If you have some fitting suggestions, yeah, why not? Hard to find something that fits heroes like a mech, a protoss templar and a hydralisk, though... and I really do not want to use different attributes for different heroes. Quote:
Well yea, I thought myself about it and realized that I don't have any idea on what a good replacement could be, but I mostly play starcraft and old fantasy games, so maybe somebody else who likes sci-fi genre could help us here? Alternatively you could get rid of stats and display bonuses from items in "pure form" ("+100 hp +1 hp.reg" instead of "+10 str"). But if you would want to have an item that gives +10 to all attributes then this "pure form" description would get pretty messy.
Not exactly sure what you mean, because I think there are a fairly huge amount of promising projects, which are mostly starcraft-themed, but thank you very much ;)
You're right.. I think that reading your topic in recruitment section and then coming here and seeing polished hero selection screen with some familiar old names (you even added Alan Schezar <3 ), made me forget about other things for a moment.
Also thank you for last two videos (your spells are as awesome as I thought they would be), they made me want to go and continue my work in data editor.
Woah, thank you very much! I just thought that I could ingore "tiled" when I'm not dealing with borders.. (I don't know what it means D:, feel so silly now).
I may be doing it wrong, but "Assets\Textures\ui_campaignmenu_frame_bucket_mid.dds" doesn't want to resize automaticly.
Here's how the action looks like: "Dialog - Create an image for dialog DIALOG with the dimensions (300, 300) anchored to Center with an offset of (0, 0) setting the tooltip to "" using the image Assets\Textures\ui_camapaignmenu_frame_bucket_mid.dds as a Normal type with tiled set to true tint color White and blend mode Normal"
Hi, is it possible to scale dialog image? I want to use some image(444x312) as background to my dialog(250x300). Searching forums didn't really give me an answer (which probably means that I'm really bad at finding stuff, so if there already is a topic with solution to my problem please direct me to it).
But if it's not possible, would it mean that I would have to export desired image, manually scale it and import back?
I just wanted to pass by and say that this looks promising. Finally some action with heroes where I'm not forced to kill enemy heroes ..directly. One thing that really makes me happy is that you decided to keep this starcraft themed. Because of that, I'm sure that many players are used to it and probably like it, but, "str/agil/int" really just screams WARCRAFT 3! Maybe you could rename them?
And also, description of archons final ability is silly due to part where we're told that protoss are afraid to lose souls. (Also in starcraft its "ability", not "spell".)
This said I'm extremely happy happy happy happy happy to see starcraft themed quality map in development. Thank you very much and best of luck.
Edit: it says ability in dialog but spell in tooltip, that's what i was referring to.
Hi. I've made a custom hallucination ability (like one in sc) and realized that only units summonable by sentry have hallucination custom death event.
Do I have to edit every single unit to have needed events or there is a simpler method? Mabie it is possible to add actor which would play hallucination death AND prevent unit's original death event?
You can acquire control of other players units by setting alliance status.
I preplaced units for P2 & P3 and run trigger with "Set Alliance(One-Way)" action. It looked like this:
Make player 2 treat player 1 as Ally With Shared Vision And Control;
Make player 3 treat player 1 as Ally With Shared Vision And Control.
Thanks for replying Bump.
The retargeting is one of the requirements to make my spell work as I want it to, and it needs to work for any ground unit. For now I've settled with "disable attack ability on affected units for 0.7 seconds". It's only slightly noticeable and I can write it off as spells feature, but I haven't tested it with most of units yet, so it's not entirely safe method.
Still, I'd prefer a possibility of instant order drop. Maybe someone with US account could ask about this on official forums?
Hello, sorry for unclear description, hopefully I'll be able to explain myself clearer in the text below.
I have a unit which attacks another unit. I need to clear attackers target so that attacker could retarget his attack ability to a different unit. I tried to give attackers different orders by using "move" ability but it didn't work. Only time when attacker stopped attacking was when it got ordered to cheer or dance but unfortunately I need retargeting to be instant.
Woah, either I'm blind or no one ever responded to any of this projects teaser topics. How sad.
For some reason I liked what I saw in these trailers (except for engineers trailer for there was nothing to catch my attention).
From the looks of things it's going to be a team vs team game where you must capture and hold "Power Towers", mabie with some twist (maybe I'm completely wrong). Since I prefer teamplay games (where I don't have to fight against other players (kind of weak, but I get enough competitiveness from melee games) I won't be signing for beta, but, I beg you, please make atmosphere believable. I really liked that you used Starcraft universe, just please now make it feel like Starcraft. Gosh.. am I really asking you to make quality map? I guess I'm really desperate for some starcraft themed maps.
Anyway, good luck, the world is counting on you (to make one of the best maps ever >.>' ).
Also, might want to give a little bit more info to get people interested, there isn't really a reason to keep it all secretive.
0
Some time ago I extracted campaigns using this method: http://hi.baidu.com/xtimz/blog/item/1e83eb132aa685c9c3fd7892.html each campaign scenario folder has wav folder in it which contains all sounds from map(briefings and dialogs).
0
Rise from the grave!
Bumping because I have the same issue.
