Those specific effects are created by triggers using the action "create reticle effect" and "attach reticle effect to unit". Those essentially are "create model at point" actions, but they have the right models (those indicators you want) already setup as a combination of race and objective-kind (main objective, bonus objective etc) and are therefore easier to use.
I'd rather say the first option, to let everything allowed/make as few target filters as possible. Many filter exceptions mean that all those have to be checked each time your filter gets applied, and especially auto-cast or scan filters are applied to many units very often. Allow filters on the other hand don't have to be checked at all so they should not create any lag.
Looks really good, all gloomy and mysterious. But I think it fits into WTE 255 a little better, since the forest/settlement is more striking than the stonehenge aspect. Still a very nice terrain though.
Look inside the actor events of those heroes. At Actor Creation, they simply create the glow actor, which automatically attaches the glow to them and changes it to their teamcolor. This somehow doesnt link them in the editor window though.
Wow. Definitely one of the if not the best cinematic I've seen. Love those custom models, writing was very good, there was great action, characters had distinct personalities, even the dominion was on spot. The only problem I had was that some of the dialog lines were played too fast. But apart from that you did a great job. If your campaign only has half of the quality of this cinematic then it will be among the best ones on mapster.
Looking forward to updates. Image masking and proper animation with dialogs (not just move/rotate them every 0.1 second but actual smooth movement/animation) was something I planned to look into for a long time, just never really got around to doing it.
Yeah, thats about right. Actually they are pretty close to records of the trigger editor, meaning that you have to create instances of a class first in order to actually use it (with the exception of static functions & variables, but that's a little too far here). You can create public functions and variables that you can use outside of the class/its instances and private ones that can only be used from within an instance (like an internal counter for example). Apart from that you can also derive classes. The derived classes can use all non-private functions/variables of its base class, along with those that are declared protected.
Records are only blueprints, not the variables themself.
That means whenever you set a variable (local or not) to be a certain record, you dont create a shortcut to access the record as if it was some central variable-hub, but instead your new variable (or record-object) has now "split" into all the variables you set up inside your record. But this doesnt mean that those variables it just split into hold the same values as other objects from the same record.
Therefore, your local variable will be terminated at the end of the trigger, with all the information lost. And for the same reason record objects dont nest if you do stuff like recordObjectA.valA = recordObjectB.valA * recordObjectC.valA
Option 1, since I always liked your micro maps (especially marauding, mechanic and now initiation) more than your macro maps (just personal preference though, as Sc2 has far too many macro maps in general)
The paths you are using are still inside the "UED_Science_Facility" folder, meaning your paths are "UED_Science_Facility/Assets/Buildings/Terran/UED_Science_Facility" and "UED_Science_Facility/Assets/Textures".
You have to cut up the first part though, such that the paths "Assets/Buildings/Terran/UED_Science_Facility" and "Assets/Textures" remain.
A danceoff bar where you have to aggressively strike a pose at the right timing
A hospital full of motivators shouting at the patients
I guess Cool Down will have a frost-marauder skin? Then let him go into some hot area (an armory for marauder ammo and suits, a power plant fueled by lava or anything else) and freeze/shut-down the whole thing just for him to feel better
a standard barracks building that breaks when a big-ass marauder spawns
a racing track where you bet on the slowest car and have to destroy all others for you to win the bet
an ice cream booth with a giant queue but you get in line anyway and wait the whole time making pissed-off comments just to have the last ice-cream sold before your eyes
a science facility that researches the building-jump ability (dont know how you called it) with wrecked buldings everywhere
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Nice to hear that you can make progress again. Cant view the automatic door gif though, somehow photobucket wont work for me.
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Those specific effects are created by triggers using the action "create reticle effect" and "attach reticle effect to unit". Those essentially are "create model at point" actions, but they have the right models (those indicators you want) already setup as a combination of race and objective-kind (main objective, bonus objective etc) and are therefore easier to use.
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I'd rather say the first option, to let everything allowed/make as few target filters as possible. Many filter exceptions mean that all those have to be checked each time your filter gets applied, and especially auto-cast or scan filters are applied to many units very often. Allow filters on the other hand don't have to be checked at all so they should not create any lag.
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@LucidIguana: Go
Looks really good, all gloomy and mysterious. But I think it fits into WTE 255 a little better, since the forest/settlement is more striking than the stonehenge aspect. Still a very nice terrain though.
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Look inside the actor events of those heroes. At Actor Creation, they simply create the glow actor, which automatically attaches the glow to them and changes it to their teamcolor. This somehow doesnt link them in the editor window though.
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Wow. Definitely one of the if not the best cinematic I've seen. Love those custom models, writing was very good, there was great action, characters had distinct personalities, even the dominion was on spot. The only problem I had was that some of the dialog lines were played too fast. But apart from that you did a great job. If your campaign only has half of the quality of this cinematic then it will be among the best ones on mapster.
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Looking forward to updates. Image masking and proper animation with dialogs (not just move/rotate them every 0.1 second but actual smooth movement/animation) was something I planned to look into for a long time, just never really got around to doing it.
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@willuwontu: Go
Look at the Custom Script Code within the function. It's done with Galaxy.
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Yeah, thats about right. Actually they are pretty close to records of the trigger editor, meaning that you have to create instances of a class first in order to actually use it (with the exception of static functions & variables, but that's a little too far here). You can create public functions and variables that you can use outside of the class/its instances and private ones that can only be used from within an instance (like an internal counter for example). Apart from that you can also derive classes. The derived classes can use all non-private functions/variables of its base class, along with those that are declared protected.
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The action is called "Override Player Option", trigger looks like this:
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Records are only blueprints, not the variables themself.
That means whenever you set a variable (local or not) to be a certain record, you dont create a shortcut to access the record as if it was some central variable-hub, but instead your new variable (or record-object) has now "split" into all the variables you set up inside your record. But this doesnt mean that those variables it just split into hold the same values as other objects from the same record.
Therefore, your local variable will be terminated at the end of the trigger, with all the information lost. And for the same reason record objects dont nest if you do stuff like recordObjectA.valA = recordObjectB.valA * recordObjectC.valA
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Terrain looks really well made. Looking forward to more screenshots, with ingame ones showing some gameplay.
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@acidragoon: Go
Option 1, since I always liked your micro maps (especially marauding, mechanic and now initiation) more than your macro maps (just personal preference though, as Sc2 has far too many macro maps in general)
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The paths you are using are still inside the "UED_Science_Facility" folder, meaning your paths are "UED_Science_Facility/Assets/Buildings/Terran/UED_Science_Facility" and "UED_Science_Facility/Assets/Textures".
You have to cut up the first part though, such that the paths "Assets/Buildings/Terran/UED_Science_Facility" and "Assets/Textures" remain.
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@OutsiderXE: Go
The zoo should be stuffed with jerkface troops.