So, I've tweaked some things about the map I'm working on, and it will now be a 2(MAYBE 3) part prologue to the Campaign I was wanting to start. I consider the data half done, maybe less. The terrain is about how it's going to stay. I've just got to work on finishing up some ability work (Blegh) and linking buttons and upgrades to the research ability.
And since I still haven't written the trigger that sets up the second part of the map, I may be a little late on an alpha. But I think it'll come together nicely. I've just got a lot on my plate in RL right now and I am starting to get seriously sleep deprived. Two hours or less a night just doesn't cut it. Let me know if you want in on testing, as I probably won't put the map on here until it's ready to go. (Just weird like that)
Miraculously, it finally let me remove the dependencies I wasn't using. So it's now Swarm Campaign, Swarm Story, and Void Campaign. If anyone knows how to export the One Void unit I'm using, I could remove that dependency, as well. Actually, I could probably just get away with the actor, and attach it to an existing unit, but I don't know how to do that, either.
If anyone knows how to export the One Void unit I'm using, I could remove that dependency, as well.
Open a map with that dependency, find the unit, right-click and copy it, switch documents and paste the unit in the data module.
Do the same for any and all linked abilities, effects, behaviors, etc which you can find in the object explorer of that unit and linked objects. You can see which ones have been modified by that dependency by looking at the "Source" column. If it says "Void.SC2Campaign", you need to copy it. If not, you may still want to copy it if you want to be able to modify that object without affecting existing units that use the same object (or if you've already modified that object in your map and you don't want this to affect the new unit).
Correct all of the IDs and game links for the pasted objects. This is easier said than done.
Export any assets (models, textures, sounds) from the Void Campaign and import them into your map at the same path.
I recommend copying and pasting one thing at a time for safety.
If you have trouble with these steps or it sounds like too daunting of a task, I could copy the unit into a new map/mod for you and you should then be able to easily copy everything without having to change any IDs.
Well, unfortunately, I cannot find the MindControlDialog_LowPass and _HighPass in the game UI that are not letting me remove the dependency. And I am not resetting the default settings. It makes my editor crash every time I try. (I attempted this when resetting the alerts I had messed up trying to get rid of the stock queen announcer.)
I also am looking into a little "feature" I want to add. Does anyone having experience making a TPS style camera? That faces the same direction as the unit it's attached to and turns with it? A smooth camera or even one with a "bumpy" view? I want to add it as an immersion effect for one of my sequences, but while I found a topic about a guy that did it, he didn't explain how. And hasn't been on in 5-6 years. And simply trying to get the timing right for a camera transition seems like it would be a nightmare.
I have a "quick and dirty" idea that might cause performance issues, but I'll do some testing and see how it works out. I think a do while with a wait will do the trick, and if it works the way I want it to, it will look pretty epic. Buttons are done. Mapping them all back to the command card after a failed attempt to remove the void campaign dependency.
I'm going to release for testing without the final evolutions of a couple of the units, and get a take on if they would even be viable. Which also involves testing certain thresholds to see if the final evolution would even be available by the time the player is done. Still doing some texturing tests that are not going well. I might get someone... nudge nudge Dr.SuperEvil... to whip what I want into it in five minutes.
I've got the second part of the map started but still going to do a little tinkering with the spawn, as I'm not thrilled with it. From there it's a simple infi-spawn enemies trigger that should take no more than 10 minutes, the aforementioned "in the action" sequencing and the "Boss" section which won't be anything super special, and seeing as there is no difficulty level, may just take a little longer to push through than the rest of the map. Final Cutscene and...
Data is done, with the exception of the final upgrades mentioned above. Still making a few adjustments to the trigger that handles the new upgrades. For the time being, all of the upgrades will be in the map, but the final levels for each species (with at least one exception) won't actually have an effect in-game. Those will be worked on and tweaked after I get what I've got out there and playable.
As stated before, the terrain itself is done, but I'm having trouble with how I want the levels to transition esthetically(zerg to infested terrans, infested terrans fighting terrans, terrans as the "home stretch"). I have the base model for the one allied hero for testing, but I still haven't done anything with it's dialog. The trigger is there to implement it's inception and respawn, but I need to make the cutscene with his arrival.
I've been playing around with cutscenes a bit, and I've considered adding a small intro for each enemy unit encountered, but that will wait. I'm off to play in the sun some more, but I'll try to get a little more done when I get home. Updates forthcoming. Looking to release for testing Saturday afternoon, so anyone with free time on the weekend will have the chance to do some testing.
I ran a few test playthroughs (11), and I keep running into little things that I need to change. But I just don't have time right now. I'm attaching what I have, if anyone wants to take a peek. The last levels aren't finished, and everything is imba as fuck. But at least you'll get a glimpse of what I had in mind. I probably won't have time to touch anything until next weekend. My grandfather is back from his surgery, and I'm on point to make sure he's not trying to do too much.
