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    posted a message on Hybrid Collaboration Campaign
    Quote from SiarX: Go

    Imho void thrasher would make more interesting (and thematically powerful) turret but if you prefer to go with this, it might be able to switch between slowing charges/splash charges modes. So effective either against single powerful targets or crowds but not both

    It does switch between modes. It starts off as an AoE/Crowd Control support unit, and when it "roots" into the ground, it becomes a power high single-target damage unit at very long range.

    I designed the Thrasher to make use of the two different graphics we have for it, the one that walks and the one that is rooted into the portal, as well as to take the nature of the two different modes I felt was what they had. The rooted mode was an insanely long-range single-target seiging unit while the walking mode had an AoE attack/ability. So I kinda stuck with that design idea.

    Posted in: Project Workplace
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    posted a message on Possible to open official voidmulti mod?
    Quote from hobbidude: Go

    Of course you can, Imma take a wild guess and say you never purchases lotv.

    You don't need to purchase LotV to access it's data. I didn't have LotV for a few weeks but I could still access the data and use the dependencies on my maps.

    Posted in: General Chat
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    posted a message on Maximum Map Size?

    All I know is that you can increase the size of one dimension by sacrificing size in another. Like for instance you can have 384x128. You have to do this through the Data Editor first before you can actually make the change on the map.

    Posted in: General Chat
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    posted a message on "^This field may be upgraded"

    The value being displayed is being changed to reflect real-time, As Soul said. 2.25 = 3.15. The difference is a multiple of 1.4. That seems to get accurate enough though that isn't always going to be right. 2.25 * 1.4 = 3.15. Similarly 0.86, the Marine's attack speed, is 0.86 / 1.4 = 0.61 (Which is what it displays in game.)

    This modifier remains the same no matter what gamespeed you're on. So it will always be 0.86 / 1.4 = 0.61, even if you're on Slow game speed.

    This change only happens when you add the Void.SC2Mod dependency. So it might have to do with a file in there, or it could be hard-coded but I don't know that for sure. I'm not sure what file it would be though. Perhaps someone could ask on the Modding / Mapping section on the SC2 Forums to see if a Blizz Rep will reply with an explanation on why the displayed speed values only change on Void.SC2Mod.

    Posted in: Data
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    posted a message on Hybrid Collaboration Campaign

    @JayborinoPlays ATM we've got enough complete to the point where we want to get lots of data done. After we've completed most of the data, I think we'll start looking back over all our designs and take suggestions. (This is also when we'll send it off to the Mappers to work with, so they can start getting a better idea on how to incorporate the race into their maps)

    Posted in: Project Workplace
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    posted a message on Hybrid Collaboration Campaign

    We've been pretty silent so far, and I think we should start giving a bit more info about what's going on, on occasion.

    The designers of the tech tree/hybird race are nearly done and about ready to start working on data. Once we get some basic data done, the mappers can start using it. We've worked really hard to establish their "fantasy" and I think it's going very well so far.

    On the Campaign Mechanics side of things, we have started coming up with ideas but they need more refinement. So far, we have two ideas we all agree on.

    Once we are satisfied with our progress we will reveal it to the mappers, we'll discuss, and if all goes well we'll give a much more detailed description of everything we have in some thread, probably this one.

    Story has seen little progress, but I think everybody in the group has some crazy ideas up their sleeves. The way we're doing the Campaign, everybody will probably get a shot at putting their part into it.

    I think we want to keep most of the stuff underwraps, but I think Rook might have some things he'd like to share about our progress so far.

    Posted in: Project Workplace
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    posted a message on Hybrid Collaboration - Need more Mapmakers

    You know you can count on me. Anyone in the SC2 Modding group on Skype knows this!

    Posted in: Team Recruitment
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    posted a message on Hybrid Collaboration Campaign

    This is something that I already had ideas of brooding in my head as I played the Campaign. Yuka, Soul, and I have made significant progress already. Stay tuned, everybody! I think we got some really good stuff happening. :)

    As for our data, it's really alpha right now. We've got a lot of work to do once we finish designing units.

    Posted in: Project Workplace
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    posted a message on More then 2 Active Queue Panels?

    Is this possible? I can successfully get a third one to DISPLAY but I have no idea how to actually get units in the queue to move to it.

    (Honestly, at least 5 active queue panels should be functional by default...)

    Posted in: UI Development
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    posted a message on How do Corpses work?

