terrain deformation is when you alter the height. In the terrain editor that's the third button with the options raise, lower, uniform, noise, etc. It's a purely cosmetic change, however, and it has no effect on gameplay. In Starcraft Tactics, we use terrain deformation as our height system but that required me to write a rather complex custom-pathing system.
And yeah, I really don't like Matt Smith. He is never in control of the situation and he can't pull off that sort of insane optimism that made Tennant and Eggleston enjoyable actors to watch (and believable Time Lords).
You cannot alter cliff levels on the fly unfortunately.
You could use terrain deformation to make it look like a cliff and put no pathing doodads on top of it to make it behave like one. And when the player uses the sketchbook item you could change the terrain deformation (which CAN be done mid-game) and remove the pathing doodads.
I've considered this as well. I'd have to say that if your map is making heavy use of darkness vs. lighting effects, you should include an option to change the lighting @ start-time.
That's a trigger or two & some decently easy lighting editing.
While the map will probably not be as good, I imagine that with a bit of effort, you can make it similar.
I assume you use a behavior to alter attack & movespeed?
Instead of doing that, go into the behavior and under Modifications (Unit Tab) alter the 'Time Variant.' This changes both and the actor's entire time scale (though just a note, the death animation will play at normal speed since at death a unit loses all behaviors). If you want to alter move and attack speed to different rates, however, you'll still need to change attack speed as well; e.g. if you want 30% move-speed and 60% attack speed, you'd do: time variant = 0.3, attack-speed multiplier = 2x. or if you wanted 60% move speed and 30% attack speed, you'd do: time variant = 0.6, attack-speed multiplier = 0.5.
To clarify on what s3rius said, what you want to do is go to Data Editor, Camera Tab, then go to "Default Camera" and find where it says Zoom Levels. Go under each of these and change 'Modify' to Disable on each of them. This should prevent mouse wheel scrolling from altering the camera.
Mesmerizing red-heads... their eyes follow me wherever I go...
... I could not find a way to straight out -freeze- animations, though it may be possible.
Check out the attached map to give you some ideas (use f and g to 'freeze' (meaning slow down very much) and unfreeze the battle; sadly I could not get impact/launch animations to behave with the time scale, though again I suspect it's possible)
I have someone for AI Bobbert but the more the merrier. Not really, having two people writing overlapping triggers or data is a mess. However, the engine is getting more complicated. We're redoing the height system because cliffs were really limiting, but as a result, we're going to have to write our own pathing system. If you want to work with me on that as well as implementing the abilities & other random data & trigger editing, then send me a PM.
This would be really easy to do via triggers, basically:
Unit uses ability - POISON NOVA EXPLOSION THING
pick each unit in region (convert circle into region: center = position of casting unit, radius = your chosen radius)
while (picked unit has behavior poison-debuff) {
remove 1 stack of poison debuff from picked unit
create effect POISON-DAMAGE on picked unit from triggering unit }
But you might be one of those people is obsessed with making everything overly-complicated by relying purely on the data editor in which case, I refuse to help :P
Just data and triggers, though admittedly a lot of triggers. I could've converted some of it into custom functions (and a couple I did: a realistic gravity/lift function and a realistic push/knockback function), to make it less heavy, though. Anyone/everyone should feel free to steal the lift & knockback functions I wrote.
The final beam are normal textures: General Arlo's is a high-scale Void-ray Beam (the beam graphic doesn't scale but the textures around it will) while Voldemon's is a high-scale, red-tinted beam using the hellion flamethrower model and pointed at an invisible dummy unit above Voldemon & falling at the same rate.
0
@Daimon7: Go
I would recommend using the trigger Apply Camera Object Property and alter distance.
0
@ctccromer: Go
terrain deformation is when you alter the height. In the terrain editor that's the third button with the options raise, lower, uniform, noise, etc. It's a purely cosmetic change, however, and it has no effect on gameplay. In Starcraft Tactics, we use terrain deformation as our height system but that required me to write a rather complex custom-pathing system.
