What the bloody hell are you trying to do, then? I mean I've been working with the editor, and my maps like 60% complete and I have yet to hit any barrier due to the editor itself. Every wall I've hit is simply my own lack of knowledge. I mean my map isn't the most complex thing out there, but still. I can't imagine what you're doing that's SO complex that the editor can't do it. After all, the editor is about the only thing Blizzard did right with this game, it's damn near perfect.
If I recall correctly, it was done by OneTwoSc (search on youtube, he has a tutorial on it).
Yes, OneTwo did a tutorial but thats not the way it should be done. Blizzard does not have an exact movement like Diablo. The way OneTwo was doing it is bypassing.
Indeed. It was fun watching those Diablo III videos, because aside from the mouse controls, it looks like it could all be done using the sc2 editor. The wizard's slow time and reflect projectiles thing screamed "Do this in sc2!" to me.
Diablo style movement can be done in the next patch, if Blizzcon was anything to go by.
Also, if you have a problem with the editor, you're almost certainly at fault. For example, I've made a full physics system (only spheroid objects, sorry, I don't want to kill performance with complex objects, though collision boxes can also be up-facing cylinders) and have not encountered any problems that are unfixable. And mine is complex enough that, if I was able to implement angular momentum (which I can't graphically express since the actor setrotation message is bugged so that the up vector is stuck on 0 0 1), I would have a perfect billiards simulation.
Ya'know it'd be nice if you let us know what the editor cannot do instead of just raging about it. Besides, if you truly wanted to do everything then there are other games that have modding tools. They can accomplish more, in some cases, than this editor can but it's a lot more complicated. Trust me, there are many things mappers take for granted in this editor... ;)
Diablo style movement can be done in the next patch, if Blizzcon was anything to go by.
Also, if you have a problem with the editor, you're almost certainly at fault. For example, I've made a full physics system (only spheroid objects, sorry, I don't want to kill performance with complex objects, though collision boxes can also be up-facing cylinders) and have not encountered any problems that are unfixable. And mine is complex enough that, if I was able to implement angular momentum (which I can't graphically express since the actor setrotation message is bugged so that the up vector is stuck on 0 0 1), I would have a perfect billiards simulation.
I was thinking about a similar system for my Battlezone project, but I'm stuck on getting floating vehicles to work. I'm not quite as experienced with the editor yet IMO though to follow through with the project though, thus why I'm doing a simpler map for now.
I'd recommend you do that yourself, zenx1. Most people didn't make the best maps on B.net by going straight to a cool yet hard project.
Ya'know it'd be nice if you let us know what the editor cannot do instead of just raging about it. Besides, if you truly wanted to do everything then there are other games that have modding tools. They can accomplish more, in some cases, than this editor can but it's a lot more complicated. Trust me, there are many things mappers take for granted in this editor... ;)
I was thinking about a similar system for my Battlezone project, but I'm stuck on getting floating vehicles to work. I'm not quite as experienced with the editor yet IMO though to follow through with the project though, thus why I'm doing a simpler map for now.
I'd recommend you do that yourself, zenx1. Most people didn't make the best maps on B.net by going straight to a cool yet hard project.
I went straight for the cool yet hard project (atleast I think it's cool :(), I'm just learning as I go along. That's why I always laugh to myself when I imagine some experianced, veteran map maker looking at my map. Ingame, things do what I want them to do. But in the editor, it's all such a massive mess, with so many things jerry-rigged and forced to work as I deem necessary. A veteran map maker would take one look at my map and go "wat".
I digress, map editor is win and pretty much any problem is more then likely user-error.
About the diablo things, most of the spell can be done easily with the data editor.
I probably speak for a lot of people when I say that a system like that just doesn't push the right buttons for me, to put things overly vague. It's nicely made and all but at the end of the day it's still trying to push a square block through a round hole.
I went straight for the cool yet hard project (atleast I think it's cool :(), I'm just learning as I go along. That's why I always laugh to myself when I imagine some experianced, veteran map maker looking at my map. Ingame, things do what I want them to do. But in the editor, it's all such a massive mess, with so many things jerry-rigged and forced to work as I deem necessary. A veteran map maker would take one look at my map and go "wat".
I digress, map editor is win and pretty much any problem is more then likely user-error.
Indeed. that's how I started via making my Battlezone project. Personally though, I think that something as great as Battlezone shouldn't be my first project. Rather, it should be one that I'll work on once I've established something of worth on the online world.
I think I could possibly do anything I wanted in the editor with the right resources. There are more variables to check down in this editor than before, which makes it overwhelming.
However, the biggest problem with the editor itself is terminology for most. That is the barrier most have an issue with, I believe.
