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On July 04 2011 16:08 Kuror wrote: Just a suggestion, do you think where you put the screenshots of the melee maps, you could include a screenshot of the actual BW map? it'd be cool to see the comparison.
great idea, will do when i get the chance.
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On July 03 2011 12:47 TheYellowOne wrote:Show nested quote +On July 03 2011 11:16 Epx wrote: Stop with this please, you are ruining the game. SC2 is fun and just as awesome as BW is, it's just different. Beside that SC2 is much better for e-sports as a whole, it has a bigger community and much more attention from all over the world. If you keep staying on BW it's getting nowhere and you won't step up and SC2 is definitely a step up if you look at the game, its community and its international competition. So if you want to play BW just play BW, thanks. Stop with this please. This map isn't a message on the topic of SC2 vs BW. It's people trying to have fun. If you honestly don't want ANYTHING from BW coming over to custom games then you might wanna do something about the thousands of awful maps like TD's, income wars and SPECIAL FORCES EXTREME VERSION 2.0 WITH EXTRA INCOME. It's a custom map for people to have fun in. There's honestly something wrong with you if you think otherwise. "Also stop with star strikers please. SC2 is fun and just as awesome as soccer is, it's just different. Besides that, SC2 is much better for sports as a whole, it has a bigger community and much more attention from all over the world. If you keep staying on old sports like soccer it's getting nowhere and you WONT STEP UP FROM SOCCER." Just take in what that sounds like. Honestly, what? @epx: never fucking post here again. seriously.
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Just saw in Day[9] Daily: Tanks are doing damage twice - splash and normal.
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On July 05 2011 12:01 k10forgotten wrote: Just saw in Day[9] Daily: Tanks are doing damage twice - splash and normal.
seems to be everything that has splash. Mines do it aswell. lol things slipping through those tiny cracks it seems. Good map tho, love all the work you have been doing on it, fun to see.
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There are 2 Bugs I noticed in Funday Monday of this. 1. The detection from scan lasts longer than the animation does. 2. Spash is broken. It does the actual shot and then the splash damage at the same time. Siege tanks did 140 damage in 1 Shot to the dragoon they targeted. Same thing with spider mines.
Also, from some TL Attack episodes, walling isn't like it is in BW (it's soild on all sides).
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On July 05 2011 12:02 Jonny55 wrote: There are 2 Bugs I noticed in Funday Monday of this. 1. The detection from scan lasts longer than the animation does. 2. Spash is broken. It does the actual shot and then the splash damage at the same time. Siege tanks did 140 damage in 1 Shot to the dragoon they targeted. Same thing with spider mines.
Also, from some TL Attack episodes, walling isn't like it is in BW (it's soild on all sides).
Yeah, I'm watching too. Pretty funny. The scan thing was like that in BW if I understand you right. The blue glow thing lasts only a few seconds but you keep vision (and detection) for a fair bit after.
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ALLEYCAT BLUES50107 Posts
On July 05 2011 12:02 Jonny55 wrote: There are 2 Bugs I noticed in Funday Monday of this. 1. The detection from scan lasts longer than the animation does. 2. Spash is broken. It does the actual shot and then the splash damage at the same time. Siege tanks did 140 damage in 1 Shot to the dragoon they targeted. Same thing with spider mines.
Also, from some TL Attack episodes, walling isn't like it is in BW (it's soild on all sides).
I was about to mention this too.
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On July 05 2011 12:06 Bibbit wrote:Show nested quote +On July 05 2011 12:02 Jonny55 wrote: There are 2 Bugs I noticed in Funday Monday of this. 1. The detection from scan lasts longer than the animation does. 2. Spash is broken. It does the actual shot and then the splash damage at the same time. Siege tanks did 140 damage in 1 Shot to the dragoon they targeted. Same thing with spider mines.
Also, from some TL Attack episodes, walling isn't like it is in BW (it's soild on all sides). Yeah, I'm watching too. Pretty funny. The scan thing was like that in BW if I understand you right. The blue glow thing lasts only a few seconds but you keep vision (and detection) for a fair bit after.
I didn't play BW, so it might not be a bug then :p
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god that was fail.
got drilled in the chat
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On July 05 2011 12:01 k10forgotten wrote: Just saw in Day[9] Daily: Tanks are doing damage twice - splash and normal. How does something huge like this get overlooked for so long? I thought people were constantly playing this game, and no one noticed that tanks do 140 damage per shot??
