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    posted a message on Diabolical Hero Siege

    Heh, not to be a downer, but I can't stand typing in the sc2 chat either. Just add some annotations in the youtube video editor or add description text. Like, 13:00 - "blah happens". The terrain looks symmetrical, good starting point - obviously there's room for a lot more details.

    Posted in: Project Workplace
  • 0

    posted a message on Patch 1.3 PTR

    Pretty exciting, hope this patch can fix PLO bugs. I've def. hit the 'weapon firing' validator crash before and reported it.

    Posted in: General Chat
  • 0

    posted a message on [Release + Video] Power Level Overwhelming

    2.32

    New Features

    - Added 4 new large health pickup (+30%) locations.

    Cosmetic

    - Added casting effect for Power Advocate - Fire Elemental.

    Gameplay

    - Added revealer for fire elemental explosion (3 seconds).

    Bugs

    - Removed usage of trigger queue, hopefully fixing strange random crash.

    2.32-2.48

    New Features

    - New Ultimate Ability 'Cow-pocalpyse': Cows rain down from the sky exploding for area effect damage.

    - Added name tags for player heroes (on by default). Name tags can be disabled in the top left HUD.

    Gameplay

    - Reduced bomber range by 2.

    Bugs

    - Fixed latest StarCraft patch issues.

    - Fixed Power Beam ability so that it snares enemies again.

    - Numerous attempts to figure out / fix an issue that causes SC2 to crash.

    - Changed model for bomber explosions from Large Terran Building Explosion to Siege tank hit. The explosions were slowing down the game.

    2.49

    New Features

    - New boss hazard type - Odin. The boss hazard type is selected once per game. Odin is mutually exlusive with bombers. Odin may be killed by players for lots of bonus power level, but watch out for its deadly attacks!

    Gameplay

    - Improved PvP kill and assist reward scaling.

    - Improved power beam vs. NPC squads at lower levels.

    - Modified forked beam behavior.

    - Battle Cry does not effect massive units anymore.

    2.50 / 2.51

    Gameplay

    - Odin health reduced.

    - Reduced countdown time and cooldown for odin nuke.

    2.53

    Cosmetic

    - Improved Power(-up) Overwhelming Cinematic.

    Gameplay

    - Increased max allowed players to 7 from 6.

    - Increased all hero run speeds by 10%

    - Hero health bonus per level reduced to 90 from 100.

    - Hostile squad damage levels reduced by aprox. 10% across the board.

    - Increased power gain rate across the board by 10%.

    - Summoned void beast health reduced by 10%.

    Bugs

    - The spectator dialog will no longer show up while the upgrade screen is open.

    Posted in: Project Workplace
  • 0

    posted a message on Mac vs PC for GE

    Mac default UI is probably more pretty, that's probably the only advantage there.

    Pc you can do cool stuff like pop in an SSD or easily make a ram drive w your massive amount of ram.

    Posted in: General Chat
  • 0

    posted a message on Objects in Java, making them work.

    Java is a good 'bread and butter' language. Java is still maintained by oracle, which acquired Sun. There will be a new JDK release soon. Is Java in decline? No. Is The java user base growing as fast as other languages? No.

    Posted in: General Chat
  • 0

    posted a message on [Picture] Anyday on SC2Mapster

    feel free to add my pumpkin probe if you want

    Posted in: Off-Topic
  • 0

    posted a message on [Data] Z Offset projectiles, it's raining cows

    @iOverflow: Go

    Awesome, glad to hear it :]

    Posted in: Tutorials
  • 0

    posted a message on [Data] Z Offset projectiles, it's raining cows

    @iOverflow: Go

    Make sure to have your effect targets / sources and offsets set correctly. You could also post / send me the map and I could look at it, but I'm tied up for the next few days - week due to school + work. ><

    Posted in: Tutorials
  • 0

    posted a message on How would a "Premium Maps" system work?

    As a software engineer, I take offense to this. Art is worth money, but logic, game design, and testing are not? Have to agree with OneTwo - it's just writing code at a higher level of abstraction. Building on a solid API / existing assets just makes sense if you think about it. No one discredits database apps because they didnt rewrite mysql or oracle.

    Posted in: General Chat
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    posted a message on [Data] Z Offset projectiles, it's raining cows

    Introduction

    This tutorial explains how to use patch 1.2 effect Z-offsets with projectiles. In this tutorial, basic data editing knowledge is assumed (intermediate level or advanced). We will re-create an example from my custom map:

    • Cow-pocalypse - Exploding cows rain from the heavens.

    Tutorial note: Many of the values below, such as offsets and actor event data can be copied and pasted in raw mode. From there you can view it in the editor.

