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    posted a message on How many polygons?

    Thanks for all of the responses!

    It's kind of depressing that we don't live a few years back, because here I am getting all excited over number crunching and optimizing :(

    On another note, the model that I completed is approximately 5k faces, so I'll load up a few dozen and see how the engine responds with animation etc...

    Posted in: Artist Tavern
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    posted a message on How many polygons?

    @Zolden: Go

    2000? Really?

    That seems a little over the top.

    I really don't mean to be rude; I'm just surprised. I thought they'd all be 500 or under.

    Posted in: Artist Tavern
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    posted a message on How many polygons?

    Hey guys, it's been awhile since I've posted anything, but I do have one question that's been eating at me...

    How many polygons are in SC2 models? (Probably only a tri figure is available) I just have no idea how "big" I can make my models.

    Obviously they are all different in terms of polies... but I am just looking for a general number. Running 200 models of about 1000 faces each seems a little overkill considering some graphics cards can't even run SC2.

    If this is a repost, I apologize. I searched for about 20 minutes and found nothing relevant to this question.

    Thanks in advanced!

    Posted in: Artist Tavern
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    posted a message on Ability not popping up under Issue Order action

    @DrSuperEvil: Go

    No.

    I was using an Effect - Target, but my editor data view tabs gets messed up the second I hit F6. Because of that, I didn't even notice that I had target - unit selected...

    I didn't think that was the problem, but it turns out that keeping an organized data editor is important; i changed it already for the two other attempts of the same ability, so basically I changed everything BUT that field for the correct one

    It's working now, though

    Posted in: Data
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    posted a message on Ability not popping up under Issue Order action

    crap sorry about the double post.. its 4 am here... :(

    Posted in: Data
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    posted a message on Ability not popping up under Issue Order action

    Okay, thanks a bunch for the responses guys!

    I tried to keep what I said concise out of fear that I would lose you guys/need to clarify..

    Completely opposite effect :D

    The issue is that the ability wasn't linked with a point, it was linked with a unit. I've since changed and it's working ( I've spent way too much time triggering, so when it comes to data, I have no idea what I'm doing)

    What I mentioned about the trigger was sing a trigger to CAST the skill, because I'm delegating very few actions at once and in this scenario should work out well. Well, it's not that it will, it's that it has to because of the UI I've implemented.

    Posted in: Data
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    posted a message on Ability not popping up under Issue Order action

    Hello,

    I have a projectile ability that needs to be targeted at the ground, so what I did was added a key-press to cast the ability.

    When I select (Ability Command) targeting (Unit) it works, but I can't seem to get it to show up when I do (Ability Command) Targeting (Point). Anyone have an idea on how to fix this?

    I've tried adding a simple button linked with the unit, and it ends up working, but the guy just stands there, turning towards the direction of my mouse when I press the button

    Posted in: Data
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    posted a message on The Labyrinth (Name under review)

    <Reserved for Screen Shots>

    Posted in: Map Feedback
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    posted a message on The Labyrinth (Name under review)

    Well, I got through writing this once already, but managed to close out of the window xD

    I've been using the WC3 + SC2 editor for a combined 6-8 years, and I think that it's finally time for me to release a map to the public

    The name is going to change, but it's suitable as of right now.

    1. Introduction

    A- Purpose:

    • Help players improve their Micro/Macro abilities without having to worry about timings, builds, etc
    • Provide players with an average learning curve while delivering a high-level of mastery

    B- Concept:

    • Capture any combination of the 17 points across the map to spawn different types of units.
    • Kill creatures in the forest to gain single-unit buffs to increase overall combat effectiveness

    C- Win Parameter:

    • Kill the opposing 3 Guild Lords

    D- Setup

    • Each player (1-4) is given a color.
    • Player 1 is Green (G)
    • Player 2 is Red (R)
    • Player 3 is Brown (Br)
    • Player 4 is Blue (Bl)

    2. Upgrades

    A- Pictures

    1. The first picture is just a generic overview of the map. Open a New Tab to see it without leaving the page

    2. The picture towards the bottom of (2) is of the Conquest Menu: The central hub for Blessings, Augments, Upgrades, and Units. My crappy mouse-writing serves as somewhat of a guide. The Left-side of the screen is reserved for the real-time minimap. If a point is under green control, the point location on the map will appear as green. If it's contested, it will appear as white.

    The Right-side of the menu shows the 16 different buffs that you can buy. The top row are Units, second Augments, third Blessings, with the last Upgrades.

