I don't mean the height I mean the texture and reflectivity of the water
also i think part of it is a typo... they have the default specular scale set to 2.45 this is WAY overbloomed... .245 looks almost right so i think they put the decimal in the wrong place
hey guys Im having an issue i think was a change they made but I'm not sure. the settings for the water "types" that are not used on blizzard maps have had their settings set to very odd settings.
I initially thought my map had corrupted or something, but I tried a new map and same thing.. i even went as far as uninstalling reintstalling the game... but the changes are in the Liberty.sc2mod file so they appear to have come from blizzard... so rather than standard waters we can play with we apparently have to completely set them up from scratch?
here is a screenshot of what I am talking about
is anyone else having these issues, an if not... does anyone know what the settings used to be so at least i can reset to those?
I made a test map and built a maze out of the pathing/sight blockers... there is no practical limit except that the editor chokes when manipulating huge numbers of them at once.
my test map has 8450 blockers making the maze. i got bored and made a zergling run it from one end to the other and even with metabolic boost, it takes it over 25 minutes to run the path.
I also got bored and redid the follow unit camera, it is much nicer now and worth taking a look at if only for that... anyway run my test map and let me know what you guys think :)
oh bonus points to anyone who can name the pattern of the maze :)
The concept I am working with is to have a 256x256 map with a 128x128(which will be 20 city blocks square) "main section" which is like an overview like in regular starcraft built like a major city. Where you have to capture territory. When you go to capture a building, it kick into a submap with the internals of that building/territory. So you have to fight your way through the building and clear it completely before you can "capture it". Well i have 30 building types or so planned, some pretty big, some multi story... This small footprint building is on a 24x24 plot, that lets me have 75 or so plots that big in the unused space in the map. If i build the walls to the grid i can fit a much larger footprint on the same plot. With the emphasis on room to room fighting i need the los to work properly "in" the buildings
At the end of the day 75 plots x 90 blocks = 6750 blockers approx give or take depending on wall density
hey guys I am wondering if I am going to run into an issue here, and wanted to post and ask before I spent several days working only to have it die on me. anyway I am using the "sight & pathing" blocker doodads, and was wondering if I am going to run in to a maximum number of them on the map... to play with I made a small footprint building and built up its blockers... there are 90 of the little guys in just that one small building... if my plans work out like I have written down there will be over 5-6 thousand of those doodads (just the blockers, not including visuals) so I was wondering if anyone had run any testing to see how that does to the game engine, if not I will do some testing on my own, but I was seeing what the community had found first :) here are pics of the layout and visual sets for the little building i built
hey guys I am trying to track ammo per unit, so they have to run back and resupply when they're out... I am able to "set" a status to the actor of each model, and decrement it each time they attack, but how to I "get" the status back to run logic against to have them react. I don't want to use a central resource (like mineral) or what not because that would be 1 pool of ammo for the entire side... was wanting to do it per unit. thanks for the help :)
OK math wise you generate points in a circle using cosine and sine (for x and y respectively)... so building this into starcraft 2... here is what I got :)
the basic formula is
X = ((cos(timer)*OrbitSpeed)*OrbitDistance)+XCenterofOrbit
Y = ((sin(timer)*OrbitSpeed)*OrbitDistance)+YCenterofOrbit
I'm using the mission time readout which gives about 3 minutes per orbit... this is a bit slow so i speed it up a lot
there are ways to optimize it if the conditions never change, but what if he wants to move the regions around in respect to each other, or have them be circles, or more complicated shapes(several region shapes merged), i was playing with how it COULD be done to give the most flexibility to the map developer :)... however you are right in the sitiation of parallel regions your code is more efficient.
here is the map file, and image i tried to show on the previous post
the red zerglings burrow on the closest edge like you want... but the blue ones just move to a "random point in region" to show the difference in behaviors
it generates 100 random points in the target region and checks the distance to each... it keeps the smaleest distance as it goes... when its done it moves to the closest one it tested and burrows there... not perfect, but close enough you could play with the number of samples it checked to improve response time if it is taking too long, or for a more precise answer.
if the image breaks again blame google documents :(
there are other triggers in the map to make it do what it does... but your behavior of closest point in target region is this trigger :) hope I helped
@A52BcE: Go
is there a way to set that in triggers so i can flag it and unflag it as i need because the units can attack or not based on other conditions... maybe some custom validator that i can just toggle on and off... I am still new to starcraft 2's way of thinking
I have a trigger that fires whenever a unit "acquires a target" and runs some tests to see if i should let it return fire... but i can't figure out how to get the unit to not return fire unless i give it a "move" command immediately followed by a "stop" command... but this has the effect of making the unit uncommandable because whatever order you give it is instantly canceled out by a new round of move and stop orders to keep it from firing back.
hey guys after playing with the editor for alittle over a week, this is my first map i have considered good enough to release out into the wild..
anyway I spent a good deal of time on the central pavillion, and also on the torches, and fog in each base (they change their color to match the player, took me the better part of a day to figure that one out).
anyway let me know what you think :)
It is uploaded with the name "Aincent Protoss Arena", and my author name is "EbolaPrime"
0
@zeldarules28: Go
I don't mean the height I mean the texture and reflectivity of the water
also i think part of it is a typo... they have the default specular scale set to 2.45 this is WAY overbloomed... .245 looks almost right so i think they put the decimal in the wrong place
0
hey guys Im having an issue i think was a change they made but I'm not sure. the settings for the water "types" that are not used on blizzard maps have had their settings set to very odd settings.