And yeah, I really don't like Matt Smith. He is never in control of the situation and he can't pull off that sort of insane optimism that made Tennant and Eggleston enjoyable actors to watch (and believable Time Lords).
0
@ctccromer: Go
You cannot alter cliff levels on the fly unfortunately.
You could use terrain deformation to make it look like a cliff and put no pathing doodads on top of it to make it behave like one. And when the player uses the sketchbook item you could change the terrain deformation (which CAN be done mid-game) and remove the pathing doodads.
0
@Daimon7: Go
If integer mod 2 = 0
integer = even
else
integer = odd
0
@AmelieCL: Go
I've considered this as well. I'd have to say that if your map is making heavy use of darkness vs. lighting effects, you should include an option to change the lighting @ start-time.
That's a trigger or two & some decently easy lighting editing.
While the map will probably not be as good, I imagine that with a bit of effort, you can make it similar.
0
@BilltheEmu: Go
I assume you use a behavior to alter attack & movespeed?
Instead of doing that, go into the behavior and under Modifications (Unit Tab) alter the 'Time Variant.' This changes both and the actor's entire time scale (though just a note, the death animation will play at normal speed since at death a unit loses all behaviors). If you want to alter move and attack speed to different rates, however, you'll still need to change attack speed as well; e.g. if you want 30% move-speed and 60% attack speed, you'd do: time variant = 0.3, attack-speed multiplier = 2x. or if you wanted 60% move speed and 30% attack speed, you'd do: time variant = 0.6, attack-speed multiplier = 0.5.
Hope that helps.
0.940940940940941
@s3rius: Go
To clarify on what s3rius said, what you want to do is go to Data Editor, Camera Tab, then go to "Default Camera" and find where it says Zoom Levels. Go under each of these and change 'Modify' to Disable on each of them. This should prevent mouse wheel scrolling from altering the camera.
0
@Antimatterthunder:
Toggle "unselectable" for the unit's flags.
0
@Maul2:
Mesmerizing red-heads... their eyes follow me wherever I go...
... I could not find a way to straight out -freeze- animations, though it may be possible.
Check out the attached map to give you some ideas (use f and g to 'freeze' (meaning slow down very much) and unfreeze the battle; sadly I could not get impact/launch animations to behave with the time scale, though again I suspect it's possible)
0
@Metrael:
Yeah an issue order to player would be great.
0
@Bobbert116: Go
I have someone for AI Bobbert but the more the merrier. Not really, having two people writing overlapping triggers or data is a mess. However, the engine is getting more complicated. We're redoing the height system because cliffs were really limiting, but as a result, we're going to have to write our own pathing system. If you want to work with me on that as well as implementing the abilities & other random data & trigger editing, then send me a PM.
0
@TECGhost:
Looks pretty good. Did you have AI on that?
I am loathing the thought of writing AI for this.
0
@redpand:
This would be really easy to do via triggers, basically:
Unit uses ability - POISON NOVA EXPLOSION THING
pick each unit in region (convert circle into region: center = position of casting unit, radius = your chosen radius)
while (picked unit has behavior poison-debuff) {
remove 1 stack of poison debuff from picked unit
create effect POISON-DAMAGE on picked unit from triggering unit }
But you might be one of those people is obsessed with making everything overly-complicated by relying purely on the data editor in which case, I refuse to help :P
0
Okay. This seems like it should be supremely easy, but I cannot find how to do this simply.
I want a function that returns the name of a region.
For example, I want the trigger:
unit enters Any region
set string STRING = name of triggering region
0
@MetalheadMikecosio:
Just data and triggers, though admittedly a lot of triggers. I could've converted some of it into custom functions (and a couple I did: a realistic gravity/lift function and a realistic push/knockback function), to make it less heavy, though. Anyone/everyone should feel free to steal the lift & knockback functions I wrote.
The final beam are normal textures: General Arlo's is a high-scale Void-ray Beam (the beam graphic doesn't scale but the textures around it will) while Voldemon's is a high-scale, red-tinted beam using the hellion flamethrower model and pointed at an invisible dummy unit above Voldemon & falling at the same rate.