    I'm trying to fix the bug with the Graveyard, but I can't even figure out how corpses work. My method will work up until 5 corpses have spawned, in which case it will never spawn corpses again because I don't know how to check if a corpse has been removed and thus remove a stack.

    EDIT: Actually, is that bug only a problem because I don't have the Data mod? Last time I tried grabbing it, it wouldn't even let me download it but now it downloads fine.

    EDIT2: I'd still like to know how corpses work, though. Honestly, there should be a behavior applied to units when they're a corpse for EZ trigger and ability searching...

    Posted in: Warcraft Modding
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    posted a message on The proper way to use War3 Mod (GA) in you map

    Sticky this?

    Posted in: Warcraft Modding
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    posted a message on Good idea to have both Blight and Creep
    Quote from Zolden: Go

    I tried to create a model, that could visually fake creep or blight.

    It's a combination of a mesh textured with terrain material, and a decal projected on it.

    But as Renee noted, all methods will not be performance friendly. If we spam units, that have this model as main, we recieve units based performance lowerirng. If we do everything with triggers and simply spam models, we will need to have a periodic triggers, that check every unit's position to give/remove creep based bonuses. And this will be laggy too.

    Also, I found some issues with the way graphical engine interprets this kind of model. First, there's small visible darker lines on intersections of the models. It can be hidden with a mask on terrain texture. And second, decals projected on mesh textured with terrain material hides its shading, so if we expand the decal to cover the borders, they won't look brighter/darker baseds on orientation to light, so it won't look raised.

    A periodic trigger spamming models is far more efficient then spamming units.

    Also, the model would need to be square to prevent that exact-problem of, "First, there's small visible darker lines on intersections of the models."

    Then there'd have to be a separate model that's an "edge" so it doesn't look blocky.

    When place correctly they won't overlap at all and thus they won't look bad.

    Quote from Renee2islga: Go

    Well it's technically possible to mimic fake creeps and blights, but any methods seems very bad for the performance :(

    I noticed this as well. It seems SC2 actually has a harder time keeping track of 100s of units at a time then WC3 does. This is particularly prevalent on the WC3 map you made, where it seems the ridiculous-amount of trees really slows down the game on my PC.

    Posted in: Warcraft Modding
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    posted a message on Simple Beam for Ability?

    There was a very simple solution. Using the Medic's beam did exactly what I want.

    Posted in: General Chat
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    posted a message on Good idea to have both Blight and Creep

    Okay, so I made a thread asking how this would be possible a while ago.

    Now I think I know just exactly how to do it:

    1. Remove the bonuses from the units in the data editor. Instead, an aura will provide these bonuses from Creep or Blight sources. This way, "Creep" doesn't give Undead a health-regen bonus and "Blight" doesn't give Zerg a speed bonus. You'll have to provide validators to check for certain unit-types that get bigger or smaller bonuses from Creep, or even Blight. (They will not stack of course)

    2. Creep's base texture will be a blank texture. Instead, the decal method will replace both's texture using an algorithm to determine where "space" decals should be placed and where "edge" decals should be placed. This way it shouldn't look ugly when you have multiple Creep/Blight types or sources overlapping. Another thing would also be needed to show off the creep growing slowly like it normally does.

    If Decals can be animated then this shouldn't be a problem at all. It's very easy to find Creep via "Creep is present at Point" condition. Then with that, we just play our creep growing animation there, create the fake creep texture, and there we go. If Decals can be animated, this would also help show the Creep's undulation like it normally does.

    Now of course a similar thing can be done with Blight, but we don't have to show it growing and we don't have to have any special algorithm's for it growing.

    Also, glad to see SC2Mapster has a WC3-related Forum now. ;D

    EDIT: This is of course no small task. I would be glad to do it on my own but I still need to learn SC2 Triggers. I would be more then happy to work with someone to do this, though. As I am still quite skilled in WC3 triggers, so some of that knowledge can transfer over.

    Posted in: Warcraft Modding
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    posted a message on LotV beta client is downloadable now
    Quote from FunkyUserName: Go

    @Templarfreak: Go

    doesnt work for me, brings up an error msg

    Go to the Battle.net Folder, Shift+Right-Click, click "Open Command Prompt Here" and type Battle.net.exe with that code. (Make sure 2 dashes before game=s2_beta and install instead of 1.)

    Posted in: General Chat
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