• 0

    posted a message on Legacy of the Void Fan Mod Thread

    @SoulFilcher: Go

    Just tell me via mail whenever you want me to update the spanisnh translation file.

    Posted in: General Chat
  • 0

    posted a message on How to prevent ability being cast from out of range

    @SHPandaa: Go

    It's wierd. Try to compare it and mimic another ability like Sniper Round from the Ghost or EMP, which is basically what you want to achieve. Maybe you have skipped something.

    Posted in: Data
  • 0

    posted a message on Zealot Charge - Attack/Move command

    Hi guys, I've been recently playing around with the Charge Ability for the Zealot for my mod.

    By touching some values and validators, I've managed to transform it into an ablitiy with two uses:

    With Autocast off (or manual mode) the ability can be used by simply clicking a point to activate a 1.5 second speed buff. Charge is also not interruptible and allow you to move freely instead of charging in line. You can use it to move towards targets/surrounding or to gain speed to run over the map.

    With Autocast on (automatic) the ability acts just like before, and should be triggering within the same condition

    However, I have a problem right now: as the Charge ability is an "Augment" type that uses an attack command to target units or positions, making it very offensive. This works nice in most of the cases, BUT negates the possibility of retreating or using the ability to flee because as it is an attack command, as long as the Zealot is in scan range of an enemy, it will attack it instead of activating charge to flee to a point.

    I would like to change this in a reasonable way, without messing too much. Basically I would like to find a way to smart-use for this ability, that could do the function of the smart key command (click on unit= Attack, click on point=move). My idea is creating an attack/move hybrid mechanic:

    When the target is a unit, use Attack. When target is a point, use Move. (override attack preference) A possibility could be creating a set ability (attack/move smart) with validators, but I'm not sure how to do it.

    How could this be done without messing?? Is there a way to rebuild the ability into another ability type that allows this with the same type of control? Is there away to make it linked to the same type of command (not the command itslef) that uses the "smart key" function?

    Thanks in advance. If you want I can attach the tester I use for this, just tell.

    Posted in: Data
  • 0

    posted a message on How to prevent ability being cast from out of range

    @SHPandaa: Go

    As you have (I imagine) an ability that is linked with your effect, go to Ability > stats. There you can set your range and other values such as casting delays.

    Posted in: Data
  • 0

    posted a message on How to set an Idle behaviour? (validators too)

    @DrSuperEvil: Go

    I'm gonna explain a bit since this could be interesting for some users. What I'm experimenting with (the intended) is a behaviour/validator mechanic that plays with acceleration values/movement values and interacts more or less with moving-shot for air fighters.

    Let's take a unit like the viking, a basic air fighter. It has by default a 2.625 acceleration. In this case, let's give it maximum acceleration for the start (1000) so it's slighly more responsive to movement.

    Now, a behaviour: "Engines off" that reduces acceleration to, let's say, 1.5. This behaviour should only activate when the unit stops moving completely - no micro situations, static fighting . So basically, if you forget your air fighters micro, retreat is going to mean a bigger exposure, and you aren't going to chase well.

    From what you've said, a simple speed compare validator should be enough. But the problem I see there is that "gliding and stopping" mechanic that happens on air attacks. I'm not completely sure if changing all weapon values could do it to work well with a Speed compare validator like you said.

    About moving shot, that's another question, and if you could provide you opinion on how to make it work better with this type of mechanic, this would be really appreciated.

    Posted in: Data
  • 0

    posted a message on How to make Charge only happen once?

    @Kabelkorven: Go

    Kabel, we seem to be fooling around with the same thing. From what I've been playing around, it might be related with autocast validators, or maybe some smartcast flag. It could also be related with the attack order being given with some autocast being on before issuing the order attack (as the Charge ability seems to be linked to the attack command) or the flag Autocast Initially On. Just look at this closely.

    Charge ability is somewhat messy. I've been trying to rework it having "two modes"- A manual mode that allows to use it as an speed buff and the actual Autocast mode. However, when touching validators to allow free movement when in charge mode, autocast doesn't work, and you cannot flee because as it is an attack command, you cannot use it manually unless you get out of the weapon scan range. So validators seem to be meh.

