• 0

    posted a message on Unit "Attack" lines when right-clicking

    I can change what sound the unit use in a Ready/Yes/Pissed/Attack situation, but I can't find a way to define when each of these "sets" should be used.

    There is a code somewhere that says "if right-clicking on the ground or an enemy, use Yes sound, if a-moving on the ground, use Yes, if a-moving on an enemy, use Attack". I'm looking for this, specifically.

    Posted in: Data
  • 0

    posted a message on Unit "Attack" lines when right-clicking

    Having recently returned to SC2, I noticed that Attack unit lines (such as "bring it!" or "get some!" from the marine) are only playing when manually A-moving on a target. If right-clicking, only the Yes sound plays. Does anyone know how to change that in the Editor?

    Or, in other words, is it possible to control what sound gets played when right-clicking?

    Posted in: Data
  • 0

    posted a message on Altering animation on Overmind and Warhound portraits

    Hello artists,

    I have two requests related to portrait animation. The first is to make an Overmind portrait that remains exactly as it is, except it doesn't blink. Giving him an eyelid was bad enough, but the blinking has bothered me for the past five years. The second would be to alter the warhound portrait so that it doesn't "vibrate" up and down.

    These modified portraits will be used in the upcoming version 6.0 of the Mass Recall mod and will be credited.

    Thanks!

    Posted in: Requests
  • 0

    posted a message on Units silhouettes in cinematics

    As you know, patch 3.0 has added colored silhouettes when units are hidden behind buildings. Trouble is, it also appears during cutscenes and completely ruins the effect. We have a cutscene when a command center is landing before a cliff, and the silhouette flash as the command center descends, as if it allowed you to see through the rocks. Is there any way to hide those things?

    Posted in: Cinematic Creation
  • 0

    posted a message on Models for SC1

    Could anyone remove the horns from the LotV Dark Archon model? I like the energy ball and the armor, but the horns really don't match the SC1 theme.

    Posted in: Requests
  • 0

    posted a message on [Spoilers] Gradius's LoTV Thoughts
    Quote from Mozared: Go

    But that's the issue. Why would Zerg have purity of essence? What the fuck does essence even refer to in this context? And why do Protoss have purity of form? What is form?

    According to the SC1 manual, about which I care because it added a lot of depth to the story, purity of form and purity of essence were two philosophical concepts invented by the Xel'Naga to analyse their failure with the Protoss. The Protoss were the most promising race the Xel'Naga had worked on, and thy decided that the Protoss' "essence" had been corrupted by their ego, their pride. The Xel'Naga were especially shocked when the Protoss attempted to "disconnect" themselves from the Khala. So they decided they would follow a completely different course with the Zerg, not caring about the purity of the "form" (body) and instead about the purity of "essence". What that means is that the Zerg can take almost any form, alter themselves out of recognition, switch strands of DNA among the various strains, but they would still be Zerg because they were bound to the Overmind and the collective sentience.

    The Protoss have purity of form (they all share the physical traits) and the Zerg don't. The Zerg have purity of essence due to the hive mind. It is unclear whether or not the Xel'Naga would consider the Khalai Protoss to have purity of essence. My guess is no, since they are still individuals.

    So when the Zerg collect DNA strands, they are collecting form, not essence. I guess "form" didn't sound alien enough for the writers... By SC1 manual standards, the Terran technically have purity of form but not purity of essence, and the so-called primal Zerg have neither.

    Note that the Xel'Naga did not consider purity of form as a perfection to be achieved, but as a distraction from what they really wanted to create (purity of essence).

    Posted in: General Chat
  • 0

    posted a message on Too many remakes?
    Quote from IskatuMesk: Go

    To me, Renee, you are one of only 3-4 people in all of Starcraft 2, at least in the English speaking side, that has put forth effort into a serious project. I respect that more than anything.

