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    posted a message on [SOLVED] The issue with Waypoints
    Quote from DeltaCadimus: Go

    Quite impossible, as there's separate waves per unit type, so speed shouldn't be a problem, especially between Zerg units. The issue is, they wait a bit on each waypoint, when they should be moving, and then when the other units catch up, it clumps up and screws everything.

    Are you using an AI personality with waves you built, or are you simply picking each unit, adding them to the next attack wave, and then sending the attack wave? And how many waypoints are you using in the attack waves? Is there a way you can remove a waypoint or two, so that the meetings aren't in choke points?

    Posted in: Triggers
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    posted a message on Reducing Game Speed
    Quote from houndofbaskerville: Go

    i think blizz owes you the campaign on brutal/slow speed .. furthermore possibly you just need the proper cheat code (a message to type in the multiplayer chat box when you start each mission) to set the speed to slow.. and if you ask them they just might give it to you!

    Possibly a mod adding the extra trigger (setting speed to slow) to them would work but i doubt it :/

    The only problem with either of those solutions is that he couldn't play through the campaign the way we all did. If he used a code, then he wouldn't be able to earn achievements. And if the Campaign maps were modded, he could only play the maps one at a time, not being able to set his army state or SoA abilities.

    Posted in: General Chat
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    posted a message on Unintended Consequences (pt1)

    @BigDonRob: Go

    I ran a few test playthroughs (11), and I keep running into little things that I need to change. But I just don't have time right now. I'm attaching what I have, if anyone wants to take a peek. The last levels aren't finished, and everything is imba as fuck. But at least you'll get a glimpse of what I had in mind. I probably won't have time to touch anything until next weekend. My grandfather is back from his surgery, and I'm on point to make sure he's not trying to do too much.

    Posted in: General Chat
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    posted a message on SkyCraft

    How awesome would it be to have a campaign that used the Elder Scrolls mechanics with StarCraft characters? Hmmm. I think It would be easier to use the Skyrim editor and add in the starcraft character models, but I'm sure it could be accomplished in either, with enough experience and tinkering. I may have to look into this at some point down the road.

    Probably in the Skyrim Editor, because I know it better. Or, I did. But either way, I think it would be awesome.

    Posted in: General Chat
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    posted a message on Unintended Consequences (pt1)

    Data is done, with the exception of the final upgrades mentioned above. Still making a few adjustments to the trigger that handles the new upgrades. For the time being, all of the upgrades will be in the map, but the final levels for each species (with at least one exception) won't actually have an effect in-game. Those will be worked on and tweaked after I get what I've got out there and playable.

    As stated before, the terrain itself is done, but I'm having trouble with how I want the levels to transition esthetically(zerg to infested terrans, infested terrans fighting terrans, terrans as the "home stretch"). I have the base model for the one allied hero for testing, but I still haven't done anything with it's dialog. The trigger is there to implement it's inception and respawn, but I need to make the cutscene with his arrival.

    I've been playing around with cutscenes a bit, and I've considered adding a small intro for each enemy unit encountered, but that will wait. I'm off to play in the sun some more, but I'll try to get a little more done when I get home. Updates forthcoming. Looking to release for testing Saturday afternoon, so anyone with free time on the weekend will have the chance to do some testing.

    Posted in: General Chat
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    posted a message on How do you feel about SC2 map creators being paid?

    I think a Blizzard advertisement deal would be a decent idea. All custom Maps have (optionally) advertisements in their loading screens. The more traffic your map generates, the more you make off the map. Blizzard would get their cut, and "purists" could simply not check the "enable advertisements" box in map options.

    Posted in: General Chat
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    posted a message on What part of using the editor do you find the most tedious?

    I'm not the biggest fan of anything to do with the data window. I'm hating it less and less as I learn it more and more, but anytime you're attempting something for the first time in the data window, it's like looking at pages of Greek and being told to translate it into Latin. The most annoying thing, though, would have to be fine tuning anything that you have to load the map to check. Five minutes of loading up the map to test a 10(whatever the dialog distance measurement is) change that the player might only see for 5 seconds for the entire map.

    And if you have things that require finely tuned timing, it requires multiple tests just to make sure that things are consistent.

    Posted in: General Chat
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    posted a message on Reducing Game Speed

    @Cliff747: Go

    BigDonRob#1242

    I grew up in N. Fort Myers. I live in Tennessee now, so I'm in the central time zone, as well. I do set up and tear downs of various music festivals throughout the year, so there will be weeks where I'm on the road and too tired in the evenings to do much more than fool around. But TomorrowWorld was canceled this year, and I didn't feel like scrambling trying to get a new gig. So, I'm technically on vacation until mid October. Even though I've spent the last 2 days doing quote "minor repairs" to the new place my aunt and uncle bought. So, while I'd like to say that I'm available whenever, I'm usually on between 7-10 p.m.