    The middle of the screen (is missing an image on the bottom) tracks how much of the map is under control.

    Open a New Tab to view the image without leaving the page. If you want to leave, then go ahead: The walls of text don't stop.

    3. All of the Upgrades/Buffs (Interchangeable with this map, seeing as I already DO have buffs, and upgrades, no single word is right. Perhaps.. Positive Stuff) Are based off of a proxy variable amount that will change variant on if you buy it, pick a belief system (will discuss further)

    Considering this is in the picture section, Go ahead and Open a New Tab so you don't leave the page. But you already knew that, didn't you? Oh, and yeah. The texture is kinda funny in that one :D

    B- Implementation

    1. There are 5 different level of the Upgrades, whereas the Augments are all 1-stage. Blessings are a mix between 1 and 4 tiers, leaving the Units to be 1-stage

    2. Units allow the player to spawn additional units. Right now, the different units are Medics, Hybrid Reavers, and Observers.

    3. Augments allow the player to grant ALL CURRENT UNITS bonuses that alone are small, but spammable. Meaning... One instance of it would give +1 Regen, but if you were to buy 10 instances of it for 10x more, you'd give all current units +10 Regen.

    4. Blessings improve the Environment, Point Capture-Rate, Units Spawned per Interval, and Income

    5. Point upgrades allow for the player to grant themselves a unit upgrade. For instance, for every siege point you control, you will spawn 1 Goliath per interval. IF YOU UPGRADE, you'll spawn a Siege Tank instead at every interval. There are currently 5 tiers of units, thus 20 total units possible for all players, though improbable at once.

    3. Buffs

    A- Buff Overview

    1. I've accepted that I'm pretty good at Triggering, though my skills in the Data Editor are god-awful. This was the breaking point where I finally found out how to make almost any type of buff, and through Trial and Error, I ended up with about 10-20 unique buffs.

    2. Environmental Buffs- Every area on the map that is Green (Foliage), Red, Brown, and Blue is affected by their player's environmental buff. The first rank of the Environment Buff (under Blessings category) grants all units in their environment Life Regeneration. The second rank provides Life Degeneration to ALL enemy units who step into it. The third rank grants Armor and Movement Speed to friendly units. The last rank provides (something... actually forgot. Oh well. Let's call it no dessert) No dessert to all enemies, leaving them to be very sad.

    3. Creep Buffs- If you kill a creep in the middle of the Labyrinth, you gain a very powerful single-unit buff. There are a total of 4 different types of creeps in the Red, Green, Blue, and Brown labyrinth sides, excluding the 1 "elite" creep. The elite creep, when killed, grants a powerful buff to every unit on the field relating to the killing unit's Player. (Wow, sure worded that weird)

    a. The creep buffs last for 120-seconds each and last on only 1 unit, excluding the elite buff that lasts for 30 seconds on every unit on the field

    4. Belief Systems

    A- Tactician

    1. The tactician provides a certain number of bonuses

    • -50% point capture time
    • 50% cost reduction to all Blessings
    • Rory Swann can have a Flaming Orgy with his Flaming Bettys, now that he can create up to 5 at once

    B- Rampager

    1. The Rampager specializes in amassing a strong army to literally thrust himself through his enemies

    • +1 unit spawned to every point at every interval
    • 50% cost reduction to Augments
    • The hero is Karass, who has a powerful Psi-Storm ability

    C- Gladiator

    1. The Gladiator is a master of seclusion and survival, beating even the greatest of all gladiators: Russel Crowe. Because he's silent, he trains himself all day and night in the Forest (Kind of like the old Warwick from LoL, this dude's the Jungler)

    • 50% cost reduction for all Units trained
    • Hero is Zeratul
    • Permanent Cloak on hero
    • Gladiator seriously doesn't need any additional buffs aside from that.. at least from what I'm expecting. (Which means it's totally wrong)

    D- Warmaster

    1. The Warmaster weighs the Pros and Cons of every battle he enters, and knows exactly what he will need to be victorious at every encounter. He specializes in training top-quality units, whilst providing his allies with strong morale.

    • 50% reduced price of Point Upgrades
    • Scanner Sweep
    • Tychus Findlay is the hero, so you know the Warmaster is bad-ass.

    E-General

    • Each belief system excels at doing a job. If you're a player who likes to charge in blindly and try to win, go with the Rampager. If you like to play cautiously, go with a Tactician. If you prefer to stick in a Forest and kill creatures, go with Gladiator. If you like to be Tychus Findlay, go with Warmaster.
    • Once you choose your path, you cannot change it.