    Key points will be highlighted like this

    Videos

    Cow-pocalypse

    Embed Removed: https://www.youtube.com/v/LTDPZHgcbTY?fs=1

    Cow-pocalpyse ability

    1. New Projectile Unit - Cow-pocalpyse Cow Missile

    Inherit from invulnerable missile

    • Set Movement - Mover = Missile Default "Moo!-ver"
    • Set UI - Height = 20

    Setting the height to 20 is important, otherwise the missile will not *appear* to be falling from the height we use later.

    2. New Damage Effect - Cow-pocalpyse explosion impact damage (Damage)

    • Set Combat - Amount = 60
    • Set Effect - Death = Blast
    • Set Effect - Flags = Notification
    • Set Effect - Response Flags = Acquire, Flee
    • Set Target - Impact Location + (None):Target Unit

    Set the damage effect however you would like. Just an extra detail.

    3. New Search Effect - Cow-pocalpyse explosion (Search)

    • Set Search - Areas + = (360):(-1):(3):(0):(Cow-pocalypse explosion impact (Damage))
    • Set Search - Search Filters = Excluded: Self, Player, Ally, Neutral, Air, Resource (Raw), Resource (Harvestable), Missile, Stasis, Dead, Hidden, Invulnerable
    • Set Target - Impact Location + = Cow-pocalypse Launch Offset (Persistant):Target Point

    Pay careful attention to the impact location field. It's the target of an effect we define later. The explosion needs to happen at the target of the cow-pocalypse launch offset, which is actually determined in cow-pocalypse (persistent).

    4. New Set Effect - Cow-pocalpyse explode (Set)

    • Set Effect - Effects = (Cow-pocalypse explosion (Search))

    Not necessary to use a set, but you may want to add other effects to the explosion. This is the 'entry point' to our explosion effect.

    5. New Launch Missile Effect - Cow-pocalpyse (Launch Missile)

    • Set Effect - Impact Effect = Cow-pocalpyse explode (Set)
    • Set Movement - Movers + = (Cow-pocalypse Missile Default):(0)
    • Set Target - Impact Location + = Cow-pocalypse Launch Offset (Persistant):Target Point
    • Set Target - Launch Location + = (None):Target Point
    • Set Unit - Ammo Unit = Cow-pocalpyse Cow Missile

    Also pay careful attention to the impact / launch targets. The explosion needs to happen at the target of the cow-pocalypse launch offset, which is actually determined in cow-pocalypse (persistent).

    6. New Persistent Effect - Cow-pocalpyse Launch Offset (Persistent)

    • Set Effect - Flags = Random Offset
    • Set Effect - Period Count = 1
    • Set Effect - Period Durations = (0.0)
    • Set Effect - Period Effects = (Cow-pocalpyse (Launch Missle))
    • Set Effect - Periodic Offsets = ((2,2,20)) Note: You can add other offsets

    This causes the cow to be launched from +2x,+2y,+20z. Without adjusting the height of the cow projectile to 20, it just appears to fall in one small area for a long time.

    7. New Persistent Effect - Cow-pocalpyse (Persistent)

    • Set Effect - Flags = Random Offset, Random Period
    • Set Effect - Period Durations = (2.5000|3.0000|2.0000|1.0000|1.5000|1.5000|1.0000|0.5000|0.7500|0.7500|1.0000|1.5000|1.0000)
    • Set Effect - Period Effects = (Cow-pocalypse Launch Offset (Persistent))
    • Set Effect - Periodic Offsets = ((1.5,1.5,0)|(-1.5,-1.5,0)|(-1.5,1.5,0)|(1.5,-1.5,0)|(3,3,0)|(-3,-3,0)|(-3,3,0)|(3,-3,0)|(5,5,0)|(-5,-5,0)|(-5,5,0)|(5,-5,0)|(0,3,0)|(0,-3,0)|(3,0,0)|(-3,0,0)|(5,0,0)|(-5,0,0)|(0,5,0)|(0,-5,0))
    • Set Effect - Periodic Validator = Caster Not Dead
    • Set Target - Location + = (None):Source Unit
    • Set Effect - Period Count = 20

    This effect randomizes the impact locations and duration between cows falling.

    8. New Instant Effect Ability - Cow-pocalpyse

    • Set Effect - Effect = (Cow-pocalypse (Persistent))
    • Set Stats - Cast Start Time as you see fit...
    • Set Cost - Cost+ as you see fit...
    • Set Ability - Cancelable: Cast

    This ability starts the cow-pocalypse persistent effect.