    Right now I could name six to eight English-speaking people who worked on their editor project for years, hundreds upon hundreds of hours in their free time. Then you have dozens who did and maintained popular Arcade maps, like Star Battle. Are you implying these projects are not "serious" or what?

    Quote from EivindL: Go

    The time you spend on making one map is time you cannot spend on making another. Now, I don't want to get too economical here, because original ideas are hard to come up with, so it's not given that people who make remakes have it in them to create original work. But there seems to be such a trend with remakes.

    I had no experience with any editor before I worked on Mass Recall and I don't play custom games. I can tell you for a fact that I wouldn't have tinkered with the Galaxy editor for a month, let alone four years, if that hadn't been for the sake of Brood War campaigns.

    I knew that *I* would have loved if a mapmaker with enough time and skill had re-created a modern, SC2 versions of these maps. So when I had the time and opportunity to join, I thought that someone had to do it, copy-pasted everything from a previous map and worked from there. If one thing kept me on the project, it was the thought that others could experience the same enjoyment as I did when I was a teen - that I would perpetuate the memory, if you will.

    So no, the time I spent on Mass Recall would not have been spent on any other map.

    Posted in: General Chat
  • 0

    posted a message on How to: Order AI to setup and maintain a small base?

    @BlacKcuD: Go

    You can Disallow the unit you don't want the AI to build and Allow it again once it is time. Or, instead of activating all bullies in a region, you can timely activate them one by one at specific times. It is a lot more tedious to implement than letting the AI have its way, though.

    Posted in: AI Development
  • 0

    posted a message on Auto-Load Units Into a Bunker

    I don't know if it will change anything, but you should probably active the Campaign AI. It does very little except sending workers to mine or use a handful of spells, but a number of actions don't work if literally nothing controls the units.

    Posted in: Data
  • 0

    posted a message on Auto-Load Units Into a Bunker

    Is it for an AI or the human player? I never tested it, but I'm pretty sure I saw an Action that lets the AI handle bunker garrison for computer-controlled players.

    Posted in: Data
  • 0

    posted a message on You can submit bug/suggestion for my War3 Mod here

    Awesome! Where did you find the original map campaign map? It is not in any folder I can see.

    Posted in: Warcraft Modding
  • 0

    posted a message on [Request] Pro Tips for Campaign Making

    The Golden Rules

    • Test your map all the time. Fix bugs or balance attack waves immediately, then re-start the level to see if it works beter now. Never publish a map before playing it one last time from start to finish. It may be boring, but it is the only way to be sure that your map is fun and playable.
    • If you have an idea, find a map that does something similar and look at how it does it. You can't re-invent every trigger on your own, so find your inspiration in the work of those who faced the problem before you. Don't worry, your map will be unique enough.
    • However long you think making the map(s) will take, it will be longer. Just keep that in mind before you decide how large your project should be, you can always add more maps later.

    Macro maps

    • Don't be afraid to disallow most of the tech tree and/or unlock more units for each mission. An hour of 15 battlecruisers into a-move is boring, no one wants to do that more than once. If you disallow some units, the gameplay becomes a lot more unique: how will I fight brood lords without air? How will I fight roach/hydra without colossi? This is one the ways your macro map can stand out.
    • Try to use more than one unit types in an attack wave. There is nothing wrong with an occasionnal cloud of mutas (especially since it is a multiplayer strategy), but the AI will look smarter if it mixes DTs with its zealot, and kinda dumb if it keeps sending pure hydralisks.
    • Personally, I tend to make attack waves challenging in the beginning, increase them gradually, and then stabilize them at a tolerable level. "Challenging" is a subjective notion, but that's all you've got. If the attack waves are weak at the beginning, the player will be able to tech quickly to colossi/carriers/brood lords, and the map may be boring. If the attack waves are too intense for the whole mission, the player might lose after an hour of effort. This may or may not be problematic, depending on the challenge you want to provide. Still, no one likes playing more than a couple of hours-long meat grinders. Except for the final level: players are more willing to sweat on a map if they know it's the last one.

