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    posted a message on [Mod] Orion

    @hemanbrian: Go

    First of all, could you please write in English, it would help us much ;)

    If I understand you correctly, your problem is that all strings of Orion are missing in your local version. This seems to be an issue with the localization. Have you opened the mod and then saved it before testing? If so, this could be the cause.

    If this doesn't help you, please give a more detailed report of what you have done and what exactly is the problem.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Mod] Orion

    @ufollowme: Go

    Actually, Orion supports multiplayer maps, although this is not shown in my sample map. I just thought with "Co-op" you meant something beyond this.

    Edit: Ah and if you decide to use the mod, please inform me about any features you want to be implemented. Orion is still a work in progress :)

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Mod] Orion

    @ufollowme: Go

    What do you mean by a Co-op feature? And of course you can use it for your map. That's what I made the mod for ;)

    If you want me to explain how the mod works, just PM me or contact me on Skype ("sanktoras").

    By the way, I promised to make a video tutorial for the mod. After some tries, I noticed that this was a bad idea (I'm not good at making video tutorials) so I am now working on a written tutorial. Due to little freetime in the last weeks and also in the weeks to come, this may still need some time. Sorry for this.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Bug With Camera

    That's it then. So you've added the LibertyMulti mod to your map?

    Funny thing, really. And such a simple explanation ...

    Posted in: Triggers
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    posted a message on Bug With Camera

    @Enexy: Go

    Yeah, did that. Didn't change anything (besides the fact that numbers appear faster now ;) )

    Posted in: Triggers
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    posted a message on Bug With Camera

    I have also tested printing it with "Text Message" - with the same result (would have been veery strange otherwise).

    I really can't explain this ... I have attached my map so that you can test mine (it really shouldn't make any difference, but just to make sure ...).

    Posted in: Triggers
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    posted a message on Bug With Camera

    Well, for me it works just fine. I start at yaw 90.0 and can reach every yaw within 45.0 and 134.82 degrees (cf attached screenshot).

    So either I don't understand the problem at all or it has something to do with you being in America and me being in Europe.

    Posted in: Triggers
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    posted a message on Bug With Camera

    @Enexy: Go

    Hm, and where is the problem, then? ^^

    Posted in: Triggers
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    posted a message on Bug With Camera

    Which event have you used for yout trigger?

    The following trigger works perfectly fine:

    Yaw Output
        Events
            Timer - Every 0.1 seconds of Game Time
        Local Variables
        Conditions
        Actions
            Debug - Display (Text((Current camera yaw of player 1)) with 2 decimal places) as debug output using Type 01, and Do display it in the game window
    
    Posted in: Triggers
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    posted a message on [Mod] Orion

    Patch 0.7

    Patch 0.7 of the mod now arrived!. It includes the following new features:

    1. Work-Around for the Unit Model Height: I have added the custom data type "Orion - Model Height" with which you can tell the mod the height of each unit model. The name of an instance has to be the model ID. Use the action "Enable/Disable Unit Model Height Warnings" to display a warning whenever a unit's model height could not be determined.

    2. Revision of the Unit Panels: The Unit Panels now have colored bars and may also display shields. Additionally, the character's and target's current level is displayed on the unit icon (if the respective unit has a Veterancy behavior).

    3. Character Window: I have created a Character Window in the map "Orion Sample" which displays the current attributes and equipment:

    http://i.imgur.com/HTX3AtYl.jpg

    The Character Window demonstrates how to create your own window and equipment panel using the Orion interface.

    I plan to create a video tutorial explaining the major features of Orion in the near future.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Mod] Orion

    @Hookah604: Go

    What do you mean by this?

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Mod] Orion

    @JacktheArcher: Go

    Like every other shooter or RPG in StarCraft I have seen so far, this map has to cope with Battle.Net delays. You can try it out just by uploading a little example map by yourself and playing it online ;)

    If you find another shooter map whose delay is better than mine, please tell me so I can contact its mapper to ask him how he did it.

    @zaysite: Go

    Yeah, of course you can modify the camera distance. If you add the mod to your map, go to the data editor and then to "Cameras". You will find different camera objects, one for each mode. Just change the values of "UI: Initial Parameter+" of your mode's camera.

