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    posted a message on [MAC] Editor crashes when I try to add custom dependencies

    Ugh, really? I wanted to try entering the modding scene again, by making several maps using a core, personal library (a TPS) that way i wouldn't need to rewrite all the triggers and base data time and time again... Aaaand first thing i run up is this fucking problem.

    I guess copy-paste-no-jutsu would have to do, right?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Looking for healer model

    That looks like a creep from the Heroes' alpha, when the aesthetics were a mix&match between chess boards and english playing cards. Well, at least that whats reminds me of.

    But can it be that old?

    Posted in: Heroes of the Storm
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    posted a message on Creating a Custom Turret? [Attaching actors to actors to actors]

    How about using kinetics?

    Also this could allow you to make each turret a separate unit, that could be disabled if took enough damage or could have its own firing arcs and such.

    Posted in: Data
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    posted a message on A final word on doodads in SC2

    Personally i'd say that you're on the right path. Don't bother any further on the matter until:

    1. You get feedback from players that their machines are struggling.

    2. You do a considerable terrain update.

    Remember that you have to also take into account that the performance will change in-game, will all the units, data, triggers and connection (if it is multiplayer) running at the same time. But that can only be truly seen and tested in the final product.

    Posted in: Terrain
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    posted a message on Graviton Beam Help

    whats wrong with removing the ability from the buildings you dont want lifted?

    Also for the tempest, look on the unit tab, it should link you its weapons, sometimes the names in the editor don't actually correlate to the names in-game

    Posted in: Data
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    posted a message on Arm Magazine While Stunned

    You can also add a validator to the issue order behaviour to disable it if the unit has a stun behaviour (is stunned).

    That should do it unless i'm not seeing something. Just don't mix it with the "remove" validator...

    Posted in: Data
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    posted a message on WASD - Lag_Free - Data Only - 8 directions

    @FunkyUserName: Go

    Well, i did test it and locally it worked alright, you can handle the math much better (adding and resting angles and such).

    Also you could add a little raycasting for short distances, so as to not try to move the unit past a slim piece of path blocking, like a wall. But i never got into finishing the map, or even trying to test it online.

    Posted in: Trigger Libraries & Scripts
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    posted a message on WASD - Lag_Free - Data Only - 8 directions

    Has anyone tried (i did) doing a hybrid between Data and Events? where the trigger is data driven, just like this system, but the direction and way of movement is decided trigger like.

    What i did was setting up a system like this one, but instead of making it so the ability does the order i just used a "ability casted" trigger and did my movement there. Never got the chance to tested online.

    Was wondering your (sc2mapster) opinions on the matter.

    Posted in: Trigger Libraries & Scripts
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    posted a message on What makes interceptors do their thing?

    Thats not really true, yes the wander behaviour allows a unit to periodically go from place to place like its, well... wandering, but what makes the interceptors move around when attacking is their weapon type.

    Instead of having a "legacy" weapon type, ints have a "strafe" one, which allows them just that, drift pass their target whenever they attack. other than that the strafe type can do everything else a legacy weapon can.

    Posted in: Data
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    posted a message on Percentage Buffs Broken on Heroes

    Wait, what if i want to buff a unit with attributes and have it apply the correct value? can i only have one OR the other?

    Does it work if the base health is edited through upgrades? and could it be done through a data-trigger hybrid system (where the attributes define the amount and the trigger edits the catalog) for that matter?

    Posted in: Data
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    posted a message on Attack interrupts research

    Thats a hard one, im pretty sure i've seen it, but don't know for sure. Have you played with the queue ability?

    Posted in: Data
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    posted a message on Will 8000 doodads in one map cause issues?

    Oh yeah thats totally "big doodads" material, also remember there are other types beside trees, theres foliage, shrubs and plants you can use to liven up the place.

    My favorite technic is to put 3-5 trees together with some shrubs or rocks at its base ala wow, in fact look for wow screenshots, they are masters at populating an area with the least amount of polys as possible.

    Posted in: Terrain
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    posted a message on Will 8000 doodads in one map cause issues?

    Wait, does the player NEED to see those 8k doodads at the same time? or are we talking about a map with 8000 doodads with fog of war that occludes about 95% of them? Now i'm curious about the difference...

    Also my tip, if you use them to cover shit try making them as big as possible and use variety, not quantity, like instad of making a wall of 100 rocks, make 4 big ones and add some shrubs or a few smaller boulders, some tree here and there and it should give the same effect. Same with things like forest, if your camera is high enough a big tree can cover the same space as 5 small ones and with enough work you can make very pretty forest with just a few of those.

    Posted in: Terrain
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    posted a message on Attack interrupts research

    Aw crap, i thought this was a post about finding a way to pause research when a building was under attack (which i want to know).

    Well, its obvious that the turret stop researching because the it gives priority to the attack, and as far as i know there is no option to make the research that flag, whose names escapes me, but make it so it doesn't stop the unit from performing other actions (ephemeral? absolute? goddamn i'm sure i saw that name this morning).

    My best bet is to simply put a validator on the weapon so it can only attacks if the turret has no other orders, but i don't remember if a weapon can have validators ;P

    Otherwise it would need a behavior that disables attacks when the turret is researching, way that i know exists and does work.

    Posted in: Data
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    posted a message on Most efficient way to make Chain Lightning ability?

    Have you checked how the Mutalisk attack works? It chains to 3 different targets. If your problem is only with the upgrading part and you know how to do the rest, then maybe a switch effect, checking for the different possible validators depending on the levels of your ability, is a best option.

    Of course if you plan on having more than 5 levels then that solution isn't "quality of life" at all.

    Posted in: Data
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