Good day everyone. Having some spare time coming up and a fair degree of expertise with the editor, plus a bit of inspiration from Delphs thread, I'm opening the floor for trigger and data requests. What I'm thinking of doing is create a mod dependency, that is public so anyone can add it to their map, and add stuff in that people need/want/find helpful. To keep things sane, I would probably make a separate Trigger Library for each person, so they know whose stuff is whose. Or I could just leave everything mashed together but use the wonderful built in tagging system to organize stuff. Or maybe something else entirely that someone wants to suggest.
One major reason I want to do this is so many people either struggle with advanced stuff in the editor or they effectivly have to reinvent the wheel since surprisingly so little code is shared among mappers. Someone hosting a public dependency can reduce the pain for everyone, since only one person need use up a upload slot for EVERYONE to benefit from the code. Also, for many people, even one working example of something is enough to allow them to understand how a thing works, and they can take it from there.
I will probably have 2 dependecies, 1 for data stuff, and 1 for trigger stuff. Or maybe both in one, not sure yet, this is still kind of an idea in my head.
So the floor is open. I can make triggers/actions/conditions/whatever to demonstrate how various things work in the GUI or in script, or whatever. Same with data.
I'm Rommper from the chat and you said leave a remark here about the load unload. So what i need that the transport unit walk on the base land and the other units are on the cliffs. I need the transport be able to load units from the cliff and unload to cliff only. Thank you very much!
Thank you for offering to contribute your valuable time for the sake of the community!
If I may, I would like to request:
An ability that launches a subterranean missile into the ground and deals damage to burrowed units in an area at the impact location.
An item claymore mine that explodes in a 50 degree cone similar to or the same as the diagram below. (You can do all the different damage zones if you're really enthusiastic but it's not necessary. Seems like a lot of really tedious work so I won't be too attached to that part.) If possible I'd like the mine to face the same direction as the unit placing it at the time of placement. (The direction could also be determined from the mine its self.) The claymore will be detonated from the placed mine unit with a detonate ability and set off other claymores in the blast radius. It would also be cool to have a motion sensor/tripwire ability for the unit placing the mines so they can set it to self activate if the situation applies. Btw, these do not need to be pure data solutions and using HotS assets is okay ;)
Oh also, if possible, a blast radius indicator for the cone.
All the above I'll do this weekend. I will create all the stuff, but I will also be putting extensive explaination in the Editor Comment so you understand WHY the particuler object works, so others can learn build from it or make their own modifications.
Ok, so update on this. The mod will be called Community Mod. I know, not very imaginative. It will be public so you can find and add it to your map dependencies.
I will be prefixing your SC2Mapster username to any objects created for requests, making it easy for you to find them in the data editor. I also be creating a trigger library with your username as well, and all triggers will be added there. I would like each request to come with a name of sorts, which I can suffix on to data objects and use for group folders in the trigger editor. This way you can match up the request to stuff that is done for it.
I'm trying to think up game play mechanics for a marksman unit to give it as much of a high powered feel as possible while maintaining some balance and requiring some skill. It's hard to design an interesting marksman class in an RTS (compared to an FPS) because you don't have a whole lot of options for aiming mechanics which are what provide the conditional tradeoff for the amount of power those carefully placed shots provide. Clicking and killing like "One Shot One Kill" is a pretty boring play style and totally imba imo. One idea I had to simulate aiming mechanics was to have a short (aiming) period between the time the target location is selected and when the shot is fired to add a timing element for moving targets and to have the damage done at a point rather than on a unit. This way you get more of a sense that you have to be careful where you're shooting.
This marksman unit will have two weapons:
The first will be the unit's default weapon the marksman spawns with (Item). It will have relatively low base damage and a small (10) magazine.
The second weapon will be found (item) and will have an even smaller (6) magazine but relatively higher base damage.
Since magazine sizes for this unit's weapons will be so small I'd like to have a weapon that allows the player to select targets carefully. I'd like to avoid random target selection and wasting potential firepower and ammo on low hp / low priority targets. If possible, I'd like to see a weapon that allows the player to select each individual shot.
I plan to have some scope mechanics that increase critical strike chance of shots landed within the radius revealed by the scope ability by a significant amount so that there is a large merit for finding targets and landing shots at a distance. I also plan to give the scope ability a minimum range to prevent it from being able to be used in close range and being a skill that is a solution to every situation. I'd give the default weapon a smaller minimum range and the stronger weapon a larger minimum range with scope.
The thing I'd like to take a look at the most would be one of the weapons because I have absolutely no idea how to get a unit's attack to function as I mentioned above.