    Posted in: Data
  • 0

    posted a message on How to set an Idle behaviour? (validators too)

    @Ahli634: Go

    Yeah Ahli, I know that. And the easy solution I found was about messing lot with weapon values, eliminiating almost all values that bring firing delays and touching some flags. What I would like to achieve was a mechanic that could be applied to maintain maximum acceleration with moving shot,but penalizing units that have to get idle to shot or aren't microed, because they get more exposed because of slow acceleration when fleeing. The thing was about making air units max acceleration when microed correctly and low acceleration when idling/idle shooting.

    It's basically what you've studied and worked a 1000 times for Starbow with moving shot/acceleration and movement mechanics, allowing an interesting control that rewards micro. Simply I wanted to know if this could be done via validators/behaviours to idealy create coded mouvement by behaviour/simple set of effects so we can still maintain some weapon values or directly implement that kind of mouvment type to other units without altering weapon, because I saw that validator names in the editor so it means that devs thought about that. Well, maybe the two or three clever ones.

    And @Superdevil, yes, was that. Micro = reward.

    I hate actual vikings a bit :P. They could be more interesting in movement and micro in exchange for 1/2 range, and lategame air vs terran could be a bit more viable because of reduced range. Air micro battles T_T BTW, this is right now a simple theory editor question. Thanks for the answers.

    With changing almost all the weapon values about delays, flags and movement allowed the result is pretty decent for my mod. Probably with some tweaks to accelerations it's just rounded up without messing with complicated set of effects/validators. I like my mobile vikings. ^^

    Posted in: Data
  • 0

    posted a message on Legacy of the Void Fan Mod Thread

    @Templarfreak: Go

    Go some youtube/email Huk and you'll have it. I don't remebmer having heard of it having bonus vs armor neither area damage

    Posted in: General Chat
  • 0

    posted a message on Legacy of the Void Fan Mod Thread

    @alfx01: Go

    As a philology and modern languages student, I would advise you to contact leZeal first and tell him about that, and maybe rework it sharing what you've done. People tends to get really pissed off about translation and localization, specially within languages which have a strong dialectalization or regionalisms. For example, American Spanish and Castilian Spanish are a big focus of discussion most of the time, even for the written part, because informal vocabulary and spoken register differ a lot. However, the high/cult standard register tends to be exactly the same. This applies to a lot of languages.

    If you are from different italian regions, it's pretty evident you would differ about some words. Also English knowledge can be very different. Also 2 can think better than only 1. Just speak cordial with him and discuss a bit, you can get a much better product. (my humble advise).

    In my case I set up the language in SC2 and took the big part from there, so I had to take some licenses only in some phrases, using very standard register and trying to use very neutral and accurate vocabulary. In Spanish we don't have a rich vocabulary for military terms as english do (coz 'muricans XD) and we can't combine words as easily as english does, and this will also be happening in italian.

    Just talk with him, open up the unit tester, copy tooltips, and don't try to be very literal whenever you can't take it directly from Blizz. Don't start a discussion over a few words and create a bunch of versions, plz. (That happens in a lot of my courses XDDDDDDD)

    Posted in: General Chat
  • 0

    posted a message on Legacy of the Void Fan Mod Thread

    Here is the text file for spanish in the mod. I've checked it already.

    Some things such as dummys and aspects (which are 99% sure editor data) have their names litteraly translated because they are easier understood that way. The rest of the content is directly translated from Blizzard publications/ in-game text or done personally trying to be in line of the game and with polished vocabulary.

    If this intereferes with the mod buttons/tooltips in a bad or you recieve some negative feedback, please just PM me and I'll edit and adjust it. Files are in UTF-8 format which is usually the less problematic text codification. Rename it to work with the localization ( I don't know for sure if Spanish file for latin america is esMX or esAL)

    EDIT: Added both spanish files and corrected some typing errors.

    Happy to be of help ^^

    Please add my name to this project! :)

    Posted in: General Chat
  • 0

    posted a message on Legacy of the Void Fan Mod Thread

    @Soulfilcher

    Thanks!