    AI

    • If you want an AI to attack the player, you need to initialize it with the triggers "Start Campaign AI for Player X" and "Set attack waves for player X to attack [someone]". Otherwise, nothing will happen.
    • If you want it to build units, you must give it enough ressources, the tech to do produce them, and supply (if applicable). Once the specified time has passed, the AI will send whatever it has produced to battle. Be sure you gave it enough production structures, or the attack waves might be smaller than you expect.
    • The AI never uses cloak or stim, not even in higher difficulties. You have to script most abilities by trigger.
    • The AI can't take any initiative. However, you can pre-place units or structures in the editor, double-clic on them and uncheck the box "Initiallyl Built". The AI will wait until it can build it, and then do it immediately. It still won't understand the tech tree, if you tell the AI to build a starport, but didn't give it a factory, nothing will happen (it won't build the factory on its own). Still, it is the only practical way to have the AI actually build its base.
    • You can fine-tune the AI behaviour with lines like "Set Gather Point for Player X to point P". All units produced by the AI will go there as they spawn, and the AI will rebuild them if they get killed before the attack wave is sent (if you don't want the AI to spam units as you move past its rally point, use "Set Gather Point (no rebuild)" instead). An other useful line is "Set Target for player X attack waves to point P" so that the unit will take a particular path. If an attack wave reaches its target point and doesn't find anything there, it will attack the closest enemy.
    • Making several difficulty levels is advisable, but again, be sure to complete the map in the hardest setting (or have a tester do it). Maps can quickly become unplayable if the attack waves get too large. Note that the difficulty has to be set for each AI; changing the difficulty to Hard for player 1 (the player) will not do anything.

    Cutscenes

    • Cutscenes are incredibly time-consuming. Well, mapmaking in general is time-consuming, but cutscenes even more so. If you want to make one, start by making the units move around with triggers, and only add camera effects when everything works. You want to make a trigger that directly plays your cutscene, so that you won't have to replay the entire level. Also, if you plan to have the camera zoom in, Warcraft 3-style, put doodads in that area. Close views of a few units in an empty desert are less interesting.
    Posted in: General Chat
  • 0

    posted a message on Official - War3 Assets RELEASED!!!

    I did put the sc2 dependencies, I just used the filter to keep only what comes from War3.sc2mod. And the screenshot does show the Models tab. The mod appears, it just looks like it's empty. I'm very confused.

    Posted in: Warcraft Modding
  • 0

    posted a message on Official - War3 Assets RELEASED!!!

    I'm a bit confused, do you need be actually logged to the PTR or something? The game tells me the PTR Battle.net is down, I downloaded 15GB and have a "War3" and a "War3Data" folders in Mods, but I don't see anything even after I put it as a Dependency.

    Posted in: Warcraft Modding
  • 0

    posted a message on Warcraft: Armies Of Azeroth
    Quote from Forge_User_87697641: Go

    Some people feel like being obliged to do something when joining a team. What you could do is simply find out what they have finished or are working on at the moment and create other models/skins yourself. Stay on their neutral/friendly side. That way you still stay in contact with people and don't waste any time by making the same model twice. Who knows, maybe they'll join you when they see more work done by you, or in the very least give you permission to use and alter their models. On the downside, they may be workign on some very essential stuff that you need right away so you will end up doing stuff they are working on and they are not willing to give you their models,but then again if they never want to give you anything you aren't essentially wasting time.

    From my experience on the Brood War remake, you shouldn't expect a couple of modelers to publish dozens of models in a row. What happens is that someone will come from time to time with one or two models he spent weeks recreating and ask if you are interested in them. Then you will never hear from that person again.

    The most difficult part is to get a decent placeholder for your first version, after that, you will have years to improve your models.

    Posted in: Project Workplace
  • To post a comment, please or register a new account.