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    posted a message on Trigger created actor with Snapshot

    The problem with the dimmed visibility is that if the actor gets destroyed while in the fog of war, it's status is updated and it will disappear before it's explored again.
    Does anyone know a way to manually force a snapshot actor using events?

    Posted in: Data
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    posted a message on Trigger created actor with Snapshot

    Sorry I just found this thread googling if there was some info about the snapshot actor type :P

    On Hive Keeper I did a lot of experiments on actor spanshots.
    First of all I'll say I always used "create actor at point" to place walls and room decorations on hive keeper and it works properly. What's important is the actor type.
    I tried only the types having the "fog visibility" and "model" attributes but only few of them were placeable by trigger.
    - Model: placed correctly but fog of war snapshot is not working
    - Doodad: placed correctly but not showing until all map is revealed, in the past I remember that ALL trigger placed doodads visibility was refreshed exploring the bottom left corner of the map but now I'm not able to reproduce it anymore... maybe it changed with some patch
    - Action: error
    - Unit: error
    - Snapshot: error

    My final solution was to use the model actor type and use revealers to show them permanently.
    However this doesn't allow me to reveal all map walls under the fog of war. That would allow me to hide if a wall has been destroyed in the meanwhile or not.

    Do you think it's possible to fix the fog snapshot using actor events?

    Posted in: Data
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    posted a message on A-RPG CastleUlrezaj [Released]

    today the map was unfindable, even clicking on the spotlight banner was giving a map not found error (or something like that)
    now it seems available again

    Posted in: Map Review
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    posted a message on A-RPG CastleUlrezaj [Released]

    was the map unpublished for some reason?

    Posted in: Map Review
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    posted a message on Runtime Pathing/LOS Blockers (Solved)

    anytime ;)

    Posted in: Miscellaneous Development
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    BTW I finally recorded a gameplay video of the last version in 1vsAI mode.
    Check it out

    Embed Removed: https://www.youtube.com/v/yR4jcztQoJs?fs=1
    Posted in: Project Workplace
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    posted a message on Runtime Pathing/LOS Blockers (Solved)

    The only way to fix it ATM is to use units instead.
    If you need to place a lot of blockers try to optimize them as best as you can, for example on my map I just placed units on the border walls. Place too many units and the game will slow down like hell.
    Obviously this method can be applied only when you have a lot of close walls, if you have clustered small blockers then you may have performance issues.

    In that case, if you have only 1 unit going around with limited LOS and you don't need long range pathfinding, you could apply the method vindicator used with mineralz.
    Pratically he stores in a big variable (2 sized array?) the position of the different blockers, then he creates the block units only close to the unit while it moves and removes the blocks out of sight.

    Posted in: Miscellaneous Development
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    @DrSuperEvil: Go

    Quote from DrSuperEvil: Go

    Only a matter of time before the hive keeper campaign comes along.

    only a matter of decades :P

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    I just released a new version, this one was focused mainly on improving user feedback.
    Additionally a bug that may have caused AI freezes and game slowing should have been fixed now.

    here is the full changelog:

    BALANCE
    o Goliath damage reduced by 37%
    o Waves 8-9-10 of map Hive Fort have been slighly tuned down

    CHANGES
    o New spawned drones will now priorize close tasks
    o Improved mineral tiles textures
    o It's now possible to right click on army unit frames to move the camera close to a random unit of that type
    o Added supply informations in the UI
    o Increased width for the army and the alert panels
    o Increased pheromone slap area
    o Added ingame tips in multiplayer games: conquer a nydus worm, build lair & hatchery & library, research rooms & spells
    o Added ingame checkbox to enable/disable ingame tips
    o Changed alerts layout
    o Tutorial improved with new informations and UI buttons highlighting
    o Added tooltip additional infos for rooms
    o Hatchery and Library tiles brightness increased for better visibility
    o Library room renamed to Psionic Nest
    o Workshop room renamed to Furnace
    o Call to Arms spell renamed to Pheromone
    o Removed misleading level 2 research cost for unimplemented rooms and traps

    BUG FIX
    o Fixed bug that was causing lag and AI breaking whenever a player reached 0 minerals
    o Fixed error message shown when creatures were receiving damage over time from dead units
    o Improved movement rotation sensitivity in possession mode

    Posted in: Project Workplace
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    posted a message on Custom character resource bar bugs offscreen

    Sry didn't see this post before!

    I worked on custom UI bars attached to units but this never happened to me.
    Exactly what's the small white bar that becomes bigger for no reason?
    And what do you mean by offscreen? The unit seems still visible O_o

    Can you record a video of this behavior?

    Posted in: UI Development
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    posted a message on Checkboxes Bugs

    If u just want to uncheck checkbox 2 and 3 why do you uncheck and check again the first checkbox too?

    just remove the
    Set DialogitemX[0] = true
    Uncheck Dialogitem[0]

    and it should work

    Posted in: Triggers
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    posted a message on Has the Arcade gained momentum?

    @Eimtr: Go I'm not saying they should had dumbed it down, as it was at the beginning, the data editor just scared a lot people. They improved few things later on but it was already too late... something like
    - Basic/Advanced fields not enabled by default
    - Low amount of fields help tooltips
    - No tutorials
    - No wizards

    Another issue was that people coming from WC3 wanted some basic features like inventory/leveling system that are harder to implement in SC2.
    That's probably the main reason for the low amount of SC2 RPGs compared to WC3.

    Posted in: General Chat
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    posted a message on Has the Arcade gained momentum?

    @Eimtr: Go

    Did you read what I wrote?

    Quote from Bibendus: Go

    Low amount of assets
    Count the amount of unit models and icons in wc3 and sc2 and you'll know why I wrote this. I'm not talking about the lack of user made content because it depends directly on the amount of people interested in the editor (it's a consequence and not a cause)

    I'm talking about the original assets you find with the game. The amount of models and icons on wc3 was bigger due to the jungle creeps and the amount of abilities/icons was huge due to heroes. When I first used the SC2 editor it was one of the first things I noticed, it had less then 50% of assets due to his different nature, less RPG more RTS...

    The problem with the harder editor comes when you are able to use an instrument to do something (ex. make a simple unit, change it's color, create a new ability) and then you switch to a more complex one where all the things you learned simply don't work.
    WC3 data editor was a lot less powerful but based on copy/paste + edit something.
    Do the same on SC2 and you discover the unit has an actor and a model, if you want to change its color you have to send a message to its actor (wut?)
    You want to create an ability? Oh wait you have to first create an effect.
    You want an AOE ability? What about a search area effect? But with WC3 I could have just copy pasted an AOE ability and it would have worked...

    While the trigger editor was pretty much the same, just more powerful, the data editor discouraged a lot of WC3 modders that decided to not move to SC2.

    Posted in: General Chat
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