Another approach would be to out right disable charge working on friendly units. This is probably the easiest/most efficient way to prevent it being exploited for faster movement.
- Curse Premium
Member for 5 years and 20 days
Last active Sat, Mar, 4 2017 20:32:41
- 0 Followers
- 18 Total Posts
- 0 Thanks
Feb 20, 2017CalebFromOuterSpace posted a message on [Validator] Determining Whether an Enemy Unit is in a Unit's Sight RangePosted in: DataYeah, that would be better. I suppose I didn't consider that because I wanted players to still be able to use the ability on their own units...I don't know why...but in the end, it shouldn't matter much whether it can be used on friendly units. If players want their zealots to attack a friendly unit, they could just use attack-move.I think I'll stick with validating whether an enemy unit is nearby, because players could still use the Charge on an enemy unit that is chasing them, and then immediately move the zealots in the opposite direction to give them a large speed boost for escaping. With the validator, they can still do that, but the charge should theoretically stop prematurely once the enemy units get out of range, therefore minimizing the speed bonus and capability of using it to escape rather than engage.
Feb 13, 2017CalebFromOuterSpace posted a message on [Validator] Determining Whether an Enemy Unit is in a Unit's Sight RangePosted in: Data
I have changed the Zealot's Charge ability so that the Charging behaviour will continue even when the player moves the Zealot.
I.e. my squad of Zealots may charge at an enemy unit, but then I move them to behind the enemy, and despite me having not given them an enemy target, they continue to have the speed boost and thus they easily move behind the enemy and surround it.
It's an idea of mine to nerf the Zealot's speed boost while charging but also allow players to control them while they are charging and thus allow them to surround more easily. Hence, there could be more control involved with Zealots when it comes to kiting and chasing.
However, I don't want players to be able to use the charge ability on their own units, in which the behaviour would be applied as it does in vanilla game-play, and then immediately order the Zealots to do something else. Otherwise, players would be able to abuse the Charge ability and use it in ways it wasn't intended e.g. for much quicker scouting or much easier escaping. I want the ability to still be purely offensive.
So, I thought I'd create a new validator and include it in the Behaviour: Validators (Disable) field of the Charging behaviour. My goal is for the Zealot to have its charging behaviour disabled if no enemy units are within its sight range, and therefore the Zealot won't get a speed boost by using Charge on the player's own units or allied units; it will only get the speed boost when enemies are nearby (so, the ability can technically still be used on non-enemy units, but will only work in that way if enemy units are within the Zealot's sight range).
My problem is that I don't know how to create such a validator. I want it to check if there is at least 1 enemy unit in the caster's sight range. For the Charging behaviour, if that validator returns false, then the behaviour is disabled (I'm assuming that if the behaviour is disabled, as opposed to removed, then it can be re-enabled if the validator then returns true during the behaviour's duration).
Does anyone know to create such a validator?
May 10, 2015Posted in: Map Feedback
Version 0.7 released...not that it really matters. I fixed two major issues, those being broken pathing through the secondary entrance of the bottom player's natural, and inability to verse human players.
May 5, 2015Posted in: Map Feedback
Well, version 0.6 has now been released. The major change is a fix to one of the geysers in the bottom-right natural. Before it was unable to be built upon.
I've noticed that not many people hang around this forum.
Apr 26, 2015Posted in: Map Feedback
Version 0.5 has just been released. It includes minor changes, most of them aesthetic, although I have added some more line-of-sight blockers in ways that should hopefully up the amount of interesting engagements.
I still need to take pictures of this map. All of the official maps on Battle.Net have four different pictures previewing the map, with some really good angles and are generally high quality. Does anyone have any tips on taking good pictures of my map? How do I even take pictures of my map?
Apr 25, 2015Posted in: Map Feedback
This is the first map I have uploaded. Well, technically Augustgrad Aftermath was, but this is actually version 0.4 of Augustgrad Aftermath, just with a new name (hence Battle.Net states that this map is in version 0.1). It has been uploaded to the NA servers (although I'm from Australia).
