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[A] Starcraft 2 Brood War - Page 162

Forum Index > SC2 Maps & Custom Games
Post a Reply
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MavercK
Profile Joined March 2010
Australia2181 Posts
July 05 2011 03:31 GMT
#3221
yea it's a shame the games wernt better but it was funday monday
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
deafhobbit
Profile Blog Joined July 2010
United States828 Posts
July 05 2011 03:35 GMT
#3222
On July 05 2011 12:28 3xiLe wrote:
Show nested quote +
On July 05 2011 12:23 MavercK wrote:
On July 05 2011 12:21 3xiLe wrote:
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




im sure hes cool, still a boost of players for the channel, so I'm happy. I'm still WAY more dissapointed at the games played then the tank glitch. The only decent player (semi decent, may i add) was the protoss player at the end, and even he wasnt that great, even though he crushed the mech (but the other player was far worse)


Agreed, i was kinda sad no games showed just how awesome BW can be. Anyways, once its fixed it would be a good idea to let him know.
I cheer for underdogs and Flash
MavercK
Profile Joined March 2010
Australia2181 Posts
July 05 2011 03:50 GMT
#3223
pretty sure i have it all fixed,

siege tank on dragoon leaves dragoon at 10 shields 100hp
siege tank on hydra leaves hydra at 27hp
siege tank on siege tank leaves siege tank at 81hp
siege tank shooting a burrowed lurker under dark swarm deals 0 damage to that lurker
siege tank shooting a unburrowed lurker under dark swarm leaves lurker with 99hp

can someone confirm these are accurate?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
July 05 2011 04:03 GMT
#3224
sounds right. have you tested splash from multiple tanks on multiple goons?
Writer
MavercK
Profile Joined March 2010
Australia2181 Posts
July 05 2011 04:15 GMT
#3225
On July 05 2011 13:03 Kiante wrote:
sounds right. have you tested splash from multiple tanks on multiple goons?


it seemed ok
i did 5 tanks against 10-15 dragoons i think? was about 8'ish left?
damage looked accurate. i can't actually remember the number of dragoons so just guestimating that bit.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-07-05 04:58:51
July 05 2011 04:23 GMT
#3226
new version going up now to NA

+ Show Spoiler +

Version 0.974



Additions
  • New Sounds for Zealot
  • New Sounds for Dark Templar
  • New Sounds for Protoss Building Warp in
  • New Sounds for Wraith
  • New Sounds for Vulture
  • New Sounds for Siege Tank
  • New Sounds for Science Vessel
  • New Sounds for Goliath
  • New Sounds for Ghost
  • New Sounds for Battlecruiser
  • New Model for Creep Colony
  • Added Protoss Music
  • New Stats/Ranking System - more info on this later when i get a chance. still considered experimental. may or may not work =\


Changes
  • Textures that had to be reduced in quality due to battle.net limitations have been returned to full quality
  • Removed Stim Ability from Bunker
  • Gas Harvest Time increased from 1.9810 > 2.1500


Fixes
  • Heartbreak Ridge - Fixed stupid Pathing Blockers that should have never been there in the first place (center highground)
  • Heartbreak Ridge - Reworked more unpathable areas, removed alot of trees to fix pathing issues and blocked vision problems
  • Fixed Siege Tanks grabbing the double damage rune in the river and bloodlusting my ass because my team didn't ward it!

Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Asday
Profile Joined November 2010
United Kingdom388 Posts
July 05 2011 04:58 GMT
#3227
"Should of" -> "Should have"

Pet hate, sorry.
Duka08
Profile Blog Joined July 2010
3391 Posts
July 05 2011 05:00 GMT
#3228
On July 05 2011 13:23 MavercK wrote:
[*]Fixed Siege Tanks grabbing the double damage rune in the river and bloodlusting my ass because my team didn't ward it!

I like you.

Thanks for patch. Going to check out unit sounds.
MavercK
Profile Joined March 2010
Australia2181 Posts
July 05 2011 05:01 GMT
#3229
i have to go for a couple of hours, anything i missed will have to wait till then.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-07-05 08:58:52
July 05 2011 08:57 GMT
#3230
ok.
so i'm aware stats doesn't work at all right now. got that fix ready for next version (might do it tommorow)
i've also realised. why ranking was not persisting across all maps. because i was using 2x accounts to publish the entire map pool. so i just have to publish all maps on the same account! easy!. kind of. not really. iirc in my own experience once you take a map name. you can't take it over with another account even if you delete the map. so i might have to rename the maps or something... will have to work something out.

