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    posted a message on Current limitations?

    @s3rius: Go

    Kinda curious how you can check to see the current size of your galaxy code & data to see how close you're approaching that supposed limit. Because right now (insofar as overview manager is concerned), my project has well over 2 MB in triggers and it is still working fine.

    Posted in: Miscellaneous Development
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    posted a message on [Data] The Uberlisk

    @ProzaicMuze: Go

    Prozaic I'm modifying pre-existing actors, and I'm having an issue where, whenever I edit ANYTHING using raw data in the Event field of the actor, every event is erased. Have you encountered this? Know how to fix it?

    edit: Nevermind. It occurs to me that using a term: subname will be sufficient and that no raw data editing should be necessary at all.

    Posted in: Tutorials
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    posted a message on Warlords 3

    @DanathZ: Go

    I believe someone is working on a heroes of might & magic turn-based (stack-based) combat: http://www.sc2mapster.com/maps/turn-based-combat-game/

    My team, street poet society, is working on a turn-based game similar to console RPGs (e.g. final fantasy tactics): http://www.sc2mapster.com/maps/starcraft-tactics/

    I can't speak for the seriousness of the former, but we're quite dedicated to our game.

    Posted in: General Chat
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    posted a message on Blizzard has lost it

    @s3rius:

    I agree with s3rius, though I am not personally disturbed by this. Because I just won't post on the forums.

    Though I would have liked to keep the opportunity to do so.  Sadly, my particular combination of first name / last name is largely unique in the world (insofar as I am the only person who comes up from a google search of it) and is recognizable to some.  In some ways that means I'm used to recognition, but I shouldn't have to deal with that because I'd like to post on a gaming forum. That's one reason why I picked up the hobby in the first place.

    All that aside, I just find it somewhat disturbing that Blizzard is concerning itself beyond making excellent games.  Now they are trying to revolutionize forum communications?  Why?

    Posted in: General Chat
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    posted a message on Starcraft Tactics

    @ValonSergki:

    We haven't really set it in stone. Right now the map angles can be altered (distance, pitch, & rotation) to the user's liking with the numpad. In the end, players will probably be able to move the rotation & pitch via right-click mouse movement.

    Posted in: Project Workplace
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    posted a message on Starcraft Tactics

    Thanks for the feedback everyone! In general, though, this effect is a bit special because it's too lengthy for most spells (no one wants to wait that long for EVERY spell they cast).

    -It does more than 30 damage but a unit cannot receive more damage than it has health (i.e. it cannot go into negative HP) so a killing amount of damage displays as the amount of health the unit has left.
    -It doesn't lag. If there's any lag in the video, it's caused by fraps.

    Personally, I'm more impressed by the engine, though :>

    Posted in: Project Workplace
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    posted a message on Starcraft Tactics

    Howdy! We over at Street Poet Society are hard at work on Starcraft Tactics/DNA Wars, a conversion of tactics console games (hence the FFT music) for SC2.

    A couple highlights of the project:
    A custom engine for procedural tile generation
    A completely customized UI (which is far from done)
    And custom pathing using deformation heights because the cliff system was far too limited for a tactics game

    Here is a short video demonstrating the engine and the high-end Summons: Arcturus the Lost

    Embed Removed: http://www.youtube.com/v/UhRLgj26Vrs&hl=en_US&fs=1

    Posted in: Project Workplace
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    posted a message on Question Concerning GameSpeed

    @Jinxxx123:

    Pretty sure it's 0.6, 0.8. 1.0, 1.2, 1.4 (i.e. at 'fastest' 1.4 seconds of gametime occur every 1 second of real time).  At least those are the values for the presets of 'Game Speed - Rates'.

    Posted in: Miscellaneous Development
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    posted a message on Any way to "force" Line of Sight before attacking ?

    @Niemetz:

    Well it's kind of easy to do with triggers, basically you check for a unit attacking and then you check to see if the cliff level goes up and then down between the attacking unit and the attacked unit.  Several ways to do that... the best would be using a for loop with something like:

    Check cliff level of point with polar offset; angle = angle between attacking unit and attacked unit; radius = i * distance between units / max_i_value.  If cliff level goes up, you set some boolean and then if it goes down, you Stop the attacking unit.

    Sadly I am unsure how to do this via the data editor.

    Posted in: Miscellaneous Development
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    posted a message on Neutral Pl + Share Vision = MAP Revealed!

    @7MM3:

    Player 0, regardless of who controls it, is granted active vision of entire map (and I could not figure out how to turn that off).

    However, giving active vision of a unit should work.  At the beginning do something like, pick every unit in map belonging to sentinel and give vision of picked unit to players 1, 2, 3, 4, 5, 6, 7.  And then, whenever new units are created (which I assume is done by a trigger anyway), simply Give vision of last created unit to players 1, 2, 3, 4, 5, 6, 7.  Should only be a couple extra actions (but then you know there's always complications...)

    Posted in: Miscellaneous Development
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    posted a message on [WIP] 2D/3D Sprite RPG

    @rrowland:

    The music makes it wonderful.  A 2d sprite wandering randomly around... ah... the nostalgia.

    Posted in: Project Workplace
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    posted a message on Neutral Pl + Share Vision = MAP Revealed!

    @CEMEHbl4:

    Your solution is intelligent use of trigger-action Share Vision of Unit

    Posted in: Miscellaneous Development
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    posted a message on How to get "Damage Response has triggered"

    @Niemetz:

    All of these are too complicated.

    Create an actor ModelAnimationStyleOneShot with the visual effect you desire, then under events add this:

    Behavior.YourBehavior.DamageHandled
    ->Create

    You can look at the "Shield Absorb Immortal Viz" actor as an example.

    Posted in: Miscellaneous Development
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    posted a message on Different Abilities for Different Players from a Single Structure

    @Azkit:

    Why don't you put a usage/show requirement on the barracks individual abilities?

    Say, for example,
    train marine has the requirement Blank Upgrade 01 completed
    while
    train marauder has the requirement Blank Upgrade 02 completed

    And then at the start of the map, set Blank Upgrade 01 level to 1 for player 1
    and Blank Upgrade 02 level to 1 for player 2.

    Just to be clear, though, that requires the building to be selected by only one player a time.  But then how is it even possible that single building is controlled by multiple players at the exact same instant?

    Posted in: Miscellaneous Development
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    posted a message on Need help, lower cliffs via trigger

    @ctccromer: Go

    Oops, I forgot to mention that. There's an actor called Terrain Deformation (or something like that). See: http://forums.sc2mapster.com/development/tutorials/895-data-terrain-actors-how-to-do-live-otf-terrain-deformation/

    There's not really a way to do it neatly, no. Or at least I don't know, I don't deal with terrain too much, I have people for that type of thing :> You may want to consider other options.

    Yeah it's a shame. I blame it partially on the new head-writer Moffat; he had some good solo episodes in the previous seasons (like Blink) but I don't think he's doing that well as a head writer.

    Posted in: Miscellaneous Development
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