    Even if my account says I'm away, I'm probably down for a break from editing to mix it up for a game or two. I actually haven't played a game of StarCraft in 3 weeks, because when I finally got home and realized I had time, I decided to start working on a quick project that is promising to spiral into an extended endeavor. I must warn you that I have a habit of staying logged in to Battle.net all the time, so I might not actually be on.

    As far as play style and any advantage I might have, if we play anything past WoL you'll be ahead just because you'll know the tech trees and units better. And while I am "best" when I play terran, I like to mix it up a lot, so expect different matchups.

    Posted in: General Chat
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    posted a message on Reducing Game Speed

    @Cliff747: Go

    This is in no way related, sir, but if you would like to add me on battle.net, I would love being able to play with someone that's good on a slower speed setting. I have never been a fan of speed setting the difficulty, and LotV simply destroyed my love for online play because it cut out the only part of the game I could get a decided advantage, which is the opening build order. Yes, anyone in Dia+ league could still stomp me with superior micro skills, But I reached the top tier in the Gold League with an average APM of 19. LotV is ALL APM, ALL the time. I would probably be in the bronze league my entire career.

    My Battle.net account name is BigDonRob, if you want to add me.

    Posted in: General Chat
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    posted a message on Unintended Consequences (pt1)

    @BigDonRob: Go

    I have a "quick and dirty" idea that might cause performance issues, but I'll do some testing and see how it works out. I think a do while with a wait will do the trick, and if it works the way I want it to, it will look pretty epic. Buttons are done. Mapping them all back to the command card after a failed attempt to remove the void campaign dependency.

    I'm going to release for testing without the final evolutions of a couple of the units, and get a take on if they would even be viable. Which also involves testing certain thresholds to see if the final evolution would even be available by the time the player is done. Still doing some texturing tests that are not going well. I might get someone... nudge nudge Dr.SuperEvil... to whip what I want into it in five minutes.

    I've got the second part of the map started but still going to do a little tinkering with the spawn, as I'm not thrilled with it. From there it's a simple infi-spawn enemies trigger that should take no more than 10 minutes, the aforementioned "in the action" sequencing and the "Boss" section which won't be anything super special, and seeing as there is no difficulty level, may just take a little longer to push through than the rest of the map. Final Cutscene and...

    Fin

    Posted in: General Chat
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    posted a message on Unintended Consequences (pt1)

    I also am looking into a little "feature" I want to add. Does anyone having experience making a TPS style camera? That faces the same direction as the unit it's attached to and turns with it? A smooth camera or even one with a "bumpy" view? I want to add it as an immersion effect for one of my sequences, but while I found a topic about a guy that did it, he didn't explain how. And hasn't been on in 5-6 years. And simply trying to get the timing right for a camera transition seems like it would be a nightmare.

    Posted in: General Chat
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    posted a message on Unintended Consequences (pt1)

    @temhawk: Go

    Well, unfortunately, I cannot find the MindControlDialog_LowPass and _HighPass in the game UI that are not letting me remove the dependency. And I am not resetting the default settings. It makes my editor crash every time I try. (I attempted this when resetting the alerts I had messed up trying to get rid of the stock queen announcer.)

    Posted in: General Chat
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    posted a message on Your playstyle

    When each of the series came out, what level of difficulty was your first playthrough? I personally played each campaign on Brutal, because if you know what's going to happen in each map, then it ratchets down the difficulty. Getting stuck with the "wrong" choices also made things a lot more difficult. If you do the WoL missions in the "wrong" order and get stuck playing a difficult map without certain units (And I know you can quit the mission, but that's cheating". Play the first Zagara mission on Brutal with just blings and zlings. It's all doable, but it adds a flavor of gravity knowing that if you choose wrong, your life just got a lot more difficult.

    I remember my first version of "All in". It was the easier (ground) version, but I had perdition turrets instead of PTs, the Hive Mind emulator, and most of my upgrades were in "dead" units, like having a tech reactor when I already bought the medic upgrade that didn't need a tech lab. And all of the mercenaries, because for some reason I thought super firebats were a super idea.

    It also makes going back through to get the mastery achievements more enjoyable, because pushing myself to the challenge on hard keeps the difficulty where I'm used to, and I'm not "burned out" on replaying the mission just for the achievement. There are certainly levels I play again, but I think playing more than each campaign more than twice gets boring if it's not been a long time.

    I could probably enjoy a playthrough of WoL right now, but replaying LotV again would feel more like a chore, because it's still "fresh" in my memory, even after almost two months.

    Posted in: General Chat
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    posted a message on Major Dialog Issues

    @willuwontu: Go

    Did you mean to set the Main Menu 1 variable to (Digital control last created)? Seeing as you made a Dialog item....?

    Posted in: Triggers
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