Or is it only happening after the latest update or on specific maps or what?
Seems a bit strange to put so much work painfully recreating BW with gameplay changes, UI changes, models, sounds - and then make such a basic mistake. >_>
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so everytime i beat my friend playing terran, i was actually playing like a God.
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Haha no worries, to be fair tanks were originally so strong that it was hard to tell at first anyway!
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On July 05 2011 12:16 Bobster wrote:Show nested quote +On July 05 2011 12:01 k10forgotten wrote: Just saw in Day[9] Daily: Tanks are doing damage twice - splash and normal. How does something huge like this get overlooked for so long? I thought people were constantly playing this game, and no one noticed that tanks do 140 damage per shot?? Or is it only happening after the latest update or on specific maps or what? Seems a bit strange to put so much work painfully recreating BW with gameplay changes, UI changes, models, sounds - and then make such a basic mistake. >_>
would of been the version when i was messing with siege tanks to get them to deal damage to units under dark swarm correctly. so 1-2 versions ago.
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the tank part of the daily was funny, cus I play terran and I still lose despite my godly tanks >.<" still a fun mod though! Keep up the good work!
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On July 05 2011 12:15 MavercK wrote:god that was fail. got drilled in the chat 
Still very entertaining to watch tho lol, best funday monday evar 
Great map though, I must say it is still a whole lot of fun to play, of course there will be bugs and issues with it, it is simply a fan project done with no sort of compensation being expected.
I've had lots of fun on it and I hope to continue to do so, I'm glad that bugs like these can be pointed out so that the overall gaming experience can be elevated and improved upon
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siege tanks are a pain my ass by default. this is the amount of effects i need CrucioShockCannonEnemyDamage CrucioShockCannonEnemyDamage Dark Swarm CrucioShockCannonEnemyDamage Miss CrucioShockCannonEnemyDamage Shields CrucioShockCannonEnemyDamage Shields Miss CrucioShockCannonPersistent CrucioShockCannonSet CrucioShockCannonSwitch CrucioShockCannonSwitch Miss
and then a trigger to calculate shield damage + Show Spoiler + Siege Tank (Sieged) Events Environment - Player Any Player uses Effect CrucioShockCannonSwitch Local Variables Shield Amount = 0.0 <Real> Target = No Unit <Unit> Damage After Shields = 0.0 <Real> HP Damage = 0.0 <Real> Total Damage = 0.0 <Real> Effect Damage = 0.0 <Real> Damage Modifier = 1.0 <Real> Conditions ((Triggering Effect Unit(Target)) Shields (Current)) > 0.0 Actions General - If (Conditions) then do multiple (Actions) If Then Else General - Else if (Conditions) then do (Actions) Else If ((Triggering Effect Unit(Target)) has Unit Filter - Small) == true Then Variable - Set Damage Modifier = 0.5 General - Else if (Conditions) then do (Actions) Else If ((Triggering Effect Unit(Target)) has Unit Filter - Medium) == true Then Variable - Set Damage Modifier = 0.75 General - Else if (Conditions) then do (Actions) Else If ((Triggering Effect Unit(Target)) has Unit Filter - Large) == true Then Variable - Set Damage Modifier = 1.0 Variable - Set Effect Damage = (Real((Value of Effects "CrucioShockCannonEnemyDamage" "Amount" for player (Triggering Effect Unit Owner(Origin))))) Variable - Set Target = (Triggering Effect Unit(Target)) Variable - Set Shield Amount = (Target Shields (Current)) Variable - Set Damage After Shields = (Effect Damage - Shield Amount) Variable - Set HP Damage = (Damage After Shields * Damage Modifier) Variable - Set Total Damage = (Shield Amount + HP Damage) General - If (Conditions) then do (Actions) else do (Actions) If Total Damage > Effect Damage Then Variable - Set Total Damage = Effect Damage Else Catalog - Set value of Effects "CrucioShockCannonEnemyDamage2" "Amount" for player (Triggering Effect Unit Owner(Origin)) to (String(Total Damage) with Any Precision decimal places) Environment - Execute CrucioShockCannonEnemyDamage Shields on Target from (Triggering Effect Unit(Caster)) Catalog - Set value of Effects "CrucioShockCannonEnemyDamage2" "Amount" for player (Triggering Effect Unit Owner(Origin)) to "0"
and to finish it off. i've confirmed the bug. it's as everyone thought. dealing splash damage ontop of the normal damage. gg. but easy fix. due to this being super fucking ground breaking i will probably do a release today. but it wont feature the pathfinding. it'll just be bug fixes i guess.
