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by Xenon
Sat Nov 26, 2011 7:28 am
Forum: StarCraft II Discussion
Topic: Warlords and Merchants Discussion
Replies: 556
Views: 64346

Re: Warlords and Merchants Discussion

wtf is this firebat unit everyone keeps talking about


Image
by Xenon
Sat Nov 19, 2011 10:48 am
Forum: StarCraft II Discussion
Topic: Warlords and Merchants Discussion
Replies: 556
Views: 64346

Re: Warlords and Merchants Discussion

I tried putting reavers in bunker BCs and it actually worked pretty well, as long as I remembered to enable auto-build. Of course, in that build of the game the counter to anything was kamikaze AC attacks.
by Xenon
Thu Nov 10, 2011 4:09 pm
Forum: StarCraft II Discussion
Topic: A potencial method to have some custom non-static abilities
Replies: 3
Views: 941

Re: A potencial method to have some custom non-static abilit

You might still have to have different dummy spells for different target types, AOEs, and such for the proper targeting cursor unless you can alter those catalog values through triggers or validate which AOE actor based on a behavior or something. I don't think you can alter a unit's buttons by trig...
by Xenon
Thu Oct 20, 2011 8:27 pm
Forum: General Discussion
Topic: BlizzCon 2011
Replies: 53
Views: 6410

Re: BlizzCon 2011

The Blizzard DOTA / Mod tools discussion seems the only place to ask if we'll ever get a built in way to load custom downloaded campaigns, host multiplayer without publishing, etc. I'm afraid it looks hopeless at this point, but it would be nice to get them to acknowledge that they're taking away op...
by Xenon
Mon Oct 17, 2011 8:49 pm
Forum: StarCraft II Discussion
Topic: What... the FUCK... IS THIS???
Replies: 65
Views: 8102

Re: What... the FUCK... IS THIS???

There's talk of a harass-type unit. Looks like it might be the inverse of the Void Ray: a powerful initial attack that charges up while it isn't attacking.
by Xenon
Sat Oct 15, 2011 4:25 pm
Forum: StarCraft II Discussion
Topic: Warlords and Merchants Discussion
Replies: 556
Views: 64346

Re: Warlords and Merchants Discussion

Didn't you try giving transport abilities the "has no cargo" validator? Loading bikes into transports is harmless when the bikes are empty. Not sure if there's any way to get units to load into a bike that's already in a transport though. And you think you fixed the disappearing auto-retra...
by Xenon
Fri Oct 14, 2011 2:14 pm
Forum: StarCraft II Discussion
Topic: Defense project (was Battleship project)
Replies: 43
Views: 6660

Re: A battleships project

I thought there was a video or something of that, and for whatever reason the Banelings wouldn't even die if shot to death.
by Xenon
Fri Oct 14, 2011 12:53 pm
Forum: StarCraft II Discussion
Topic: Defense project (was Battleship project)
Replies: 43
Views: 6660

Re: A battleships project

Pr0nogo wrote:make a baneling that doesn't die upon explosion


Where have I seen that before?
by Xenon
Mon Oct 10, 2011 10:22 am
Forum: StarCraft II Discussion
Topic: What... the FUCK... IS THIS???
Replies: 65
Views: 8102

Re: What... the FUCK... IS THIS???

Looks like some kind of artillery. Zerg never had a ground unit that outranges towers before.
by Xenon
Sun Oct 09, 2011 1:57 pm
Forum: StarCraft II Discussion
Topic: Warlords and Merchants Discussion
Replies: 556
Views: 64346

Re: Warlords and Merchants Discussion

Yes... all this restrictive junk just hampers the end user and the community. I still think the "marketplace" is one of the major causes of all this overregulation.
by Xenon
Sun Oct 09, 2011 1:29 pm
Forum: StarCraft II Discussion
Topic: Warlords and Merchants Discussion
Replies: 556
Views: 64346

Re: Warlords and Merchants Discussion

"Unable to load file (Core: file not found): ComponentList.SC2Components" And of course they have to name it a jumble of hex values and stow it in one of 5000 folders where only the search can find it by modified date. I did manage to use an MPQ editor to look at the XML, and the buildings...
by Xenon
Sun Oct 09, 2011 11:16 am
Forum: StarCraft II Discussion
Topic: Warlords and Merchants Discussion
Replies: 556
Views: 64346

Re: Warlords and Merchants Discussion

I think Ricky should keep this version uploaded separately. (mumble mumble stupid publishing) I tried to figure out how to use behaviors to disable stuff in a bike from firing when the bike is hidden, but the "iterate transport" effect type appears to be completely broken. It doesn't even ...
by Xenon
Thu Oct 06, 2011 7:52 pm
Forum: StarCraft II Discussion
Topic: Warlords and Merchants Discussion
Replies: 556
Views: 64346

Re: Warlords and Merchants Discussion

I'm pretty sure you still can't add abilities to a unit with triggers :( That was added to WC3 in the expansion, so maybe...
by Xenon
Thu Oct 06, 2011 2:12 pm
Forum: StarCraft II Discussion
Topic: Warlords and Merchants Discussion
Replies: 556
Views: 64346

Re: Warlords and Merchants Discussion

Okay, here's that unit. Radar is hardcoded to ignore cloaked units (ugh) so I had it briefly decloak units periodically in addition to detection. Should be good to sweep the map in the endgame, but not to spread over the map in midgame. They'll fall apart if a Hellion ball looks at them funny. It sh...
by Xenon
Tue Oct 04, 2011 7:25 pm
Forum: StarCraft II Discussion
Topic: Warlords and Merchants Discussion
Replies: 556
Views: 64346

Re: Warlords and Merchants Discussion

That's the 1/32 thing I've heard of and tried a long time ago. Like I said, executes twice then waits 1/16 from what I could tell. However, I don't think it's worthwhile to focus so much on having dodgable/collision shots and such. What the- that was always a major part of the map concept, even from...

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