I've also already posted some requests here and I don't want to completely dominate this thread. If you've got the time to work on it that's amazing but I understand helping as many people as possible is the ethical thing to do.
(I may have to edit this post a few times for clarity's sake. The concepts make sense in my head but I feel like I'm having a hard time explaining things to a point where someone else can envision how they work together. Feel free to PM me with any questions or discussion.)
Good day everyone. Having some spare time coming up and a fair degree of expertise with the editor, plus a bit of inspiration from Delphs thread, I'm opening the floor for trigger and data requests. What I'm thinking of doing is create a mod dependency, that is public so anyone can add it to their map, and add stuff in that people need/want/find helpful. To keep things sane, I would probably make a separate Trigger Library for each person, so they know whose stuff is whose. Or I could just leave everything mashed together but use the wonderful built in tagging system to organize stuff. Or maybe something else entirely that someone wants to suggest.
One major reason I want to do this is so many people either struggle with advanced stuff in the editor or they effectivly have to reinvent the wheel since surprisingly so little code is shared among mappers. Someone hosting a public dependency can reduce the pain for everyone, since only one person need use up a upload slot for EVERYONE to benefit from the code. Also, for many people, even one working example of something is enough to allow them to understand how a thing works, and they can take it from there.
I will probably have 2 dependecies, 1 for data stuff, and 1 for trigger stuff. Or maybe both in one, not sure yet, this is still kind of an idea in my head.
So the floor is open. I can make triggers/actions/conditions/whatever to demonstrate how various things work in the GUI or in script, or whatever. Same with data.
Hey
I'm Rommper from the chat and you said leave a remark here about the load unload. So what i need that the transport unit walk on the base land and the other units are on the cliffs. I need the transport be able to load units from the cliff and unload to cliff only. Thank you very much!
Thank you for offering to contribute your valuable time for the sake of the community!
If I may, I would like to request:
Oh also, if possible, a blast radius indicator for the cone.
All the above I'll do this weekend. I will create all the stuff, but I will also be putting extensive explaination in the Editor Comment so you understand WHY the particuler object works, so others can learn build from it or make their own modifications.
Ok, so update on this. The mod will be called Community Mod. I know, not very imaginative. It will be public so you can find and add it to your map dependencies.
I will be prefixing your SC2Mapster username to any objects created for requests, making it easy for you to find them in the data editor. I also be creating a trigger library with your username as well, and all triggers will be added there. I would like each request to come with a name of sorts, which I can suffix on to data objects and use for group folders in the trigger editor. This way you can match up the request to stuff that is done for it.
I always thought it'd be nice to have something that has tons of heroes. Perhaps there is already something, and I just never found it.
So would you like a working example of a hero kind of unit, complete with Inventory and Learn abilties and examples of things you can do with it?
I'm trying to think up game play mechanics for a marksman unit to give it as much of a high powered feel as possible while maintaining some balance and requiring some skill. It's hard to design an interesting marksman class in an RTS (compared to an FPS) because you don't have a whole lot of options for aiming mechanics which are what provide the conditional tradeoff for the amount of power those carefully placed shots provide. Clicking and killing like "One Shot One Kill" is a pretty boring play style and totally imba imo. One idea I had to simulate aiming mechanics was to have a short (aiming) period between the time the target location is selected and when the shot is fired to add a timing element for moving targets and to have the damage done at a point rather than on a unit. This way you get more of a sense that you have to be careful where you're shooting.
This marksman unit will have two weapons:
Since magazine sizes for this unit's weapons will be so small I'd like to have a weapon that allows the player to select targets carefully. I'd like to avoid random target selection and wasting potential firepower and ammo on low hp / low priority targets. If possible, I'd like to see a weapon that allows the player to select each individual shot.
I plan to have some scope mechanics that increase critical strike chance of shots landed within the radius revealed by the scope ability by a significant amount so that there is a large merit for finding targets and landing shots at a distance. I also plan to give the scope ability a minimum range to prevent it from being able to be used in close range and being a skill that is a solution to every situation. I'd give the default weapon a smaller minimum range and the stronger weapon a larger minimum range with scope.
The thing I'd like to take a look at the most would be one of the weapons because I have absolutely no idea how to get a unit's attack to function as I mentioned above.
I've also already posted some requests here and I don't want to completely dominate this thread. If you've got the time to work on it that's amazing but I understand helping as many people as possible is the ethical thing to do.
(I may have to edit this post a few times for clarity's sake. The concepts make sense in my head but I feel like I'm having a hard time explaining things to a point where someone else can envision how they work together. Feel free to PM me with any questions or discussion.)