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On July 05 2011 12:02 Jonny55 wrote: There are 2 Bugs I noticed in Funday Monday of this. 1. The detection from scan lasts longer than the animation does. 2. Spash is broken. It does the actual shot and then the splash damage at the same time. Siege tanks did 140 damage in 1 Shot to the dragoon they targeted. Same thing with spider mines.
Also, from some TL Attack episodes, walling isn't like it is in BW (it's soild on all sides).
I'm pretty sure i saw the spider mines act normally, actually, they just do a ton of damage to dragoons anyway at 125/180. The reaver scarab did exactly what it was supposed to also when it did 99 damage to a tank in the main
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On July 05 2011 12:21 3xiLe wrote:Show nested quote +On July 05 2011 12:19 MavercK wrote:siege tanks are a pain my ass by default. this is the amount of effects i need CrucioShockCannonEnemyDamage CrucioShockCannonEnemyDamage Dark Swarm CrucioShockCannonEnemyDamage Miss CrucioShockCannonEnemyDamage Shields CrucioShockCannonEnemyDamage Shields Miss CrucioShockCannonPersistent CrucioShockCannonSet CrucioShockCannonSwitch CrucioShockCannonSwitch Miss and then a trigger to calculate shield damage + Show Spoiler + Siege Tank (Sieged) Events Environment - Player Any Player uses Effect CrucioShockCannonSwitch Local Variables Shield Amount = 0.0 <Real> Target = No Unit <Unit> Damage After Shields = 0.0 <Real> HP Damage = 0.0 <Real> Total Damage = 0.0 <Real> Effect Damage = 0.0 <Real> Damage Modifier = 1.0 <Real> Conditions ((Triggering Effect Unit(Target)) Shields (Current)) > 0.0 Actions General - If (Conditions) then do multiple (Actions) If Then Else General - Else if (Conditions) then do (Actions) Else If ((Triggering Effect Unit(Target)) has Unit Filter - Small) == true Then Variable - Set Damage Modifier = 0.5 General - Else if (Conditions) then do (Actions) Else If ((Triggering Effect Unit(Target)) has Unit Filter - Medium) == true Then Variable - Set Damage Modifier = 0.75 General - Else if (Conditions) then do (Actions) Else If ((Triggering Effect Unit(Target)) has Unit Filter - Large) == true Then Variable - Set Damage Modifier = 1.0 Variable - Set Effect Damage = (Real((Value of Effects "CrucioShockCannonEnemyDamage" "Amount" for player (Triggering Effect Unit Owner(Origin))))) Variable - Set Target = (Triggering Effect Unit(Target)) Variable - Set Shield Amount = (Target Shields (Current)) Variable - Set Damage After Shields = (Effect Damage - Shield Amount) Variable - Set HP Damage = (Damage After Shields * Damage Modifier) Variable - Set Total Damage = (Shield Amount + HP Damage) General - If (Conditions) then do (Actions) else do (Actions) If Total Damage > Effect Damage Then Variable - Set Total Damage = Effect Damage Else Catalog - Set value of Effects "CrucioShockCannonEnemyDamage2" "Amount" for player (Triggering Effect Unit Owner(Origin)) to (String(Total Damage) with Any Precision decimal places) Environment - Execute CrucioShockCannonEnemyDamage Shields on Target from (Triggering Effect Unit(Caster)) Catalog - Set value of Effects "CrucioShockCannonEnemyDamage2" "Amount" for player (Triggering Effect Unit Owner(Origin)) to "0"
I thought I told you before :/ Oh well. To be honest, I don't think the daily did your mod or BW justice. Day[9] knew BW so well already that he picks up on the little things most people who didnt play BW didn't know and realises them, which dissapoints him because its not exactly like BW. Meh, i worded that incorrectly, tired, hopefully you got what i mean though.
i understood what you mean and yea, im sorry for not believing you, i guess i didn't test tanks against protoss units as it's only a bug with attacking shielded units.
anyway i paid the price by being drilled by day9 himself so haha
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