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    posted a message on Question: Cone Vision with LOS Blockers in Data Editor

    I've managed to fix my problem in the trigger editor rather than the data editor. Thanks to everyone who has provided help.

     

    I'm going to post a description of how I've done it when I have more time.

     

    It allows computer controlled units to see units within a 120 degree arc in front of them within their sight range. It also prevents them from seeing units that they cannot path to in a direct line, thus giving a simulated effect of being able to "hide" behind doodads with pathing footprints.

     

    Posted in: Data
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    posted a message on Question: Cone Vision with LOS Blockers in Data Editor

    When you say "reveal flags" are you talking about the Unfog/Use LOS/Detect/Radar etc. flags that are in the revealer area? If so, then yes. I have Unfog and Use Line of Sight checked, although I'm not sure what Use Line of Sight really does if its not blocked by LOS Blockers.

     

    I'll toying with your suggestion. I admit I've been avoiding playing with offsets too much because I haven't quite wrapped my head around them yet.

     

    Thanks

    Posted in: Data
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    posted a message on Question: Cone Vision with LOS Blockers in Data Editor

    Hi Everyone,

     

    I've created a cove vision behaviour in the data editor that creates a 0.1 second periodic buff that applies a create persistent to a unit that then runs a search area to reveal an arc in front of the unit. The behaviour is working fine, thanks to the advice of members of this community on the discord channel.

     

    I'd like to take one more step in developing this behaviour to fit my current map, specifically id like it to be able to be blocked by objects or doodads that block line-of-sight (such as the doodad LOS Blockers). At the moment the revealer created by the behaviour sees past LOS Blockers and over cliff levels.

     

    My current map is a stealth mission and id like the player's unit to be able to hide behind crates and run past behind an enemy unit without being seen.

     

    I haven't seen an example of this being accomplished before, but the data editor being as powerful as it is, i presume there is some way to accomplish this.

     

    Does anyone have any insights or ideas?

    Posted in: Data
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    posted a message on Nemesis (RPG Campaign)

    I thoroughly enjoyed the Perfect Soldiers Campaign. I originally just watched it on Jayborino's channel, but that inspired me to get it and play myself. It was fantastic and formed my own inspiration to build my campaign project (which has been going for a long time but is still going). I look forward to seeing more, EivindL.

     

    Posted in: Project Workplace
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    posted a message on [QUESTION] Creating New Decals

    Hi Everyone,

     

    For the current map in my project, a campaign, I'm looking for a way to convert a doodad into a decal within the editor, if this is possible.

     

    Specifically, I would like to have a version of the Ground Energy Crack doodad that wraps over terrain when it is raised or lowered, like a decal does. I'm not sure if this is possible, but if it is, can anyone point me in the right direction?

     

    Thank you

    Posted in: Artist Tavern
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    posted a message on Starcraft 2: Glory of the Daelaam - Full Campaign

    Aside from cinematic designers what are you after?

    Posted in: Team Recruitment
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    posted a message on Options to create a Multi-Beam Resource Harvesting Unit

    Thank you both, it seems a weapon is definitely not the preferred option. I'll give it a whirl when I get home today and let you know how it goes.

    Posted in: Data
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    posted a message on Options to create a Multi-Beam Resource Harvesting Unit

    Hi Everyone,

     

    I'm in the process of creating a unit, currently a copy of the Hercules Lander, which I intend to give an ability that allows it to shoot out several beams when it lands near minerals and harvest those minerals for the player. I'm looking at two different ways of doing it and am interested if anyone has any insights on which is best.

     

    1) An ability based on the multi-healing ability of the Medivacs from WoL,with the effect changed to one that harvests the resource and adds it to the player, this would be autocast.

     

    2) A turret weapon that has the same basic effect but doesn't need to be autocast, it just does its thing automatically while landed.

     

    I'm going to go ahead with experimenting with this, but if anyone could shed some light on advantages or pitfalls of different approaches, it would be appreciated.

    Posted in: Data
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    posted a message on Protoss Shield Impact Issue

    Thanks, DrSuperEvil, for your response. It worked perfectly. I'm still getting a hold on just how much stuff actors really do.

    Posted in: Data
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    posted a message on Protoss Shield Impact Issue

    Hi,

     

    I've created a trigger that applies a damage effect to units within a region at a regular time interval. The damage effect I want to use is the lava damage.

     

    The trigger works mechanically, but the damage does not cause Protoss shields to 'flare' visually when taking damage. Does anyone know how shields decide what damage to react to and what damage not to?

     

    Trigger Screenshot 01

    Posted in: Data
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    posted a message on Starcraft 2: Glory of the Daelaam - Full Campaign

    I would love to help with this, in anyway I can.

     

    I have some thoughts on potential story points that I could offer, based on unresolved plot threads from SC2 campaigns, that I'd be happy to talk about further. I'd also be very interested to participate in developing and discussing other ideas.

     

    I have no real experience in voice acting, but would be interested if that were open.

     

    I have some little experience in terraining, and have put together some decent stuff. I'd be happy to help with that as well.

    Posted in: Team Recruitment
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    posted a message on Soundtracks in the Data Editor

    Turns out this is ALMOST exactly what I am looking for, half of it, to be precise.

     

    Does anyone know if the male version of the Brood War Aria is in the Editor files? I have found the BW version, with the female singer, but was hoping to use the newer one that plays in the background of "Heir Apparent" and haven't been able to find it.

    Posted in: Data
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    posted a message on Soundtracks in the Data Editor

    Thank you, so much. Exactly what I was looking for.

    Posted in: Data
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    posted a message on Soundtracks in the Data Editor

     

    I've been a quiet follower of several of the projects on SC2mapster for a while and recently got back into mapmaking myself after a busy year.

     

    I've been trying to put together a short cutscene in my project but cannot find a particular music track from the soundtrack. It is "I, Mengsk" and the sections I'm after also play during the "Heir Apparent" cinematic in WoL.

     

    Is there a particular trick to how the soundtracks are organized or labelled in the data editor that I'm missing? I just cannot seem to find it.

     

    Thank you in advance for any help.

    Posted in: Data
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    posted a message on Tutorial Request

    How to work Story Mode. Even without the cinematics but how to create a basic between-missions interface for research/mercenaries/upgrades etc. like on the Hyperion.

    Posted in: Tutorials
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