So, I've tweaked some things about the map I'm working on, and it will now be a 2(MAYBE 3) part prologue to the Campaign I was wanting to start. I consider the data half done, maybe less. The terrain is about how it's going to stay. I've just got to work on finishing up some ability work (Blegh) and linking buttons and upgrades to the research ability.
And since I still haven't written the trigger that sets up the second part of the map, I may be a little late on an alpha. But I think it'll come together nicely. I've just got a lot on my plate in RL right now and I am starting to get seriously sleep deprived. Two hours or less a night just doesn't cut it. Let me know if you want in on testing, as I probably won't put the map on here until it's ready to go. (Just weird like that)
I'll help you test if you promise to get some sleep!
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
I can help test if no nova assets included.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
No promises there. The Editor isn't what's keeping me from sleeping, it's what is keeping me sane during the lack of sleep.
Miraculously, it finally let me remove the dependencies I wasn't using. So it's now Swarm Campaign, Swarm Story, and Void Campaign. If anyone knows how to export the One Void unit I'm using, I could remove that dependency, as well. Actually, I could probably just get away with the actor, and attach it to an existing unit, but I don't know how to do that, either.
@EDHRIANO: Go
Odd because I have access to the nova arts asset mod and I only have LOTV.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I recommend copying and pasting one thing at a time for safety.
If you have trouble with these steps or it sounds like too daunting of a task, I could copy the unit into a new map/mod for you and you should then be able to easily copy everything without having to change any IDs.
@temhawk: Go
Well, unfortunately, I cannot find the MindControlDialog_LowPass and _HighPass in the game UI that are not letting me remove the dependency. And I am not resetting the default settings. It makes my editor crash every time I try. (I attempted this when resetting the alerts I had messed up trying to get rid of the stock queen announcer.)
I also am looking into a little "feature" I want to add. Does anyone having experience making a TPS style camera? That faces the same direction as the unit it's attached to and turns with it? A smooth camera or even one with a "bumpy" view? I want to add it as an immersion effect for one of my sequences, but while I found a topic about a guy that did it, he didn't explain how. And hasn't been on in 5-6 years. And simply trying to get the timing right for a camera transition seems like it would be a nightmare.
@BigDonRob: Go
I have a "quick and dirty" idea that might cause performance issues, but I'll do some testing and see how it works out. I think a do while with a wait will do the trick, and if it works the way I want it to, it will look pretty epic. Buttons are done. Mapping them all back to the command card after a failed attempt to remove the void campaign dependency.
I'm going to release for testing without the final evolutions of a couple of the units, and get a take on if they would even be viable. Which also involves testing certain thresholds to see if the final evolution would even be available by the time the player is done. Still doing some texturing tests that are not going well. I might get someone... nudge nudge Dr.SuperEvil... to whip what I want into it in five minutes.
I've got the second part of the map started but still going to do a little tinkering with the spawn, as I'm not thrilled with it. From there it's a simple infi-spawn enemies trigger that should take no more than 10 minutes, the aforementioned "in the action" sequencing and the "Boss" section which won't be anything super special, and seeing as there is no difficulty level, may just take a little longer to push through than the rest of the map. Final Cutscene and...
Fin
Data is done, with the exception of the final upgrades mentioned above. Still making a few adjustments to the trigger that handles the new upgrades. For the time being, all of the upgrades will be in the map, but the final levels for each species (with at least one exception) won't actually have an effect in-game. Those will be worked on and tweaked after I get what I've got out there and playable.
As stated before, the terrain itself is done, but I'm having trouble with how I want the levels to transition esthetically(zerg to infested terrans, infested terrans fighting terrans, terrans as the "home stretch"). I have the base model for the one allied hero for testing, but I still haven't done anything with it's dialog. The trigger is there to implement it's inception and respawn, but I need to make the cutscene with his arrival.
I've been playing around with cutscenes a bit, and I've considered adding a small intro for each enemy unit encountered, but that will wait. I'm off to play in the sun some more, but I'll try to get a little more done when I get home. Updates forthcoming. Looking to release for testing Saturday afternoon, so anyone with free time on the weekend will have the chance to do some testing.
@BigDonRob: Go
I ran a few test playthroughs (11), and I keep running into little things that I need to change. But I just don't have time right now. I'm attaching what I have, if anyone wants to take a peek. The last levels aren't finished, and everything is imba as fuck. But at least you'll get a glimpse of what I had in mind. I probably won't have time to touch anything until next weekend. My grandfather is back from his surgery, and I'm on point to make sure he's not trying to do too much.