    5. Cool Features I want to Implement

    • Teleportation: Teleport from different tactically-placed portals around the map
    • Mouse-rotation camera: Gives you more than just the typical overhead RTS camera (Can cause lag which is why it's not fully implemented yet. Please provide with a way to make it work if possible)
    • God Mode- Unit mode: Press a button, gain FULL CONTROL over the selected unit. That unit gains 300% damage

    6. Conclusion

    Thank you for your interest in The <x> Labyrinth. I look forward to any feedback that you guys have for me

    As a side-note, if anyone wants to play my map to get a feel for it, don't be afraid to ask for a copy. I tend not to lock my maps because A: I'd lock myself out of it, and B: I'm not against helping anyone if I have something cool that they wanna implement. Besides, if they can read my "organized" mess then they deserve to use it.

    PS Income is money acquired every 20 seconds PER POINT CONTROLLED

    I do want to get a Beta for this going in about a week or so to check the functionality with 3 others. Please PST me if you're interested.

    Status:

    Triggering: 100%

    Terrain: 90%

    Music: 10%

    Data: 95% (Just need to adjust tooltips)

    Posted in: Map Feedback
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    posted a message on Dialog Item Styles

    Hello. Continuing with the scripting, and surprisingly I haven't hit any massive walls until now.

    The code i'm using is below:

            // Health Bar Set text style
            libNtve_gf_SetDialogItemTooltip(HealthBar_p1,"This is your Health. Without it, you die. Big surprise.", PlayerGroupSingle(1));
            DialogControlSetPropertyAsString(HealthBar_p1, c_triggerControlPropertyStyle, PlayerGroupSingle(1), "PlanetPanelTitle");
            DialogControlSetPropertyAsString(HealthBar_p1, c_triggerControlPropertyColor, PlayerGroupSingle(1), "ColorRed");
            //////////////////////
            DialogSetVisible(Health_HuD_p1, PlayerGroupSingle(1), true);
    

    I totally understand if the color property is wrong, but the strange thing is that it's compiling fine, and none of it's popping up as errored. I've copied the code directly from the G interface i was looking at.

    What happens is When I load it up, I see text, but no modification to it at all.

    If anyone can suggest/point me in the right direction it's greatly appreciated.

    Posted in: Galaxy Scripting
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    posted a message on Life Regeneration through a buff

    Hey guys.

    How do I go about adding life regeneration through a behavior/effect? I saw that you could modify life armor, movement speed, and even acceleration.. but didn't see life regen.

    Thanks for any help

    Posted in: Data
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    posted a message on IfThenElse + dialog variables in G + +

    @Alevice: Go

    Thanks a bunch!

    Just compiled and it came back right. Took me like 10 minutes to get the syntax.. but all worked out in the end

    Kinda saw that the dialog had the prefix int in the editor, but I didn't think it was referring to the actual dialog, rather an offset or width/height

    Posted in: Galaxy Scripting
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    posted a message on IfThenElse + dialog variables in G + +

    Hello,

    Long story short, I loved using GUI for the longest time, and with the very preliminary C + + knowledge i've obtained through literature, I figure that I can have fun and learn some coding syntax by using G + +. I've downloaded it, and i'm having a blast, but I'm lost on two things (right now, at least :P)

    How do I use an IfThenElse statement? I've tried many different ways (looking at the way it is in the raw data, and the way it is in the map code) but I really can't seem to figure it out, keep erroring. Can someone please post the most basic version of the IfThenElse IN USE in g + +?

    Also, how do I set dialog variables? I've figured out how to do all of the ones that I commonly use except this.. and it's just really eating at me. An example or even a word would help me out amazingly here.

    I normally do give it a good 2 or 3 hours of trying before I ask for any help, but galaxy does seem to be in a new league that I don't even know where to begin. I can get by with some stuff so hopefully that transcends basic into complex in the matter of... a few years lol.

    Any help with this would be amazing!

    Posted in: Galaxy Scripting
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    posted a message on Changing cliff heights

    This probably belongs in the data section, but you never know.

    I was looking for a way to change the height of the cliffs from their current to about half. I did check in the data editor and I did find a way to reduce the height of the mesh, but the end result was very disgusting and looked glitchy.

    Does anyone know how to do this?

    Thanks in advanced for any help

    Posted in: Terrain
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    posted a message on SC2 Editor Possible on Linux?

    Okay, thanks Alevice

    Posted in: General Chat
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