So you are "HoTS in WoL - Tal'Darim Altar" creator? well done. Thank you for publishing public, I've been looking at it/playing it.
I started my project yesterday and it's up as Zjat's HotS, but it's epic buggy... stupid mistakes... And I haven't learned triggers or spells yet...soo... Good luck all. My stuff is public, but I doubt you need me... ><
Since I think that Replicant makes a cool campaign unit to play with(as do all HotS units), I replicated him in data.
After a few finishing touches I'll post a funmap with him, probably will be this evening. After that I thought to gather/recreate rest of the units and create a mod file(just like everyone =P). Would be cool to have HotS mod which would transform any match into Hots Beta match (though probably my poor Replicant will be nerfed/removed when real beta hits). But If I find that other people have already made their mod and my work is unneeded I'll.. probably divert my attention to campaign work. No time wasted cause I think that my Replicant is pretty cool.
@ tetyle
As you said, it really lack aesthetics and most things are limited in weird way (why you cant' replicate/pull your own units? why vipers pull has limitless range from what it seems(just a simple trigger-based teleport I assume?)). It's a first map to mimic all(almost) of HotS functions, but because of various issues/bugs (why we Replicator creates 3 replicas? Why replicated stalkers can't blink?) and because it isn't very friendly to user I wouldn't count it as anything enjoyable.
@ InterSteller
I don't see implementing data replicant in anyone elses HotS map mainly because in order for data replicant to work I had to change many other data related thing, and for him to replicate new hots units I'll have to manually add them to the list.
Edit:
Well, looking back at this work it neither flexible nor perfect. Probably Trigger/Data method is much better. But, what's done is done. At least I enjoyed it.
Thanks, a lot of what you pointed out escaped my notice. My Replicate is a bit overactive because TriggerAddUnitAbility fires several times for each spellcast. Luckily, I just discovered untiAbilStage - which fixes that and many of the other problems you mentioned. Abduct works on friendlies now, same with Replicate. Replicated Stalkers can blink. Replicate produces 1 unit. Preordain still only works within melee range of the structure - not sure why. Arc Shield works.
Some of the easier things are in my map, which I updated/published today on NA:
Burrow banes
Hydra speed
Ultra Charge
Reaper Regen
Warhound
Thor (Not completed)
Mass recall (remade to comply)
Hellion morph (no visual change, need to figure out something better)
I prefer the data editor... If anyone wants to help me with it, within context to this project, it would be appreciated.
My mod is public, if you give credit - feel free to use parts of it, or post to other regions.
I'd say all solutions should use only data, no triggers. Specially if you want to make it a mod so it can be easily added to melee maps. I could work on most of these stuff but I'm out of free time right now. I hope you guys get a good mod running.
One the Viper's pull issue: Maybe we could create a "dummy unit" and attach the target unit to it, then make the tentacle pull the dummy unit. So if the dummy unit can move through cliffs the problem would be solved.
@wOlfLisK: Go No, force effects wont make a unit go through a terrain it can't pass normally, so you can't use it to move ground units through cliffs or water.
i do not remember seeing the viper pull anything other than a collusus off of the cliff, perhaps it can not pulls anything off of a cliff that can not already traverse them. the only solution i can think of is applying a behavior that has a switch effect for its periodic effect and thet switch effect uses validators to check if the the immediate path between the behavior host and the target is pathable, for when it is it uses a force effect, for when its not it uses a teleport. might not look the exact best but i think it may be viable.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Looks like I'm not the only one working on this...
http://www.teamliquid.net/forum/viewmessage.php?topic_id=278603
So you are "HoTS in WoL - Tal'Darim Altar" creator? well done. Thank you for publishing public, I've been looking at it/playing it.
I started my project yesterday and it's up as Zjat's HotS, but it's epic buggy... stupid mistakes... And I haven't learned triggers or spells yet...soo... Good luck all. My stuff is public, but I doubt you need me... ><
Since I think that Replicant makes a cool campaign unit to play with(as do all HotS units), I replicated him in data.
After a few finishing touches I'll post a funmap with him, probably will be this evening. After that I thought to gather/recreate rest of the units and create a mod file(just like everyone =P). Would be cool to have HotS mod which would transform any match into Hots Beta match (though probably my poor Replicant will be nerfed/removed when real beta hits). But If I find that other people have already made their mod and my work is unneeded I'll.. probably divert my attention to campaign work. No time wasted cause I think that my Replicant is pretty cool.
@ tetyle
As you said, it really lack aesthetics and most things are limited in weird way (why you cant' replicate/pull your own units? why vipers pull has limitless range from what it seems(just a simple trigger-based teleport I assume?)). It's a first map to mimic all(almost) of HotS functions, but because of various issues/bugs (why we Replicator creates 3 replicas? Why replicated stalkers can't blink?) and because it isn't very friendly to user I wouldn't count it as anything enjoyable.
@ InterSteller
I don't see implementing data replicant in anyone elses HotS map mainly because in order for data replicant to work I had to change many other data related thing, and for him to replicate new hots units I'll have to manually add them to the list.
Edit:
Well, looking back at this work it neither flexible nor perfect. Probably Trigger/Data method is much better. But, what's done is done. At least I enjoyed it.
@Ducky
Thanks, a lot of what you pointed out escaped my notice. My Replicate is a bit overactive because TriggerAddUnitAbility fires several times for each spellcast. Luckily, I just discovered untiAbilStage - which fixes that and many of the other problems you mentioned. Abduct works on friendlies now, same with Replicate. Replicated Stalkers can blink. Replicate produces 1 unit. Preordain still only works within melee range of the structure - not sure why. Arc Shield works.
Some of the easier things are in my map, which I updated/published today on NA:
Burrow banes Hydra speed Ultra Charge Reaper Regen Warhound Thor (Not completed) Mass recall (remade to comply) Hellion morph (no visual change, need to figure out something better)
I prefer the data editor... If anyone wants to help me with it, within context to this project, it would be appreciated.
My mod is public, if you give credit - feel free to use parts of it, or post to other regions.
I'd say all solutions should use only data, no triggers. Specially if you want to make it a mod so it can be easily added to melee maps. I could work on most of these stuff but I'm out of free time right now. I hope you guys get a good mod running.
One the Viper's pull issue: Maybe we could create a "dummy unit" and attach the target unit to it, then make the tentacle pull the dummy unit. So if the dummy unit can move through cliffs the problem would be solved.
@SoulFilcher: Go
Wouldn't a force effect work? Much like the Mothership's vortex only much faster and towards the viper.
@wOlfLisK: Go No, force effects wont make a unit go through a terrain it can't pass normally, so you can't use it to move ground units through cliffs or water.
i do not remember seeing the viper pull anything other than a collusus off of the cliff, perhaps it can not pulls anything off of a cliff that can not already traverse them. the only solution i can think of is applying a behavior that has a switch effect for its periodic effect and thet switch effect uses validators to check if the the immediate path between the behavior host and the target is pathable, for when it is it uses a force effect, for when its not it uses a teleport. might not look the exact best but i think it may be viable.