    9. New Missile Actor - Cow-pocalpyse Cow Missile

    • Set Token - Unit Name = - Cow-pocalpyse Cow Missile
    • Set Art - Model = Cow (Unnamed)
    • Set Event - Events + =
      • UnitBirth.CowpocalpyseCowMissile -> Create
      • UnitDeath.CowpocalpyseCowMissile ->ActionImpact
      • UnitBirth -> AnimBracketStart Lifetime Birth Walk,Fast
      • UnitDeath -> Destroy
      • ActorOrphan -> Destroy

    10. New Model Actor (Animation one-shot) - Cow Bubble FX

    • Set Actor - Fog Visibility = Hidden
    • Set Art - Auto Scale Factor = 0.7500
    • Set Art - Model = Cow Energy Bubble
    • Set Event - Events + =
      • ActorCreation -> AnimBracketStart BSD Birth Stand Death
      • ActorOrphan -> Destroy
      • AnimBracketState.*.AfterClosing; AnimName BSD -> Destroy
      • UnitBirth.CowpocalpyseCowMissile -> Create
      • UnitDeath.CowpocalpyseCowMissile -> AnimBracketStop BSD
      • ActorCreation -> SetOpacity 0.350000
      • ActorCreation -> SetTintColor {255,128,192 6.000000}
    • Set Hosting - Host + = _Unit:Implicit:Implicit:(None):Disabled
    • Set Hosting - Host Site Operations + = SOpAttachCenter:Disabled:Disabled
    • Set Properties - Inherited Properties = Cloak Effect, Opacity, Scale

    11. New Model Actor (Animation one-shot) - Cow Splat FX

    • Set Actor - Fog Visibility = Hidden
    • Set Art - Model = Cow Explosion
    • Set Art - Scale = (1.500000)
    • Set Event - Events + =
      • ActorOrphan -> Destroy
      • ActorCreation -> AnimPlay Attach Death
      • AnimDone -> Destroy
      • Effect.CowpocalypseexplosionSearch.Start -> Create
    • Set Hosting - Host + = Implicit:Implicit:(None):Disabled
    • Set Hosting - Host Site Operations + = SOpShadow:Disabled:Disabled
    • Set Properties - Accepted Property Transfers = Model Scale, Cast Shadows, Cloak Effect, Decal, Local Tint Color, Opacity, Scale, Team Color, Time Scale, Tint Color, Visibility, Warp Group
    • Set Properties - Accepted Transfers = Position

    12. New Sound Actor - Cow-pocalypse Launch (Sound)

    • Set Event - Events + =
      • SoundDone -> Destroy
      • Effect.CowpocalpyseLaunchMissle.Launch; PassChance 17.000000 -> Create
    • Set Hosting - Host Site Operations + = SOpShadow:Disabled:Disabled
    • Set Sound - Sound Cow Moo

    The PassChance 17 means that the sound will only play 17% of the time a cow is launched.

    Conclusion

    This tutorial exploits the new Z offset for persistent effects, projectile height, and target/source fields which reference targets of other effects in the effect chain.

    For more flexible methods using Z offsets, see my other tutorial [Data] Random Actor Effects which attaches actors to effect locations. This works for Z offsets as well.

    Posted in: Tutorials
  • 0

    posted a message on PCGamer presents the top StarCraft II Mods!

    The article is mostly 'filler' sadly.

    Posted in: General Chat
  • 0

    posted a message on how do you get inspiration?

    Most of my inspiration is being able to play the idea. The idea comes from different past experiences like movies, books, games, dreams, etc.

    Posted in: Off-Topic
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    posted a message on Game Design

    @ZealNaga: Go

    Maybe, I don't disagree it's a good practice. Any documentation is good really, but sometimes when you're starved for resources you do what's practical and can be achieved. For small projects, you can probably get by with good communication and minimal docs b/c you doubled your work writing over-detailed specs when the game is still changing. Games changes during testing, gotta go update the doc, remember what needs to be updated, etc. Don't know what the new project is about? -> go play the project or ask someone. Again, don't take that argument to the extremity, doc-ing is always required to some extent.

    Posted in: Off-Topic
  • 0

    posted a message on Blizzard releases 3/4 Custom BlizzCon Maps

    @h34dl4g: Go

    This is how rumors start.

    Posted in: General Chat
  • 0

    posted a message on Blizzard releases 3/4 Custom BlizzCon Maps

    Looking through the left 2 die triggers, looks like achievements were planned, or are being planned for later:

    Achievement - Normal - Victory Achievement - Hard - Flawless Stank Kill Achievement - Hard - Victory Achievement - Brutal - Fast Win Achievement - Brutal - Victory Achievement - N2D - Survive 5 Waves Achievement - N2D - Survive 10 Waves Achievement - N2D - Survive 15 Waves

    It's all disabled atm.

    Posted in: General Chat
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