Never listen to what people want because they never know what they want. Always use your own decision as chances are you have more experience map making than they do. Look at the official Diablo III forums in their PTR section as an example. People are complaining about Blizzard's latest changes just because they... uhhh. I doubt anyone knows why...
I don't know about that. I think you more of need to filter ideas. I know I've definitely had some improvements in my maps based on player suggestions. Some of it was because previously I had an idea in my head that the map should be a certain way, but I decided to try the change anyways, and the map ended up better off. Two examples would be implementation of a hero revival system (I had wanted death to be an end game scenario), and a second would be far too many AI siege tanks about the map. Ended up having to reduce them and it affected gameplay positively.
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I do not think that is the case. You see if people really "liked" the map they would not care what some silly little children say to them online.
I think there are far too many personality types in the world to make that statement. Plus, I'm assuming we're mostly adults here on mapster. We tend not to care as much about what idiots on the internet say, however, there are teenagers and kids who play the arcade and can let their feelings get the better of them.
Let us not forget the cost/benefit analysis. All I'd have to do to use this is load it up into SC2. Hacking a bank I'd make wouldn't be that big of a deal. To use those other things you've mentioned I'd have to look them up, perhaps read tutorials on it, implement it, etc. Doesn't seem worth the time.
Auto rotation, like a turret? That has to do with the turret actor and it's idle animation (Data related, not triggers). I'm not sure what you mean by the search for enemy units.
Ah well, I can't seem to figure it out. I'll put this away for awhile and maybe I'll come back to it someday. I even tried bypassing the launch site by creating a one shot spell animation actor, but couldn't get that positioned correctly either :/
The leviathan tentacles sites seem to use the host subject type reference of "::scope::Tentacle(letter)". I'm not really sure what these references are or how I view them. Could you explain.
How exactly do you get a site actor to hold something? I thought if I added an invisible model, maybe it'd be able to combat that problem so I created an additional modeladdition actor type with the site actor as the host subject and the events to be created/destroyed upon the site actor's creation/destruction. Didn't seem to work.
From a member whose first language isn't english. They tend to find text tutorials, especially long ones difficult. Video tutorials can be more helpful to those individuals.
Can't find that siege tank tower map.
I thought I was doing that correctly, but it isn't working in game. And since I'm still fairly new at actors, I'm not sure at what point it is I'm going wrong. As far as I know it could be the site operation, the site, or perhaps even attack actor. I'm not really sure of the best way to debug it.
On the site OP I've tried using both AMfilterWeapon as well as directly attaching it to the weapon. On the site actor, for creation/destruction I've tried both the unit creation event (used in the tutorial linked above) as well as the actor creation/destruction event (used in his uberlisk tutorial). I'm sure I've tried a bunch of changes on the attack actor itself as well, but its been a few days.
Since I was doing a different unit, I didn't follow everything step by step, but I feel as though I did hit the major stuff. I did duplicate the siege tanks weapons/weapon actors instead of making them from scratch. There of course was no need for me to make a beam actor.
So yea, I have a site operation that looks for a weapon. My Site actor hosts from the attached tank actor (a model addition actor) and uses the previously mentioned site ops and therefor should be making it to the weapon. Then the attack actor has the launch site set to that site actor. So I'm not sure what is going wrong.
This is a guess: Perhaps the soundtracks use different sound types (for instance when you look in sounds there's music, fx, etc), and some of those sound channels volumes are turned down.
For triggers you could check that the killing unit and triggering unit are not enemies. For the action you'd use modify player property, set the amount to unit property, and choose the property bounty (minerals) or bounty (vespene). Or do an action for both. Simpler that what you seem to be doing xP
I forgot about stuff like that. I had a similar problem where I found that calculating pathing cost inside of a building (endpoint) winds you up with huge numbers :)
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I don't know about that. I think you more of need to filter ideas. I know I've definitely had some improvements in my maps based on player suggestions. Some of it was because previously I had an idea in my head that the map should be a certain way, but I decided to try the change anyways, and the map ended up better off. Two examples would be implementation of a hero revival system (I had wanted death to be an end game scenario), and a second would be far too many AI siege tanks about the map. Ended up having to reduce them and it affected gameplay positively.