    Usually, the camera height is calculated by (Height Offset Of Camera) + (Unit Height) + (Unit Model Height). If you want to skip the last two summands, you need to activate the flag "Use Default Height" via the action "Set Camera Mode".

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Mod] Orion

    [Mod] Orion

    You always wanted to create your own role-playing game or shooter? You have a working knowledge in the StarCraft II editor? Then Orion is just the right thing for you!

    Embed Removed: https://www.youtube.com/v/6lXv50Oeu3o?fs=1

    (This video is outdated and needs polish. See below).

    Orion is a StarCraft II mod which facilitates the creation of role-playing (e. g. WoW) and shooter games. It offers a highly configurable and powerful RPG and shooter engine, thereby allowing you to skip all the labourous work on the core of your map. By using Orion, you simply can start with the content (plot, classes, abilities, items) of your game!

    Besides the basic controls of an RPG character (WASD movement, camera rotation), Orion includes a modifiable UI, consisting of a character panel, an action bar, an inventory, and more:

    http://i.imgur.com/KTd0Rl.jpg

    The ability bar at the bottom of the screen can be customized by the player of your map. For instance, he may put items on ability buttons to gain faster access. The menu bar on the right of the action bar can be customized by the creator of the map. For example, you can put an inventory button there.

    Another feature of the mod is an integrated quest system accessible through custom data types and the trigger GUI. Orion also offers a predefined quest log similar to that from WoW:

    http://i.imgur.com/vIo5pNAl.jpg

    Furthermore, Orion features a predefined interface for managing bank-saved player profiles - both for the mapper and for the player. Orion even provides a UI for creating and selecting a player profile:

    http://i.imgur.com/lnHEPl.jpg

    Although the whole code is written in Galaxy, the trigger GUI is fully supported:

    http://i.imgur.com/r7kgIl.jpg http://i.imgur.com/MM7drl.jpg

    How To Use The Mod

    To use the mod, you have to add it to the dependencies of your map. If you are not on EU, you need to download the mod first (see below). Then save it to "<SC2 Directory>/Mods".

    Go to "File -> Dependencies" in the editor with your map open. Click on "Add other..." and either select the mod in the local files or online. Confirm with OK to gain full access to all features of the mod!

    The mod is under LPGLv3 which means that it is free to use. Please add me to the credits when using the mod.

    Sample Map

    Got interested? Test it out on the map Orion Sample. This map briefly introduces the major features of the mod.

    The map is also useful to learn how to use the mod!

    Tutorial

    You can find a basic tutorial here.

    Get Involved

    You want to participate in this project or just help me with it? You are very welcome. Here are some things you can do:

    • Give feedback and report any bugs you find.
    • Tell your ideas for new features.
    • Help me with one of the known issues below.
    • The presentation video needs to be polished. If you want to help me with that (I am unexperienced at creating videos), just PM me.
    • All strings in the mod and in the sample map need to be checked for language mistakes (I am German and my English is not the best).
    • The look of the mod's UI is planned to be polished. Any ideas?

    If you find something else you want to do, feel free to share it!

    Of course I will reward your help with an entry in the credits.

    Known Issues

    The following problems/bugs still exist in the mod, some of which I did not find a solution to yet:

    • Global quest aims are not saved in the player profile. I am going to fix this in one of the future patches.
    • The height of a unit's model cannot be calculated which is required for the traceline function. Any ideas how to solve this or do I need to implement a work around?
    • There is an issue with moving items in an inventory via the script if the inventory container is sufficiently complex. This may lead to strange results when using the Orion UI to move items. Any ideas?
    Posted in: Trigger Libraries & Scripts
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    posted a message on Changing the color of the Command Card buttons

    Oh my god, I missed the fact that there is another Assets.txt in Mods/Liberty.SC2Mod (FAIL!!), I just used the data in Core.SC2Mod. Thank you very much, SoulFilcher!

    Posted in: Triggers
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    posted a message on Changing the color of the Command Card buttons

    @willuwontu: Go

    I've thought about this one, but it seems like hacking to me, so I'd rather find another solution.

    @SoulFilcher: Go

    I don't want to override the "neutral" buttons, as I intend to add other races later on.

    So it seems that there is no list/file/option where I can just register the command card color for my race? This is strange, as I could find every other race-dependend UI option either in Assets.txt, FontStyles.SC2Style or the SC2Layout files.

    Posted in: Triggers
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