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    posted a message on Recreating the SC1 Nydus Canal

    OK, so here's where we are now.

    I found out about the Battery ability type. This seems very handy for the sort of thing I want to do; units that are ordered to the Nydus Canal will have a Teleport effect cast on them. So right now my vision is simple. Each Nydus has a Battery ability that activates on units that are ordered to it. For the Parent Nydus, this Battery ability will have a Requirement that it has used its ability that builds the Child Nydus. Once activated, this Battery ability casts a teleport effect on units ordered to it.

    The trouble arises in getting the Teleport effect for the Parent Nydus Canal to acknowledge the Child Nydus as its target, and vice-versa. I'm not sure how to do this with the method that I have in mind.

    My question is: how do I get the Teleport effect to 'know' what its target is supposed to be i.e. the counterpart Nydus Canal. Is it even possible to achieve my goal with this sort of method of using a Battery ability to directly cast the Teleport effect?

    Thanks!!

    Posted in: Data
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    posted a message on Recreating the SC1 Nydus Canal

    Thanks to both of you! I've got some thinking ahead of me.

    Posted in: Data
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    posted a message on Recreating the SC1 Nydus Canal

    @Cacho56: Go

    Thanks a bunch! I'll give that a try!

    Posted in: Data
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    posted a message on Recreating the SC1 Nydus Canal

    Hey all!

    For a project of mine, I've been trying to recreate the Nydus Canal from SC One. Here's what I've found out progress so far:

    The way the Nydus Network/Worm works is it uses a Transport ability, with storage cargo shared between all Networks and Worms. However the way the Nydus Canal worked is different. The unit automatically transported from a parent Canal to a child Canal without ever being stored in cargo. My question is, what's the best way to recreate the Nydus Canal?

    The campaign remake mod, Starcraft Reawakening: The Great War used a method which calls a Teleport effect to teleport the units to the other end of the Nydus Canal. The trouble with this is, for example, if a unit enters at the right side of the Nydus Canal parent, it teleports to the right side of the Nydus Canal Child, ans so on for all orientations. The trouble with this is that it does not give the impression that the unit is entering into the Nydus Canal. Futhermore, one cannot set a rally point using this method. True, the original Nydus Canal did not have a rally point, but I would like this one to be able to set one.

    I don't have access to the Starcraft II:Brood War mod editor file, but I've been examining how the mod works on Battle.net because it seems to provide a promising alternative. When the Nydus Canal is used in SCII:BW, you can briefly see the units held in cargo at the bottom of the screen. This suggests that this mod still uses a Transport ability to get the units to the other end of the Nydus Canal. As a result, it gives a better impression that the units are entering into the Nydus Canal and leaving on the other end, and one can set a really point. It seems that they have somehow set the ability to autocast unloading at the other end of the Nydus Canal, or something similar to autocasting. However, one potential dramatic drawback to this Nydus Canal is that sometimes the canal does not finish unloading all the units, resulting in some units being stuck inside the Nydus Canal cargo and requiring to be unloaded manually. This is both untrue to Brood War and potentially unreliable to the players.

    So, my question to you all is: what can you suggest in terms of a way to make the Nydus Canal work reliably well while also giving the feeling that the units are going through the Canal and keeping a rally point?

    Thanks in advance!

    Posted in: Data
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    posted a message on Balance Updates in Tests

    All right, minor breakthrough.

    It turns out the 'Add Multiplayer Data' was checked on my Test Map, which caused all the HotS balance information to be injected into my testing sessions. If I uncheck that, then the problems go away.

    However, my problem is not totally solved. Since I intend to use this mod as an extension mod on Melee maps, the problems will, I reckon, manifest again whenever the extension mod is applied to a Melee map.

    In threads such as this,

    http://www.sc2mapster.com/forums/development/data/67528-severe-data-issues-missing-morphing-data/

    people recommend including that Swarm Multi Mod so that the changes will appear in the editor, and then the changes can be edited out. Perhaps that works.

    I have been using the StarCraft: Mass Recall Campaign Remake mod as a guide through my editor-learning adventure and I have noticed that it does not have balance changes forced upon it, even when my test map has the 'Add Multiplayer Data' box checked. Furthermore, Swarm Multi Mod is not included in its dependencies. This suggests to me that there is a more elegant way to get around these issues than including Swarm Multi Mod and editing them out.

    Any input is appreciated! Thanks!

    Posted in: Data
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    posted a message on Balance Updates in Tests

    Hey folks!

    Recently I've been making a gameplay mod and despite there being no evidence of them in the editor, balance updates keep appearing in my map when I don't want them (combined Armory upgrades, bonus damage from Spores to Biological, Build Mothership Core, etc.) I know for maps there is a box in the map settings that says something like 'include multiplayer data' in map settings, but mod settings has less options and I can't find any such box. I think can get around the problem by making new elements (new Armory, new Spore weapon, etc.), but having to do that is kind of a pain, and I would really like to know the cause of this.

    When making the mod, I selected Heart of the Swarm with campaign data included. The dependencies seem to be Liberty Mod, Swarm Mod, Liberty Campaign, and Swarm Campaign. That is to say I do not have the MultiMods included.

    Can anyone shed some light on this?

    Thanks!

    Posted in: Data
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