Korhal's Aftermath is a melee map for 2 players set in the wastelands of Korhal IV after the recent invasion by the Queen of Blades. Parts of the map have been Zerged, and other parts are still just remote deserts. Any civilization in the area has been promptly destroyed. I tried to create tar for this map, so as to hone back to the desert tileset in the 1st StarCraft (which I used to think was Mar Sara's tile-set, but is in fact Korhal's).
I'd write more, but that's what the project page is for: http://www.sc2mapster.com/maps/korhals-aftermath/
So the map isn't necessarily meant to be ladder serious, but I do want to create a visually asymmetrical and interesting map that still has fairly balanced game-play that also leads to interesting games. Hence, I'd like to hear some feedback. I usually play a bit of StarCraft II every other weekday afternoon/night, as well as throughout the weekend, so lookout for me (LettersOnly). I live in Queensland, Australia though, so my timezone's probably very different from a lot of other peoples' respective timezone. I try to update the map every Sunday. Also, I'll upload pictures when I find out the best way to upload them.
Now, there is an extension mod I've uploaded called LettersOnly's Game Edit. It contains small aesthetic and game-play modifications, such as new satisfying victory music for each race, a unique portrait for Nydus Worms, Ultralisks being able to walk over Zerglings and other small Zerg, units not clumping up with every move command, and more. It's really more of a personal thing, and a mod I use whenever I'm playing a custom game just because there's some stuff in StarCraft II I'd like changed. But while playing Korhal's Aftermath, you can use this mod, so as to spazz up the game or something. I'm probably not being subtle in advertising it...
Also I must add that the "tar" that I created doesn't looking good on anything lower than ultra settings...yeah, I really need to deal with that, although I don't know how. Well, a select few settings need to be on ultra for it to look good, but still.
EDIT: version 0.5 uploaded!
Apr 20, 2015Posted in: Off-Topic
Well hopefully I will be staying for more than a month. I will probably be on-and-off, but I will make sure I update once a month at least...I hope.
Also it took me more than a week longer than I thought it would but my map, Korhal's Aftermath (used to be called Augustgrad Aftermath) is now uploaded and in beta version 0.4 (although I could probably just write "0.4" and people would assume that it's in development). It's not a serious map, per se, but it should at least be interesting.
I have also uploaded an extension mod called LettersOnly's Game Edit. It has some smaller changes, such as Ultralisks being able to walk over Zerglings, each race having a unique, satisfying victory theme, Zerg buildings having a Broodmother as the portrait, Nydus Worms having their own custom portrait, more objects able to be engulfed in creep, Motherships being better armored just so that they won't die and become a waste of resources...some other stuff. Some of the game-play changes are probably questionable, but I'm just experimenting with adding small buffs to some of the less used units.
Apr 18, 2015CalebFromOuterSpace posted a message on Ultralisk Not Animating for Its First Ram Attack (But Does for Subsequent Ram Attacks)Posted in: Data
I added back the Ram attack to the Ultralisks, because it looked nifty when they rammed their heads into buildings. I only added the attack, without modifying anything else. When I tested them, they would attack buildings with the Ram attack roughly 1/5 of the time, using their regular Kaiser Blades every other time. This was unintended, but I decided it looked great because it makes their attacks against buildings seem more varied.
The only problem is that when attacking a building, an Ultralisk would not do its ram animation for the first time it would use the Ram attack on that building. The second and subsequent times it used the Ram attack on that same building, it would animate as usual. And then when that Uktralisk attacks a new building, the same would happen - wouldn't animate for its first ram attack, but would for any subsequent ram attacks. I don't like this. Is there a way I can fix this? I have no idea why this occurs. I may not even end up allowing Ultralisks to use both attacks on buildings, but it would just be nice if I knew how to fix it.
