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    posted a message on AOS Maps

    One of the major things to remember is that Blizzard is not making Blizzard Allstars. A small subset of their company is, and it is not nearly as large as any of their other game teams. I'm sure it will be very high quality, but from what I have seen it is basically DotA, LoL, HoN, etc. There is very little that is different.

    The community has always been the one to carry the custom mapping forward. The real benefit to this whole thing is that we have an updated editor because Blizzard found out that making anything decent was an extreme headache.

    As an AOS developer, this doesn't deter me at all. Keep plugging away guys, I know I will be!

    Posted in: General Chat
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    posted a message on Just another video for 1.5 UI stuff

    Awesome job! Would you be able to upload your demo map so that we could figure it out for ourselves until you have time to make a proper tutorial?

    Posted in: General Chat
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    posted a message on [Solved] Override CommandButtonTemplate

    Is it possible to override the texture used in command buttons for the background? I was able to position and resize everything, but I can't seem to figure out how to change the background images on the buttons. The image definitions are defined in GameButton/GameButtonTemplate -> GameButtonBorderImage, NormalImage, HoverImage. Nothing I do seems to change these textures though.

    [Edit] If anyone is trying to do this, it can be done by adding an overriding assets.txt with a reference to your texture.

    Posted in: UI Development
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    posted a message on Moving the target message off screen

    Is it possible to move the target message off screen? In the default UI, when you go to target an ability it says "Select a target." and has a button to cancel it. This is fine, except that it hides the current command card. Is there a way to stop this from happening?

    Posted in: UI Development
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    posted a message on Galaxy++ editor

    First off, this is a great tool, thanks for your contribution to the community!

    I have been using your dialog designer, and love it. The only question I have is: Is there a way for me to get the galaxy++ code for the dialogs I create? I can view the code, but it wont let me copy and paste to another file. If this was possible it would be awesome as you could add additional methods and such to your dialogs.

    Posted in: Third Party Tools
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    posted a message on Abilities scaling with Attributes

    If anyone remembers back in beta I was part of a team that created a game around this concept named Epic. The easist way we found to do this was to run a trigger when a unit's attributes changed (on level up, on item pickup, etc) and then to do a Catalog Field Value Set and calculate out what the new damage is. This requires a huge amount less work, and causes almost zero performance issues.

    The benefit to using the Catalog is that you will only have to execute it one time. After that, the ability will work as normal and the damage will be built into the effects. I am sure it is possible to do via data, but you're going to end up with a huge amount of work with very little pay off. "Use the right tool for the right job"

    Posted in: Data
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    posted a message on [video] Power Towers

    @RipUK: Go

    I haven't played this in two weeks or so. It may be a version issue, but when I played I was able to beat the map only losing two lives. Now, granted my maze was enormous and it took me 5 hours to complete. I ended up going to bed and just letting it run the last 10 levels.

    This could be an issue you may want to address with something like ghosting minions (ones that have no pathing) to prevent someone like me from doing nothing but mazing. I assume you were not aiming for your game to take five hours to complete ^_^

    Posted in: Map Feedback
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    posted a message on Easier way to make things yellow?

    @DrSuperEvil: Go

    Yeah, that's kind of what I figured. Thanks for the confirmation.

    Posted in: Data
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    posted a message on Easier way to make things yellow?

    I was messing around with actors over the weekend, and I was trying to use the SetTintColor action on some protoss models. I was able to make them all kinds of colors, but nothing I tried turned them yellow. It seemed that any time I did SetTintColor with yellow, they all turned green. I tried changing the HDR on them and it made them a brighter green.

    Does anyone know of a way to make these models tint yellow? A good example of a model I am talking about is the Archon Attack Beam.

    Posted in: Data
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    posted a message on Possible to attach a model to a missile?

    Thanks a bunch. I don't think the missile I tried had an attachment point. That helps me a lot.

    Posted in: Data
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    posted a message on Possible to attach a model to a missile?

    I am currently at work so I can't check this for myself. I was wondering if anyone was able to attach a model to a missile? If I remember correctly, last time I did this, the attachment was created, but then didn't move with the missile.

    What I am looking for is something like the following:

    Unit shoots a banana Fire is attached to the flying banana

    Thus, the unit is shooting a flaming banana.

    Posted in: Data
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    posted a message on Patch 1.4.0 Is out ...

    Division by zero is an illegal opperation. The statement of:

    X/0 = Infinity

    is incorrect. What I assume you mean is

    X/Y = Z

    Z approaches infinity as Y approaches 0.

    This is normally simplified in many math classes into the former statement, but it is utterly false and is only done so to save time when evaluating equations. The acutal answer to the equation is:

    X\0 = Undefined

    This is due to the logical statement that no matter how many nothings you have, they will never add up to anything.

    IE: 0*0*0... != Y as long as Y is not 0.

    Posted in: General Chat
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    posted a message on Actor's Animation Target Field

    @DrSuperEvil: Go

    Thanks! That worked. It seems there is a problem with my custom model. However, if I replace the model with the zergling's model it works great.

    Posted in: Data
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    posted a message on Actor's Animation Target Field

    @Kueken531: Go

    I apologize about the wording. I am using an Actor of type Model, and attaching it to the unit actor via the event:

    ActorCreation
    Create AttachedModelActorId

    Again, using the AttachedModelActorId in the target field for the AnimBracketStart did not work.

    Posted in: Data
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    posted a message on Actor's Animation Target Field

    I am working on a unit that has an attached model. However, I am trying to get it so that when the unit performs the WeaponStart.*.AttackStart event, it sends an Animation Brack Start command to the attached model.

    I currently have no idea where to go with this. I attempted to put the ID of the attached model in the Target field of the AnimBracketStart command, which didn't work. I also tried messing with the Host Supporters, and the Hosted Attachments. I never got them to work, but I really didn't understand what I was doing their either.

    If anyone can offer some insite into how to get this to work I would be very greatful.

    Posted in: Data
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