Don't let em get ya down Progammer. A lot of people find your libraries extremely helpful and I hope you continue to make them. It definitely exemplifies what a lot of people have been saying in this thread, though, that the editor can do nearly everything and the things it can't do by default can usually be done with a little experimentation.
There really is very little the editor can't do right now Zenx, so if there is indeed something you can't do at the moment that is causing your entire project to be thrown away, maybe mention it and someone could propose a workaround.
I still find 1000 things I cant do with the editor everyday...it was suppose to be super good, but for all its complexity it still lacks sooo much....
i hate them :( (I have to throw my new project down the drain again )
What the bloody hell are you trying to do, then? I mean I've been working with the editor, and my maps like 60% complete and I have yet to hit any barrier due to the editor itself. Every wall I've hit is simply my own lack of knowledge. I mean my map isn't the most complex thing out there, but still. I can't imagine what you're doing that's SO complex that the editor can't do it. After all, the editor is about the only thing Blizzard did right with this game, it's damn near perfect.
@zenx1: Go
Here is an idea, reprogram the editor!
@Colt556
Now we just need Diablo style movement and it will be perfect!
I never played Diablo, but wasn't that just point and click movement, same as every other game rpg of it's time?
@xShaelis: Go
If I recall correctly, it was done by OneTwoSc (search on youtube, he has a tutorial on it).
@Colt556: Go
Yeah, that's the only rpg I have played.
Yes, OneTwo did a tutorial but thats not the way it should be done. Blizzard does not have an exact movement like Diablo. The way OneTwo was doing it is bypassing.
Indeed. It was fun watching those Diablo III videos, because aside from the mouse controls, it looks like it could all be done using the sc2 editor. The wizard's slow time and reflect projectiles thing screamed "Do this in sc2!" to me.
Diablo style movement can be done in the next patch, if Blizzcon was anything to go by.
Also, if you have a problem with the editor, you're almost certainly at fault. For example, I've made a full physics system (only spheroid objects, sorry, I don't want to kill performance with complex objects, though collision boxes can also be up-facing cylinders) and have not encountered any problems that are unfixable. And mine is complex enough that, if I was able to implement angular momentum (which I can't graphically express since the actor setrotation message is bugged so that the up vector is stuck on 0 0 1), I would have a perfect billiards simulation.
@zenx1: Go
A lot of things you might think are not possible, are possible. But it really depends on what you're trying to do.
Why everyone is mentioning onetwo and not this fully developed and supported library based on his workaround that you can just plug and play ??
http://www.sc2mapster.com/assets/realtime-mouse-tracking-system/
About the diablo things, most of the spell can be done easily with the data editor.
Ya'know it'd be nice if you let us know what the editor cannot do instead of just raging about it. Besides, if you truly wanted to do everything then there are other games that have modding tools. They can accomplish more, in some cases, than this editor can but it's a lot more complicated. Trust me, there are many things mappers take for granted in this editor... ;)
I was thinking about a similar system for my Battlezone project, but I'm stuck on getting floating vehicles to work. I'm not quite as experienced with the editor yet IMO though to follow through with the project though, thus why I'm doing a simpler map for now.
I'd recommend you do that yourself, zenx1. Most people didn't make the best maps on B.net by going straight to a cool yet hard project.
I went straight for the cool yet hard project (atleast I think it's cool :(), I'm just learning as I go along. That's why I always laugh to myself when I imagine some experianced, veteran map maker looking at my map. Ingame, things do what I want them to do. But in the editor, it's all such a massive mess, with so many things jerry-rigged and forced to work as I deem necessary. A veteran map maker would take one look at my map and go "wat".
I digress, map editor is win and pretty much any problem is more then likely user-error.
I probably speak for a lot of people when I say that a system like that just doesn't push the right buttons for me, to put things overly vague. It's nicely made and all but at the end of the day it's still trying to push a square block through a round hole.
She speaks the truth.
Indeed. that's how I started via making my Battlezone project. Personally though, I think that something as great as Battlezone shouldn't be my first project. Rather, it should be one that I'll work on once I've established something of worth on the online world.
Agreed, but still kudos to progammer for making this library. At least until the next major patch comes out that should natively do this now.
I think I could possibly do anything I wanted in the editor with the right resources. There are more variables to check down in this editor than before, which makes it overwhelming.
However, the biggest problem with the editor itself is terminology for most. That is the barrier most have an issue with, I believe.
@zenx1: Go
The problem is not the editor, but your expectation.
Don't let em get ya down Progammer. A lot of people find your libraries extremely helpful and I hope you continue to make them. It definitely exemplifies what a lot of people have been saying in this thread, though, that the editor can do nearly everything and the things it can't do by default can usually be done with a little experimentation.
There really is very little the editor can't do right now Zenx, so if there is indeed something you can't do at the moment that is causing your entire project to be thrown away, maybe mention it and someone could propose a workaround.