One more thing: would be there be a way to change how frequently an Ultralisk uses its Ram attack against buildings? I don't even know why it chooses to use the Ram attack as little as it does, but there must be something that's causing it to use Kaiser Blades more frequently.
Thanks in advance for any help.
Apr 10, 2015Posted in: Data
Well Ultralisks are so big that Zerglings, Banelings, Broodlings and Locusts can fit under them (especially if we consider it all to lore scale instead of game scale), so I thought simply allowing them to path under was perfectly acceptable and credible. Pushing away units would be nifty, but it would only truly be bad-ass if the Ultralisk knocked over units, including enemy units.
Apr 7, 2015Posted in: Data
Thanks for the replies.
I figured out that I can just use one of the unused collision values, e.g. "Unused (Land 10)". So what I could do is uncheck "Ground" for the Ultralisk, and then check "Unused (Land 10). But then I would have to check "Unused (Land 10)" for every unit besides flying units, ground units I don't want colliding with Ultralisks, and units that have "Colossus" or "Structure" checked. That would take forever!
I've been trying to problem solve how I could change the collision values for only the Ultralisks and the units I want to path through them (which in terms of melee games are Zerglings, Banelings, Broodlings, Changelings, and Locusts). I'm trying to problem solve this so that I don't have to modify almost every ground unit in the game files, and only have to modify just the units that are actually being affected by this change gameplay-wise. However I can't solve this problem. I think it's impossible to get this to work without modifying all of the ground units I don't want to path through Ultralisks, but do you guys think? Is it possible?
Apr 7, 2015Posted in: Data
In my extension mod LettersOnly's StarCraft II Edit (just small random modifications that make the games better in my opinion), I want to change the pathing of Ultralisks. I want Zerglings, Banelings (maybe not), and Broodlings to be able to move through Ultralisks. This is because those units are just about small enough to fit under an Ultralisk without much noticeable clipping, and also because Ultralisks have a miserable time getting to the front lines when Zerglings are amok.
However I have no idea how to do this. I looked up the Colossus, and what I can gather is that it is able to move over most units because of its "(Basic) Movement: Collide +" values: Flying, Structure, and Colossus. So...is this how I would modify Ultralisks to be able to path through Zerglings, Banelings and Broodlings? I can't find any way to create new collision values, so I'm lost. Is there another way around this? In fact, would it be more efficient to change Zerglings, Banelings, and Broodlings in some way so that they do path through Ultralisks?
Apr 7, 2015Posted in: Off-Topic
Hello, I am K-leb, a.k.a. LettersOnly on StarCraft II, and occasionally K-leb25, CalebFromSpace, and CalebFromOuterSpace throughout the internet. Unfortunately "CalebFromOuterSpace" is quite a large name, so you can only see "CalebFromOut" on the left of my posts.
I come here not to be an active member, but I do work on maps and mods for StarCraft II every now and again, so I guess being part of this community would be good. So far I have uploaded a 1v1 melee map called Augustgrad Aftermath, and an extension mod called LettersOnly's StarCraft II Edit (which has random modifications that make playing melee matches a little more desirable for myself and perhaps others). Both projects are in their very early stages, but I have uploaded them to the NA servers if you want to check them out. I am from Australia though, not North America.
I do actually play StarCraft II, but I generally stick around the Campaign, Custom Games, and Arcade sections. I don't trust myself to play up the ladder, especially because I get way too nervous when versing humans in a melee match.
StarCraft is one of my favorite sci-fi settings, although I prefer Warhammer 40k (although that is more space fantasy than sci-fi), and whilst I'm not a big fan of StarCraft II's writing, I do like the direction it's going. I wish it were developed better, though.
My StarCraft II name is LettersOnly because only letters can be used in StarCraft II names (and they also have to be too short). Every single idea I had for a name were not possible, so I decided to mock this highly limited system.
Anyway that's me, I guess.
- To post a comment, please login or register a new account.