there is only 4 teams so a total of 12 players.
Team 1 has player 1,2 & 3 Team 2 has 4,5 & 6 and so on.
I figured something like that would be the issue.. and I changed the values but nothing adds up properly or subtracts properly. I can even put the values to 0 and it will give me -105. I don't get why it would work like that,
hey everyone,
I posted this issue up awhile ago and then the conversation ended and i wasn't able to figure it out.
I have a trigger so that if player 1 presses a button it creates a unit at three different regions. and then I have an issue order for these units to move to another region but that isn't working. because of the auto cast ability that my unit is using every 8 seconds. here you can see my trigger if its any good.
okay so i'm 100% sure this is something stupid but to me this stupid thing is hard to find.
I have an upgrade ability that cost 20 minerals but for some reason it's showing up at -105 minerals when i run the game.
iv'e created a button that spawns a hostile unit at multiple regions, however they cost 100 minerals to spawn. I've got the button and spawning to work through the triggers but i cant get it to not work when you don't have enough minerals. even if i set the button state to disabled it still works.
Im fairly New to the trigger editor so im be doing something completely wrong but this is what i got.
I've tried multiple ways for example this is my trigger currently
Event:
UI - player 1 presses Send Curruptor(button)
Loval Variables:
(None)
Condition:
(None)
Actions:
Unit- Create 1 Courrptor for player 15 at (Random point in Region(Region1) faceing ( random point in Region2) (No Option)
General- Repeat(actions) Forever
Actions
Unit- Order(Last created unit) to ( move targeting ( Radom point in region2)) (Replace existing order)
this trigger doesnt work for me..
but when i add an issue order
Unit- Order(last created unit) to (Turn Constricting Slime auto cast Off) ( Replace Existing Orders)
It begins to do the issue order Move but doesnt cast the autocast obviously. I know in the data editor i have the ability allowed movement so i don't see why it wont issue the order if the auto cast is on.
My problem: I created A unit that every 8 seconds will cast constricting slime. Then in the trigger editor I created an event that when a button is pressed he will spawn in a region and move towards another region with an issue order. but because he cast the ability every 8 seconds, the unit spawns moves for 8 seconds then after the auto cast it just stops and continues to auto-cast every 8 seconds..
0
Anyone?
0
You could use an existing tower like a turret or photon cannon replace the footprint to 1x1 and replace the weapon.then replace the actors & sounds to that of a marauders.
0
Hey Everyone,
I just recently finished my first custom game called Asteroid Team Battle but I haven't published it because I don't have people to test the game with.
A little bit about the game.
https://www.dropbox.com/s/271li2k6279u6fa/A_battle.jpg
More detail:
The map is divided in 4 sections with a team in each section. each team has to gather minerals build defense and send units to the other teams and destroy the players. you build structures to defend against asteroids and units, but because this is the wild space, your created units can get damaged from units and asteroids crashing into them.
Over time asteroids become faster. Destroying asteroids will become too easy once you built up a good defense, But then the real battle begins. It becomes a battle of sent units and your team must work together to help kill all the units being sent by the other teams while sending units at the same time.
So I need friends to test this game out.
My battle net name is MyTMonkey
0
Hey Everyone,
I just recently finished making my first custom arcade map, and I need people to help me test it and get feed back on how to make it better. I'm usually on around 9pm or 10 pm EST So if you don't mind helping that would be great. my battle net name is MyTMonkey.
Thanks
0
@SoulFilcher: Go
Thanks alot, the unit type validator worked perfect.
0
hey everyone,
I'm trying to making a unit that can only attack specific units. so lets say I have a marine, this marine can only attack overlords.
Thanks
0
@bulletbutter: Go
Thanks that's exactly what I needed to know.
0
Hello Everyone,
I'm trying to create a Team Victory /Defeat trigger but I can't figure it out. each team has 3 players and there is only 4 teams so a total of 12 players. Team 1 has player 1,2 & 3 Team 2 has 4,5 & 6 and so on.
How do I make it so the last team alive wins.
help.
0
@Hoernchy: Go
I figured something like that would be the issue.. and I changed the values but nothing adds up properly or subtracts properly. I can even put the values to 0 and it will give me -105. I don't get why it would work like that,
0
hey everyone, I posted this issue up awhile ago and then the conversation ended and i wasn't able to figure it out.
I have a trigger so that if player 1 presses a button it creates a unit at three different regions. and then I have an issue order for these units to move to another region but that isn't working. because of the auto cast ability that my unit is using every 8 seconds. here you can see my trigger if its any good.
https://www.dropbox.com/s/bhfbhljfu3bajb8/Issue%20Order%20.jpg
and heres and example of the unit that is not moving but auto casting the ability. http://www.twitch.tv/mytmonkey/b/378989805#
I have allow movement turned on so i know that's not it.
help
0
@fishy77: Go
Thanks
0
okay so i'm 100% sure this is something stupid but to me this stupid thing is hard to find. I have an upgrade ability that cost 20 minerals but for some reason it's showing up at -105 minerals when i run the game.
help
0
Hey everyone,
iv'e created a button that spawns a hostile unit at multiple regions, however they cost 100 minerals to spawn. I've got the button and spawning to work through the triggers but i cant get it to not work when you don't have enough minerals. even if i set the button state to disabled it still works.
help
0
@hobbidude: Go
@hobbidude: Go
Im fairly New to the trigger editor so im be doing something completely wrong but this is what i got.
I've tried multiple ways for example this is my trigger currently
Event: UI - player 1 presses Send Curruptor(button) Loval Variables: (None) Condition: (None) Actions: Unit- Create 1 Courrptor for player 15 at (Random point in Region(Region1) faceing ( random point in Region2) (No Option) General- Repeat(actions) Forever Actions Unit- Order(Last created unit) to ( move targeting ( Radom point in region2)) (Replace existing order)
this trigger doesnt work for me.. but when i add an issue order
Unit- Order(last created unit) to (Turn Constricting Slime auto cast Off) ( Replace Existing Orders)
It begins to do the issue order Move but doesnt cast the autocast obviously. I know in the data editor i have the ability allowed movement so i don't see why it wont issue the order if the auto cast is on.
Thanks
0
Hey Guys,
My problem: I created A unit that every 8 seconds will cast constricting slime. Then in the trigger editor I created an event that when a button is pressed he will spawn in a region and move towards another region with an issue order. but because he cast the ability every 8 seconds, the unit spawns moves for 8 seconds then after the auto cast it just stops and continues to auto-cast every 8 seconds..
help, Thanks