BUT, if i can get the stats working down, solving both these issues. i kinda wanna talk with the not blizzard ladder people and maybe partnering with them to at the very least get a ladder up so people can see all players ranking. that would be nice.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Bladefist
Profile Joined April 2011
20 Posts
July 05 2011 11:07 GMT
#3231
Ehi MavercK, I've tried to make a map with the mod...all units disappeared! Is this a bug? But when I test the map it shows the units i've placed before
MavercK
Profile Joined March 2010
Australia2181 Posts
July 05 2011 11:12 GMT
#3232
On July 05 2011 20:07 Bladefist wrote:
Ehi MavercK, I've tried to make a map with the mod...all units disappeared! Is this a bug? But when I test the map it shows the units i've placed before


close the map and reopen it (without closing the editor)
it should load the units. does this to me everytime.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
Last Edited: 2011-07-05 11:31:10
July 05 2011 11:30 GMT
#3233
btw dunno if you already fixed but during day9 funday monday he also noticed Spider Mines were giving damage + splash to same units same as the tanks
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
Bladefist
Profile Joined April 2011
20 Posts
July 05 2011 11:54 GMT
#3234
On July 05 2011 20:12 MavercK wrote:
Show nested quote +
On July 05 2011 20:07 Bladefist wrote:
Ehi MavercK, I've tried to make a map with the mod...all units disappeared! Is this a bug? But when I test the map it shows the units i've placed before


close the map and reopen it (without closing the editor)
it should load the units. does this to me everytime.


I'll try this. I hope it works. There is a way to avoid to close and reopen map everytime? Load time is so slow...
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
July 05 2011 12:52 GMT
#3235
On July 05 2011 20:30 GizmoPT wrote:
btw dunno if you already fixed but during day9 funday monday he also noticed Spider Mines were giving damage + splash to same units same as the tanks

nah they weren't, day9 just stuffed up his maths.
The goon had 56hp when it got hit by the mine.

Mine does 125 damage.

goon has 80 shields, 100hp

125-80 = 45


100-45 = 55 +1 for armor.

so the goon SHOULD have 56 hp left after a direct mine hit.
Writer
bo0
Profile Joined April 2011
Belgium550 Posts
July 05 2011 13:48 GMT
#3236
god I'm really disappointed in the daily after being so pumped after watching like sheth v morrow and such

I guess the last game was *sort of* OK, but the ones before were so godawefull

I personally never played brood war so, even though I looked up some basic ZvX build orders and stuff like the 5dronerule, I thought to myself "nah, I'll let the experienced guys send in really cool replays" - look how well that turned out xD
Naeroon
Profile Joined April 2011
Canada166 Posts
July 05 2011 15:59 GMT
#3237
On July 05 2011 13:23 MavercK wrote:
new version going up now to NA

+ Show Spoiler +

Version 0.974



Additions
  • New Sounds for Zealot
  • New Sounds for Dark Templar
  • New Sounds for Protoss Building Warp in
  • New Sounds for Wraith
  • New Sounds for Vulture
  • New Sounds for Siege Tank
  • New Sounds for Science Vessel
  • New Sounds for Goliath
  • New Sounds for Ghost
  • New Sounds for Battlecruiser
  • New Model for Creep Colony
  • Added Protoss Music
  • New Stats/Ranking System - more info on this later when i get a chance. still considered experimental. may or may not work =\


Changes
  • Textures that had to be reduced in quality due to battle.net limitations have been returned to full quality
  • Removed Stim Ability from Bunker
  • Gas Harvest Time increased from 1.9810 > 2.1500


Fixes
  • Heartbreak Ridge - Fixed stupid Pathing Blockers that should have never been there in the first place (center highground)
  • Heartbreak Ridge - Reworked more unpathable areas, removed alot of trees to fix pathing issues and blocked vision problems
  • Fixed Siege Tanks grabbing the double damage rune in the river and bloodlusting my ass because my team didn't ward it!



haha, last bit, so golden. Good to see you can stay smiling and cheerful after Day9 basically trolled the shit out of you and your map on the Funday Monday
Bladefist
Profile Joined April 2011
20 Posts
July 05 2011 16:43 GMT
#3238
Thanks for the help Maverck, now it works! Just saw your changelog of next version! Excellent changes. I see there is model for creep colony, but what's about Gnarefottsirk Devourer model? In screenshot looks awesome!
SacredSoul
Profile Joined February 2011
United States76 Posts
July 05 2011 16:49 GMT
#3239
DayJ was just over-exaggerating! You can tell he loved your map; just thought it was funny when he was gonna talk about Siege tanks being broken and it turned out that they WERE actually broken =]


Great job Maverick!

(Have you found a way to make the dragoon stupid as hell yet? He seemed really smart on the daily)
"This is my card castle you ungrateful B****!" - Sean "Day[9]" Plott
TheYellowOne
Profile Joined August 2010
United States97 Posts
July 05 2011 17:51 GMT
#3240
so the fixes have already been put in? i honestly thought tanks were just staying true to their bw role as the terran spellcaster that kills everything on the ground
what
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