Recent content by jedi8955

  1. J

    Timer at MapInit Not Counting Appropriately

    Weird, I thought I had posted a reply yesterday, but I guess not. Go go qwertyface. Anyway, I figured out the problem. The Timer and the Timer Window had to be global variables, and it had to start after 1 second of game time. Setting these got it to work perfectly. Here's the working code...
  2. J

    Timer at MapInit Not Counting Appropriately

    Just starting out with the SC2 editor here, trying to move over my WC3 experience. Having a weird issue with a Timer Window. While in game, it's not counting at all, it sits a 0:00:00. Here's my trigger: Events Game - Map Initialization Local Variables SetupTimer = (New timer) <Timer>...
  3. J

    TD Devourer Tower Defense Assault (Ver 1.0 Release!)

    Weird, I posted a large response yesterday, came back to check the thread and it was gone. First and foremost, my apologies for not responding for awhile. This last week went to 11 on the insanity chart. Lots of work and medical issues. Thanks for posting a replay! I should finally be...
  4. J

    TD Devourer Tower Defense Assault (Ver 1.0 Release!)

    Yeah, it was about 7:30pm over here when I ended the play time, had to get ready to go out to a birthday party. It looked like you disconnected completely. Thanks for that code! I'll plug it in and see if it helps.
  5. J

    TD Devourer Tower Defense Assault (Ver 1.0 Release!)

    Ok, sponsored play for DevourerTDA has come to an end for tonight. Thanks to everyone who came out and helped make this a success!
  6. J

    TD Devourer Tower Defense Assault (Ver 1.0 Release!)

    After some technical issues, hosting is now running! If you weren't able to join before, give it a shot! Edit: Doing one more game before the night wraps up. We've got 2 slots open right now, come on down!
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    TD Devourer Tower Defense Assault (Ver 1.0 Release!)

    Now hosting games of DevourerTDA over Battle.net! We're on the Azeroth server. Join channel DevourerTDA or look for the game name Devourer Tower Defense Assault. I'll be hosting games for about an hour.
  8. J

    TD Devourer Tower Defense Assault (Ver 1.0 Release!)

    It's about 10 minutes from this post. Finishing up a few last things and then I'll get things rolling!
  9. J

    TD Devourer Tower Defense Assault (Ver 1.0 Release!)

    I'll be hosting games of DevourerTDA again today at approximatly 5:30pm, PST! Come on out and try the next generation of Tower Defense!
  10. J

    TD Devourer Tower Defense Assault (Ver 1.0 Release!)

    Sponsored Devourer has come to an end today. Missed it? The next scheduled play time will probably be on Saturday. I'll try to give more advanced warning next time.
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    TD Devourer Tower Defense Assault (Ver 1.0 Release!)

    Interested in playing Devourer? I'll be running games of Devourer on Battle.net on the Azeroth server for about the next hour or so. Simply join the game named: Devourer Tower Defense Assault If it's not in the list, just type it in!
  12. J

    TD Creeps: player or neutral?

    You need to assign creeps to a computer controlled slot, otherwise human players could order them around. Unless you mean like Hostile, Hostile Extra, etc. That should work, since you can still order around those. To my knowledge.
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    TD Devourer Tower Defense Assault (Ver 1.0 Release!)

    Devourer Tower Defense Assault (Ver 1.0.1 Release!) Finally, after months of blood, sweat and tears, I'm ready to reveal the project I've been working on. Introducing Devourer Tower Defense Assault! (DevourerTDA for short) DevourerTDA is a new evolution of the Tower Defense genre that...
  14. J

    Creeps mix pathing up

    I'd suggest separating out the pathing triggers. It shouldn't lag the map (unless you have an unholy crap-ton of stuff going on) and would clean things up immensely. Also, it would free up the custom value slot. (Units can only have 1 custom value) Do it exactly like I had mentioned before...
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    Creeps mix pathing up

    Post the trigger that tells them where to go. That would help a lot. It looks to me like they're supposed to do 3/4s of a full circle then move into the center. To do that for each split up, you would need some way of differentiating what creep spawned where. Set a custom value for creeps...
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