I initially thought my map had corrupted or something, but I tried a new map and same thing.. i even went as far as uninstalling reintstalling the game... but the changes are in the Liberty.sc2mod file so they appear to have come from blizzard... so rather than standard waters we can play with we apparently have to completely set them up from scratch?
here is a screenshot of what I am talking about
is anyone else having these issues, an if not... does anyone know what the settings used to be so at least i can reset to those?
0
ok so here is tonights work.
I made a test map and built a maze out of the pathing/sight blockers... there is no practical limit except that the editor chokes when manipulating huge numbers of them at once.
my test map has 8450 blockers making the maze. i got bored and made a zergling run it from one end to the other and even with metabolic boost, it takes it over 25 minutes to run the path.
I also got bored and redid the follow unit camera, it is much nicer now and worth taking a look at if only for that... anyway run my test map and let me know what you guys think :)
oh bonus points to anyone who can name the pattern of the maze :)
0
The concept I am working with is to have a 256x256 map with a 128x128(which will be 20 city blocks square) "main section" which is like an overview like in regular starcraft built like a major city. Where you have to capture territory. When you go to capture a building, it kick into a submap with the internals of that building/territory. So you have to fight your way through the building and clear it completely before you can "capture it". Well i have 30 building types or so planned, some pretty big, some multi story... This small footprint building is on a 24x24 plot, that lets me have 75 or so plots that big in the unused space in the map. If i build the walls to the grid i can fit a much larger footprint on the same plot. With the emphasis on room to room fighting i need the los to work properly "in" the buildings
At the end of the day 75 plots x 90 blocks = 6750 blockers approx give or take depending on wall density
0
hey guys I am wondering if I am going to run into an issue here, and wanted to post and ask before I spent several days working only to have it die on me. anyway I am using the "sight & pathing" blocker doodads, and was wondering if I am going to run in to a maximum number of them on the map... to play with I made a small footprint building and built up its blockers... there are 90 of the little guys in just that one small building... if my plans work out like I have written down there will be over 5-6 thousand of those doodads (just the blockers, not including visuals) so I was wondering if anyone had run any testing to see how that does to the game engine, if not I will do some testing on my own, but I was seeing what the community had found first :) here are pics of the layout and visual sets for the little building i built
0
hey guys I am trying to track ammo per unit, so they have to run back and resupply when they're out... I am able to "set" a status to the actor of each model, and decrement it each time they attack, but how to I "get" the status back to run logic against to have them react. I don't want to use a central resource (like mineral) or what not because that would be 1 pool of ammo for the entire side... was wanting to do it per unit. thanks for the help :)
0
i played as terran and they seemed a bit overpowered compared to the other races, given it was against AI so that may have been it
0
@flyingspatula: Go
OK math wise you generate points in a circle using cosine and sine (for x and y respectively)... so building this into starcraft 2... here is what I got :)
the basic formula is
X = ((cos(timer)*OrbitSpeed)*OrbitDistance)+XCenterofOrbit
Y = ((sin(timer)*OrbitSpeed)*OrbitDistance)+YCenterofOrbit
I'm using the mission time readout which gives about 3 minutes per orbit... this is a bit slow so i speed it up a lot
I hope I helped
0
@Moooyaah: Go
there are ways to optimize it if the conditions never change, but what if he wants to move the regions around in respect to each other, or have them be circles, or more complicated shapes(several region shapes merged), i was playing with how it COULD be done to give the most flexibility to the map developer :)... however you are right in the sitiation of parallel regions your code is more efficient.
0
here is the map file, and image i tried to show on the previous post
the red zerglings burrow on the closest edge like you want... but the blue ones just move to a "random point in region" to show the difference in behaviors
it generates 100 random points in the target region and checks the distance to each... it keeps the smaleest distance as it goes... when its done it moves to the closest one it tested and burrows there... not perfect, but close enough you could play with the number of samples it checked to improve response time if it is taking too long, or for a more precise answer.
if the image breaks again blame google documents :(
there are other triggers in the map to make it do what it does... but your behavior of closest point in target region is this trigger :) hope I helped
0
@A52BcE: Go is there a way to set that in triggers so i can flag it and unflag it as i need because the units can attack or not based on other conditions... maybe some custom validator that i can just toggle on and off... I am still new to starcraft 2's way of thinking
0
hey guys, here i what I am currently working on.
I have a trigger that fires whenever a unit "acquires a target" and runs some tests to see if i should let it return fire... but i can't figure out how to get the unit to not return fire unless i give it a "move" command immediately followed by a "stop" command... but this has the effect of making the unit uncommandable because whatever order you give it is instantly canceled out by a new round of move and stop orders to keep it from firing back.
does this make any sense?
0
@avogatro: Go
working... Im gonna give this a try :)playing with building a scene on the middle right side of the map in a u bend in the road :) for half an hour i think it turned out well
DONE
0
hehe yeah i realized that... but now its named that... misspelling and all.
also here is a top view for the map
0
hey guys after playing with the editor for alittle over a week, this is my first map i have considered good enough to release out into the wild..
anyway I spent a good deal of time on the central pavillion, and also on the torches, and fog in each base (they change their color to match the player, took me the better part of a day to figure that one out).
anyway let me know what you think :)
It is uploaded with the name "Aincent Protoss Arena", and my author name is "EbolaPrime"
thanks for looking :)