Edit: Keep the structures footprint, give buider custom mover with pathing mode "digger" and everything will work out just fine.
0
Well yea, I thought myself about it and realized that I don't have any idea on what a good replacement could be, but I mostly play starcraft and old fantasy games, so maybe somebody else who likes sci-fi genre could help us here? Alternatively you could get rid of stats and display bonuses from items in "pure form" ("+100 hp +1 hp.reg" instead of "+10 str"). But if you would want to have an item that gives +10 to all attributes then this "pure form" description would get pretty messy.
You're right.. I think that reading your topic in recruitment section and then coming here and seeing polished hero selection screen with some familiar old names (you even added Alan Schezar <3 ), made me forget about other things for a moment.
Also thank you for last two videos (your spells are as awesome as I thought they would be), they made me want to go and continue my work in data editor.
0
@Kueken531: Go
Ah, thank you again, I understnad it now =)
0
@Kueken531: Go
Woah, thank you very much! I just thought that I could ingore "tiled" when I'm not dealing with borders.. (I don't know what it means D:, feel so silly now).
0
I may be doing it wrong, but "Assets\Textures\ui_campaignmenu_frame_bucket_mid.dds" doesn't want to resize automaticly.
Here's how the action looks like: "Dialog - Create an image for dialog DIALOG with the dimensions (300, 300) anchored to Center with an offset of (0, 0) setting the tooltip to "" using the image Assets\Textures\ui_camapaignmenu_frame_bucket_mid.dds as a Normal type with tiled set to true tint color White and blend mode Normal"
@uiasdnmb: Go
it doesn't, it just cuts image and as a result i just see top left part of image instead of full picture. How do I format it properly?
0
Hi, is it possible to scale dialog image? I want to use some image(444x312) as background to my dialog(250x300). Searching forums didn't really give me an answer (which probably means that I'm really bad at finding stuff, so if there already is a topic with solution to my problem please direct me to it).
But if it's not possible, would it mean that I would have to export desired image, manually scale it and import back?
0
I just wanted to pass by and say that this looks promising. Finally some action with heroes where I'm not forced to kill enemy heroes ..directly. One thing that really makes me happy is that you decided to keep this starcraft themed. Because of that, I'm sure that many players are used to it and probably like it, but, "str/agil/int" really just screams WARCRAFT 3! Maybe you could rename them?
And also, description of archons final ability is silly due to part where we're told that protoss are afraid to lose souls. (Also in starcraft its "ability", not "spell".)
This said I'm extremely happy happy happy happy happy to see starcraft themed quality map in development. Thank you very much and best of luck.
Edit: it says ability in dialog but spell in tooltip, that's what i was referring to.
0
Hi. I've made a custom hallucination ability (like one in sc) and realized that only units summonable by sentry have hallucination custom death event. Do I have to edit every single unit to have needed events or there is a simpler method? Mabie it is possible to add actor which would play hallucination death AND prevent unit's original death event?
0
have you looked into alliance settings? also, check this, it may help you a little: http://forums.sc2mapster.com/general/general-chat/13901-basic-question-about-controlling-opposing-forces/#p4
0
You can acquire control of other players units by setting alliance status. I preplaced units for P2 & P3 and run trigger with "Set Alliance(One-Way)" action. It looked like this:
Make player 2 treat player 1 as Ally With Shared Vision And Control;
Make player 3 treat player 1 as Ally With Shared Vision And Control.
0
Thanks for replying Bump. The retargeting is one of the requirements to make my spell work as I want it to, and it needs to work for any ground unit. For now I've settled with "disable attack ability on affected units for 0.7 seconds". It's only slightly noticeable and I can write it off as spells feature, but I haven't tested it with most of units yet, so it's not entirely safe method.
Still, I'd prefer a possibility of instant order drop. Maybe someone with US account could ask about this on official forums?
0
Hello, sorry for unclear description, hopefully I'll be able to explain myself clearer in the text below.
I have a unit which attacks another unit. I need to clear attackers target so that attacker could retarget his attack ability to a different unit. I tried to give attackers different orders by using "move" ability but it didn't work. Only time when attacker stopped attacking was when it got ordered to cheer or dance but unfortunately I need retargeting to be instant.
0
Woah, either I'm blind or no one ever responded to any of this projects teaser topics. How sad.
For some reason I liked what I saw in these trailers (except for engineers trailer for there was nothing to catch my attention). From the looks of things it's going to be a team vs team game where you must capture and hold "Power Towers", mabie with some twist (maybe I'm completely wrong). Since I prefer teamplay games (where I don't have to fight against other players (kind of weak, but I get enough competitiveness from melee games) I won't be signing for beta, but, I beg you, please make atmosphere believable. I really liked that you used Starcraft universe, just please now make it feel like Starcraft. Gosh.. am I really asking you to make quality map? I guess I'm really desperate for some starcraft themed maps.
Anyway, good luck, the world is counting on you (to make one of the best maps ever >.>' ).
Also, might want to give a little bit more info to get people interested, there isn't really a reason to keep it all secretive.
0
The icon displays damage from dummy effect. Look to weapon->damage display effect, there it is.