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    posted a message on How do you feel about SC2 map creators being paid?
    Quote from LucidIguana: Go

    Even in the case of something like SCU, I guarantee that most people are working below market rates.

    This is the case of SCU tho:
    "How were you able to support yourself while developing the mod?"
    "I took out some loans, had a lot of help from friends and family, and now am doing foundation labor again to dig myself out of a mountain of debt! :D"

    @FunkyUserName: Go

    Heeya Funky! Heh, I wanted to say that to crowdfund a map you'd have to be a youtuber, but the thought was so bizzare in itself, carbot completely slipped my mind =D. Also in recent update he said that all work is done (just the remaining small polish/bugfixes) and they'll be officially launching it in a month or so.

    But he did mention some time ago that several of his editors dropped off the face of the earth during the making of mod. Data module, I swear it eats away mens souls.

    Posted in: General Chat
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    posted a message on Wait action causes trigger to lose "triggering unit" information

    I think the common practice is saving triggering unit into local variable and then using that instead.

    If you have waits - it's always best to save event variables that into local variables.

    Posted in: Triggers
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    posted a message on How do you feel about SC2 map creators being paid?

    I kinda really really really hate ads, they are the last thing I want to see in a game. It's like "It's a game, don't use me, don't try to sell me real world stuff plz".

    I thought the way Valve added monetezation into dota2 mods was pretty elegant, but idk whether it took off or not.

    As for crowdfunding, is there is a crowd for it? I mean, SCU got funded - but they were making a thing that already had an established demographic - people who wanted to see world of starcraft for like 10 years, and at the time they got exposure by both blizz and gaming media. And NOTD2 got funded by what I imagine were diehard hardcore 145 backers (7k USD) in the beginning of 2014 and is still being worked on. I can't imagine too many people being like "Oh I can't wait to back up this starcraft mod that I'll be able to play 3 years down the line disregarding whether SC2 is still relevant or not at that point!" An investment like that is shrouded in uncertainty.

    Recently Warcraft: Armies of Azeroth tried to crowdfund and did not succeed, they canceled because they weren't getting enough attention.

    Where are the arcade people? Nomewhere. Sc2 reddit? It's almost entirely e-sports (with a weekly coop mutations creeping in). Sc2 arcade subreddit? More dead than blizz picked spotlighted arcade mods.

    Besides blizzard adding UI to directly reach Arcade audience - I don't see a way to get to these people. And blizz really doesn't seem to have much interest in the arcade. Hell, we don't even have any way to get stats from our games played. How can you approach anything semi-professionally when you can't reliably gather statistics?

    As for the original question - from the player point of view - absolutely yes. There are various maps and map types that I would love to see more of but that are currently extinct. Anything that would bring more people to the arcade and more mapmakers that can make maps I want to play I welcome.

    And from the mapmaker point of view - my current motivation to make maps is something like this "I want to make cool things but since it takes an abysmal amount of time to make stuffs chances are it won't get finished. I could try being more professional and push myself into better organization, but oftentimes coming back from 9-6 job I just can't seem to bother. I map mostly for the process and not for the result". Being able to reap any material benefit would prob. over time make me more result oriented, finishing more things and hey, I imagine arcade would be better for it.

    Posted in: General Chat
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    posted a message on Uncloak after attacking [SOLVED]

    @DilemaH: Go

    Oh right, I should have specified further. In the setup I described -> set target for apply behavior to "source" (in the effect which applies the decloak behavior). If you had left it on its default "target" then it wold have probably applied decloaking to the unit that you were attacking and not on the attacker. (I'm not too sure about it, but it's always best to specify "source" when you want behavior to be applied to the unit which hosts the applier behavior);

    But this is how I think it works, just in case I'll test it too.

    Edit: Yup, setting target to source makes it work as you wanted.

    Posted in: Data
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    posted a message on Hover image for dialog item image? Or any other way to highlight dialog backgrounds?

    You can detect when mouse enters/exits dialog item via "dialog item is used" event. Use that and manually show/hide/manipulate dialog images accordingly.

    Posted in: Triggers
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    posted a message on Uncloak after attacking [SOLVED]
    Quote from DilemaH: Go

    The problem I'm having is, I'm not sure how to detect and apply the uncloak behavior. There is a death reaction effect under the modifier thingy, but nothing for detecting if the unit is using it's weapon attacking. How would I go about this?