I think there are far too many personality types in the world to make that statement. Plus, I'm assuming we're mostly adults here on mapster. We tend not to care as much about what idiots on the internet say, however, there are teenagers and kids who play the arcade and can let their feelings get the better of them.
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@JohnPhobia: Go
Typically when I have waves of units, I'll reorder them every 5-15 seconds.
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Let us not forget the cost/benefit analysis. All I'd have to do to use this is load it up into SC2. Hacking a bank I'd make wouldn't be that big of a deal. To use those other things you've mentioned I'd have to look them up, perhaps read tutorials on it, implement it, etc. Doesn't seem worth the time.
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Auto rotation, like a turret? That has to do with the turret actor and it's idle animation (Data related, not triggers). I'm not sure what you mean by the search for enemy units.
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I wouldn't waste too much time on it. The arcade is free so people can always create new accounts anyways.
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Ah well, I can't seem to figure it out. I'll put this away for awhile and maybe I'll come back to it someday. I even tried bypassing the launch site by creating a one shot spell animation actor, but couldn't get that positioned correctly either :/
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The leviathan tentacles sites seem to use the host subject type reference of "::scope::Tentacle(letter)". I'm not really sure what these references are or how I view them. Could you explain.
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How exactly do you get a site actor to hold something? I thought if I added an invisible model, maybe it'd be able to combat that problem so I created an additional modeladdition actor type with the site actor as the host subject and the events to be created/destroyed upon the site actor's creation/destruction. Didn't seem to work.
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@abvdzh: Go
Thanks for the information.
Anyone know of an alternate method then? I'll try playing around for a bit.
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From a member whose first language isn't english. They tend to find text tutorials, especially long ones difficult. Video tutorials can be more helpful to those individuals.
Can't find that siege tank tower map.
I thought I was doing that correctly, but it isn't working in game. And since I'm still fairly new at actors, I'm not sure at what point it is I'm going wrong. As far as I know it could be the site operation, the site, or perhaps even attack actor. I'm not really sure of the best way to debug it.
On the site OP I've tried using both AMfilterWeapon as well as directly attaching it to the weapon. On the site actor, for creation/destruction I've tried both the unit creation event (used in the tutorial linked above) as well as the actor creation/destruction event (used in his uberlisk tutorial). I'm sure I've tried a bunch of changes on the attack actor itself as well, but its been a few days.
Since I was doing a different unit, I didn't follow everything step by step, but I feel as though I did hit the major stuff. I did duplicate the siege tanks weapons/weapon actors instead of making them from scratch. There of course was no need for me to make a beam actor.
So yea, I have a site operation that looks for a weapon. My Site actor hosts from the attached tank actor (a model addition actor) and uses the previously mentioned site ops and therefor should be making it to the weapon. Then the attack actor has the launch site set to that site actor. So I'm not sure what is going wrong.
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Cool. I've been thinking about adding some bank stuff to a map, so I'll def try this out when I do.
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@wargirlwargirl: Go
That's some insane visuals on that last video. Very cool.
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This is a guess: Perhaps the soundtracks use different sound types (for instance when you look in sounds there's music, fx, etc), and some of those sound channels volumes are turned down.
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For triggers you could check that the killing unit and triggering unit are not enemies. For the action you'd use modify player property, set the amount to unit property, and choose the property bounty (minerals) or bounty (vespene). Or do an action for both. Simpler that what you seem to be doing xP
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@ImperialGood: Go
I forgot about stuff like that. I had a similar problem where I found that calculating pathing cost inside of a building (endpoint) winds you up with huge numbers :)