    I will try to have it done for friday. Don't worry, I'll respect original Blizz sources. No way to do it otherwise! ^^

    Btw, I won't change the last lines defining button hotkeys just in case, only tooltips and names. I don't want to mess up hotkeys.

    Should I rename the text as "Spanish_esES" and save it as UTF-8? (As it simply opens from the internet instead of downloading, I have that doubt)

    Posted in: General Chat
  • 0

    posted a message on Legacy of the Void Fan Mod Thread

    @SoulFilcher

    I could translate the mod into Spanish if you want. Blizzard's spanish translators are a bit cumbersome, so copying text from the websites is not ideal. I've never attempted it and I know that the editor is a bit stubborn with locales and text files sometimes, but I think this could be really easy done via editing a txt once the locale is created. All in all it is probably simple text lines for buttons and some UI. A tutorial might help just in case.

    Posted in: General Chat
  • 0

    posted a message on Legacy of the Void Fan Mod Thread

    Thanks. I had messed a lot with the set of actors because I replicated some events to do it faster, and they were refering to wrong actors.

    I also set up the actor like you said, @Templarfreak. The animation is not perfect, but does it quite nicely. BTW, the ideal offset for the tank hanging is 1.5. It's so epic ^^

    Posted in: General Chat
  • 0

    posted a message on How to set an Idle behaviour? (validators too)

    Hey guys, I'm doing a little mod and I've been trying to rebuild the micro possibilities of the Viking to ressemble a bit more the old BW air fighters, which where far more responsive to micro than the actual Vikings (which are basically semi-static long range fighters). I've already tweaked weapon values and the unit becomes more interesting, specially if we also give it max acceleration.

    However, with max acceleration by default, there is no penalty for not microing the vikings, as they are always responsive. I would like to create a Behaviour that sets the acceleration to low values when the unit is Idle. Creating the behaviour is really easy, however I don't know how to set it to apply when the unit is attacking but not moving without messing up with the desired micro (attack-move, constant control) because the viking always slows down a bit when attacking and that probably counts as idling, even for very little.

    There are already some validators related with air attack - idling that are possibly related with that, but I'm a bit noob with validators. I would like to know how to apply an easy behaviour to Idle units without messing too much. Basically:

    • If the unit is idle/idling attack (static attack) - has low accceleration
    • If the unit is moving at max speed and moving-attacking, - max acceleration

    What I've thought is:

    • Set the standard acceleration of the unit at maximum.
    • Create the behaviour (a debuff) that sets a low acceleration value for the unit that lasts for let's say 5s. applies IF (validator) unit is idling / idle and attacking air for more/not moving for more than a short time (so if you are constantly microing, acceleration doesn't decrease)

    The first case (total idle) validator should be really easy > Unit has no orders validator. If true - apply behaviour. The problem I see there is in the idle and attacking air case (when the units attack without moving) because of the default attack type of the Viking, even if I've disabled backswing and damage point to make it respond immediately.

    Anyone with experience could help me a bit with this? Is there a way to implement this kind of behaviour directly related with movement variables? All the suggestions are welcome.

    EDIT: I don't know why I can structure this as a list, sorry.

    Posted in: Data
  • 0

    posted a message on Legacy of the Void Fan Mod Thread

    Sorry to bother you guys, I just discovered the thread here ( I read you three days ago in Reddit). I was doing a little mod for me when I decided to try the LotV tank mechanic, which has been pretty easy to do. I suppose you have already done it, so I would like to ask you about the hanging animation for the Siege tank. For some reason (mainly my stupidity) I'm not able to set the death/ destroy of the hanging tank when the Medivac dies, and the model of the siege tank remains there in the air, even with no dedicated death animation (direct destroy)

    I've basically replicated it by imitating the configuration of the Thor model and and its Thor transit actor. I've fooled around a bit with different things, nothing has worked well for me. The model gets the dusty colour applyed before dying, but doesn't disappear. Any idea?

    Posted in: General Chat
  • To post a comment, please or register a new account.