    In the behavior that cloaks unit go to "Damage Response" field, set "Chance" to "1", set "Location" to "Attacker", set "Handled" to effect which will apply another temporary behavior with "suppress cloak" flag.

    This way every time unit deals any damage (weapon and spells alike) it's cloaking behavior will apply a suppress cloak. You can use "Exclude Effect Array" to add some exceptions (if there are some abilities you don't want to trigger decloak), or use "Require Effect Array" to make effect trigger only when damage is made via specific effects.

    Posted in: Data
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    posted a message on Need ideas for ability augment

    If you have enemies that buff/aura each other then you can add purge effect (dispell and prevent all positive buffs for X seconds).

    If you have enemies that cast spells then you can add silencing effect.

    If you have enemies that use energy you can add energy damage.

    Posted in: Miscellaneous Development
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    posted a message on HP Sharing (between two linked units) [SOLVED]

    Conjoined behavior - check out how trains work in that WoL/Coop mission.

    Posted in: Data
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    posted a message on SC2 Survivors 2016: The Gathering (Draft) Gameplay

    @deltronLive: Go

    Wait, aren't those placeholder lines? I thought it was a comedy gold the first time I read that, seeing how Aldaris awkwardly inserts his BW lines and zergunds "me2" rebuttal... nevermind videos title.

    Posted in: Map Feedback
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    posted a message on [Tutorial]Blizzard Style Hero Icons

    Ohh, I was always slightly curious about how that worked, now I don't have to wonder anymore :D Thanks!

    Posted in: Tutorials
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    posted a message on [Request] Make Amon.m3 Cloakable

    Hello, there is an issue with current amon squid model from epilogue3 - it is uncloakable.

    When cloaking effect is applied to a unit with amons model - mechanically it will cloak (unselectable/untargetable until detected) but model will still be visible to everyone.

    While searching for what's going on the only relevant info I found was this: http://infobot.rikers.org/%23sc2mapster/20141202.html.gz

    "There is an actor called SYSTEM_ActorConfig that controls the model that is used for cloaking. The tooltip says the model must have a special cloaking material to make it work."

    "from the modelling point of view, cloak is nothing but displacement material + model's normal map, so, the only additional texture it may need is a mask for the displacement effect"

    If someone knows what's going on and could provide a fixed model that is cloakable - it would be awesome, I'd use it right away and you'd be credited in NeostarRPG credit section too (tho it doesn't force itself on players, one only sees is if he wants to see it).

    Bonus points if you can remove all the "darkness" spouting away from amon, it looks silly when he turns and that flowing darkness artificially turns with him.

    Double bonus points if someone could provide amon wireframe for the unit.

    Thanks for reading!

    Posted in: Requests
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    posted a message on SC2 Survivors 2016: The Gathering (Draft) Gameplay

    Ooh, I didn't pay attention to that light flash in the beginning at all. Probably because it was followed by many other similar light flashes soon after. But ok, fair enough.

    Posted in: Map Feedback
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    posted a message on SC2 Survivors 2016: The Gathering (Draft) Gameplay

    It looks weird to have that random energy fluctuation on the "front" view to be exclusively in that one spot which isn't even the Gantrithors impact point.

    Also that electricity arc visual somewhat stands out disrupting suspension of disbelief making me question whether something on such scale is possible, even with space magics..

    Posted in: Map Feedback
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    posted a message on Hello sc2m! First questions: rights of the mapmaker

    Well, you can't really monetize/put stuff behind a paywall in sc2. If blizz catch you doing that - they can force you to stop because you're profiting off something they own.

    But at the same time things like kickstarter are fine.

    Logically, If you make a kickass map - then they may put it on spotlight, perhaps attracting people to starcraft. Imagine if someone made a map and then demanded a compensation from blizzard because blizz benefited off the work he owned. I imagine this ownership grip keeps their asses safe from all sorts of legal trolls.

    Posted in: General Chat
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    posted a message on My Thoughts on Nova Pack 2

    So guys, what's your opinion of story and storytelling/character dialogs in this DLC?

    Posted in: General Chat
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