I have lagless WoW movement for a while now ^_^, I'll release it in a little bit with my map.
Nice just OP tho.
Does anyone know how to make a unit have its own lighting independent of its surrounding? Basically, what I need to do is make map thats very very dark, but have the main unit still be visible. Right now, I know two ways to do this, attaching a model light, or using Halos. Does anyone know of a third option?
Thanks SC2mapster :).
Wow!. The professionalism and quality of this project from what I've seen so far is pretty staggering. Can't wait to play it.
Just a (very selfish :p) question? Are you planning to enter this in the blizzcon contest?
Well, can't blame a man for wanting to know what hes up against can you :D?
Best of luck on this either way, and really hope to be playing it soon.
Quote from Molsterr: Go
you can rig it to make it look like it works for example, you press a dialog button, this will set A var to true, and create a graphic around your character (the range of the spell graphic) , and will now wait for a mouse click, in which it will cast the spell at the point, however, there is no way to make your mouse cursor switch as it would if you were using the ability.
Thanks for the help, but I've already considered that method what I need is the actual spell targetting, because the spell I'm hoping to make a dialog of has a dynamic cursor irreplaceable with triggers (I'm using Raynors Railgun Ability, and making that targetting with triggers causes too much lag).
Anyone have any other ways to bypass this? But thanks anyway.
Hey Sc2mapster :).
Is their anyone who can help out with a trigger I'm working on? Specifically, does anyone know the script to make a player cast an ability, but instead of using a specified point, it brings up the default spell targetting ui/cursor? I'm almost 100% sure its possible, I don't see how custom spell bars would be possible without it. Thanks!
Also, I'm not looking to bypass this with dialog triggers. I need actual in game ability targetting
Actually, after finally figuring out how the code works for all the hotbar codes I've seen, I'm convinced this isn't possible :(, as nobody has done it.
Anyone have any brilliant ideas :D?
I agree completely on your core point, however that alone does not absolve the popularity system of its failures.
The core difference between popularity in SC2 and the randomness of WC3 is that an unpopular map cannot be publically played. People who design niche maps go in doing so knowing that it will be only be popular amongst a niche audience. The popularity system ensures that one cannot play a "niche" map without an unreasonable wait time.
lol. I posted about this like a month ago and got no replies.
The game does not track player camera movement outside of a 64x64 rectangle on the corners of the map. The amount of corners where it works varies, but on all map sizes the bottom left region works. It will work fine if you stay in the rectangle.
This applies to replays as well, and is whats currently causing the bug where "follow player camera" does not work.
The recent patch seems to have broken the "Current Camera" function.
Observe this map. Its just a quick test map I made in a minute to illustrate how its broken. Its just a simple camera track with a baneling explosion and text output. It works 100% as intended until you get to 63 x or 63 y. At which point current camera just...breaks and no longer works.
What the hell?
Any ideas? Whats wrong/how to fix?
All values outside of a 64x64 square show up as zero :/.
Suck it up. Sorry, but blizzard takes a very iron fisted stance on forum bans, their forums are too big to review cases individually and nothing but constantly handing out permabans has any effect on a forum that large.
Quote from WraithChaser: Go
Take a look at my Tutorial.
Here: [Data] Removing Requirements
That's not really what I was talking about.
Anyway I fixed it by making a new nuke skill from existing resources. Though I'd still like to know where ammo data is stored, if anyones figured it out.
I'd abandon that traditional model, which has a lot of design challenges, and instead, look towards the design of games like Island Defense of WC3 fame. 11 builders and a single person who controls a single unit in first person.
Quote from AegisRunestone: Go
Because he didn't, nor would he have any motive for doing so in the current lore, so I wouldn't really worry about being constrained by current lore.
And on that note, just some friendly critique...from what I understand, your campaign isn't going to be purely hero based, but a standard RTS with a special unit in it. Starcraft doesn't accommodate hero play naturally, the default playstyle is incongruous with having a hero as a focus of your campaign, the hero fails to remain cohesive towards the overall mission. I'd recommend either dropping your huge focus on a superdeveloped hero, or restructure the mission to revolve around him, ala warcraft 3 style with items and upgradable abilities you could get by completeing bonus missions just to start, if you don't like that, pick something else.
The bottom line is you should optimally make your hero integral to the gameplay itself besides "Heres a neat mission", and "Heres a neat hero". You should either focus on the mission itself and just include the hero as a normal unit for plot purposes, or make a mission that is intrinsically connected to having a hero. (Gameplay wise)