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Community Project #2- Brainstorming/Design Thread

    #402 Jan 09, 2012 at 03:51 UTC - 0 likes

    The supply stuctures should have some shielding and good health, as just taking down one could shut down half your network.

    #403 Jan 09, 2012 at 15:00 UTC - 0 likes

    @AtikLYar: Go I think this is better than fast build, because the ability to build them faster than depots/pylons/overlords would make early rushes and massing units very easy and difficult for other races to counter.

    Another thing: What do you think of our new worker model? Do you think we will stick to it as it is right now? The colors in the texture doesnt match what was planned. I'm asking cause I can work on the unit icon and wireframes, but I'll do it when we decide the model wont be reworked.

    #404 Jan 09, 2012 at 16:16 UTC - 0 likes

    I noticed that also when I first saw it, as I recall, we were going to use green.

    Unless I'm mistaken, a color change would be easy enough for the textures. But I'm not entirely sure if we should or not.... I sort of like it with the rusty yellow...

    #405 Jan 09, 2012 at 17:43 UTC - 0 likes

    I say we refer to the idea that the colour/visuals change depending on the terrain set played on. It is easy enough to do with the texture select by id event and the terrain validator. Just have a metallic looking icon and the wireframe is black and white anyway. Imagine rusty yellow for marsara and other desert like terrains greenish for jungles etc. All because unlike humans machines can get a paint job.

    Also unless some model that is infinitely more awesome comes along (unlikely) we keep it.

    Last edited Jan 09, 2012 by DrSuperEvil
    #406 Jan 09, 2012 at 18:06 UTC - 0 likes

    @DrSuperEvil: Go

    Sounds good to me.

    Would that be something to do with triggers or data? If you tell me how, I could try it on the alpha map.

    #407 Jan 09, 2012 at 18:16 UTC - 0 likes

    Actors, validators and textures data types. Simple Actor Creation => Validate Unit => Texture Select By Id event with a Terrain type validator the other end of the term.

    I found out how it works when trying to make a chameleon unit that could alter texture as it changed terrain walked over unfortunately the validator did not work like that and only tells tile sets apart.

    Edit: or was it validate player?

    Last edited Jan 09, 2012 by DrSuperEvil
    #408 Jan 09, 2012 at 18:39 UTC - 0 likes

    I'm in the actor events, and am currently this far.

    Event: ActorCreation

    Term: ValidateUnit (or validate Player....)

    Action: TextureSelectByID

    However, I'm not sure how to add that Terrain validatorm as I can't add a term after the texture select.

    Last edited Jan 09, 2012 by AtikLYar
    #409 Jan 09, 2012 at 18:45 UTC - 0 likes

    you put the Terrain type validator in the validate unit or validate player term. They basicly use a validator from the Validators data type to see if the event can occur.

    Edit: Just tested it to refresh my memory, it is definitely the Validate Unit term.

    Last edited Jan 09, 2012 by DrSuperEvil
    #410 Jan 09, 2012 at 18:55 UTC - 0 likes

    Alright, not sure what is going on now.

    I had to create a new validator, as none of the defaults have a terrain type.

    Using "Valdate Player" causes my editor to crash when I try to make the unit. Using "Validate Unit" doesn't seem to do anything.

    #411 Jan 09, 2012 at 18:57 UTC - 0 likes

    With the validator did you set the validator value to a terrain texture set? You then need to test the map using the terrain set of your validator and once without. You can change the texture set under Map Textures.

    Last edited Jan 09, 2012 by DrSuperEvil
    #412 Jan 09, 2012 at 18:59 UTC - 0 likes

    Alright, working on it.

    Gonna have to head to work soon, but I'll upload this version to the data thread when if I finish before then.

    #413 Jan 09, 2012 at 19:06 UTC - 0 likes

    It is only 24 validators and that many events on each unit and every different melee terrain set could have the race looking completely different. Although it is probable we will only ever have 3-5 for desert jungle urban cave ice volcanic etc.

    #414 Jan 09, 2012 at 19:08 UTC - 0 likes

    Sound like a lot of copy-paste... lol

    Also, I have made the Validator and the actor event for Agria on the droid. But, as far as I can tell, nothing is happening.

    However, on a hunch it might be my graphic settings? I'm gonna upload my changes anyway....

    #415 Jan 09, 2012 at 19:11 UTC - 0 likes

    Does your event work without the term?

    #416 Jan 09, 2012 at 19:16 UTC - 0 likes

    @DrSuperEvil: Go

    According to the error message I get? No, it doesn't.

    #417 Jan 09, 2012 at 20:46 UTC - 0 likes

    Then you set up your Texture Select By Id event wrong. Did you prime the model for a texture swap?

    #418 Jan 10, 2012 at 16:28 UTC - 0 likes

    Alright here, in the middle of all this, something occured to me recently.

    We all know about those Island expos, right? Where zerg and toss use Overlords and Void Prisms to bring their workers over?

    There is also a map named Debris Field, which is nothing but island expos.

    How is this going to work with the hauler? I get that it climbs cliff, but the idea of it jumping a giant gap and landing on an island a half-mile away? Just sounds a little silly....

    #419 Jan 10, 2012 at 20:31 UTC - 0 likes

    Almost as silly as the hunterlings leaping.

    #420 Jan 13, 2012 at 00:55 UTC - 0 likes

    @AtikLYar: Go That's one of the reasons I say the transport should be an air unit, just like the others. Some strategies will be messed up if the transport can't fly. Like dropping certain units from behind the mineral lines. Most maps dont have ground (at least pathable ground) near the edges of the map, which usually include the area behind the minerals for the main bases, many players drop units there to kill workers by surprise. While the Hauler may be as usefull as an air transport in most situations, it wont be able to cover all types of terrain.

    #421 Jan 13, 2012 at 02:52 UTC - 0 likes

    Perhaps, just throwing an idea out there, that when the hauler gets close to the edge of a cliff or something, and there's space or water there, then it can do a blink type thing? Or maybe, when it reaches space, just to be cool, it shoots rockets out from under it, making it look like it's floating over the space?

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