Blizzard made a decision not to show the numeric values for attack speed (UI) because SC units always had inconsistent attack speed (to add luck factor and/or variety).
For example marine's true attack speed is anywhere between 0.7983 and 0.9858 not 0.8608 at all times
Ok thanks for the info, but no although what I have at the moment does not work... it doesn't kill the whole templar visual. What I was trying to do was just destroy that animation so that the normal animations would resume. I really don't know much about animations so I'm still learning. I'll try what you said and see if I can get it right.
P.S. yes it is an attack animation not a spell
Actually Destroy kills the templar visual as in including the model. It doesn't kill it because there is no animation called "High Templar 2" playing, ever~
When you play an attack/spell animation you need to stop it at some point x.x
Animation Bracket Start -> Animation Bracket Stop OR Animation Clear
Animation Play -> Animation Clear
You could make a new timer event for the animation play (backswing point animation time) or wait for animation duration to finish however these should be alternatives.
I'm not sure what you have there is attack animation or a spell since you are using effect (not the best choice to use effect event either case)
I'm guessing attacking since high templar already has spell animation
Event
Attack Animation Event is "Weapon Start - - AttackStart"
Action
Animation Bracket Start Name: Attack (you can name it anything)
It will start playing attack animation when it starts attacking, and stop when you stop attacking.
EDIT:
You want to kill the actor (the whole high templar visual) when animation called "High Templar 2" is done?
O.O You sure you want to do that? Also you did not name your attack animation, how are you going to stop the right one?
Unhelpful *and* condescending. A nice combination.
Seriously? First you assume that damage trigger happens before the damage response happens, so you think it's too hard. Now that I told you how it really works, that's not helpful? I even gave you an example map, it works for one behavior, using catalog it can be used for other behaviors. You for real?
That's not very helpful. Needing to manually calculate the damage amount in a trigger is not really feasible when you have dozens and dozens of behaviors which can modify damage in various ways.
There aren't thousands fields for damage response. Ones you need to calculate are modify damage, ignore, limit fraction and clamp. You really want other people to do that for you?
That's not very helpful. Needing to manually calculate the damage amount in a trigger is not really feasible when you have dozens and dozens of behaviors which can modify damage in various ways.
Blizzard failed to implement correct damage occurred. They need to fix that. Until then, this is a good solution.
Also I just did it quickly to show you an example. I'm not going to spoon feed you.
I'll give you a hint though "get catalog and set catalog".
Until you start playing with Damage Response behaviors that modify the damage amount, and then you realize that the trigger is fired before any damage responses occur, so things like critical strikes don't register correctly.
I did not, I mean do not "realise" this.
Well let's see when the trigger actually occurs.
TEST:
Make a simple trigger.
Make 10min/40max hp unit
Unit takes damage
Condition 'damage' > 10
add 'damage' hp
RESULT: Unit is killed before receiving additional hp
CONCLUSION: unit takes damage event take place after or exact moment an unit takes damage -> i.e. not before
Fact:
Behavior Damage Response occurs before any damage hits the unit (i.e. responding to a damage occurred before it is applied to the unit)
and then you realize that the trigger is fired before any damage responses occur, so things like critical strikes don't register correctly.
So a trigger (occurs after or at the moment damage take place) fired before damage response (occurs before the damage take place)?
What we have here is a spear that can pierce through any shield, and a shield that cannot be pierced by any spear.
Only thing I "realise" is the fact, a real variable called "triggering damage amount" does not calculate the damage modified by damage response at all. I'm guessing Blizzard simply forgot about it when programing the return value "triggering damage amount".
Now that I told you know this fact everything should be easy.
simply add a permanent dummy behavior to the unit when damage handle occurs
if the unit has that behavior calculate the new triggering damage amount and remove the behavior.
I added an example map, just because I can. ^ ^
Author's Note
The concept of this map is simple. Using wc3 units to mimic SC2 units and abilities.
I wanted to give people who did not receive a beta key a chance to play SC2 with friends and allow people to play SC2 while the beta is down (first phase break or whenever the main server is down). I hope you enjoy the map, feedback + bug reports would be very nice. Currently Terran is the only playable race. I will release Zerg very soon.
Known bugs
Hellion's damage ignore armor
Units inside bunker ignore armor
Nuke does not ignore armor
The builder does not automatically harvest after refinery is built
Cannot Snipe SCVs
Stimpack do not work inside a bunker
SCVs have different selection priority when building advance buildings
No lift animation (maybe in the near future)
Battle cruiser attack animation stops due to its fast attack
Unfixable bugs due to wc3 limitation
Orb effect bug
- Units with multiple attacks will not fire the extra attack if the enemy target was automatically acquired
- Hellions will not fire at all if the enemy target was automatically acquired
- Thor's air weapon will only fire 3 times if the target was automatically acquired
Known differences (wc3 engine)
Production facilities with Reactors and production facilities without add-ons have different selection priority
-Reactors produce units
unit queue (7)
Target area for Nuke is visible to everyone
Maximum amount of nuke = Ghost academy instead one nuke per academy
Noncommercial use is invariably fair-use?
Not true, though a judge may take the profit motive or lack thereof into account. In L.A. Times v. Free Republic, the court found that the noncommercial use of L.A. Times content by the Free Republic Web site was in fact not fair use, since it allowed the public to obtain material at no cost that they would otherwise pay for.
-completely uncited quote from wikipedia
I found it on the internet so it must be fact :p
It must be :P
Na you are right, the rationale behind it is because though the person may not be getting any profit from it, an innocent bystander is losing profit due to the person's actions.
eh, I see where you're coming from.Maybe it's because I'm considering my view too much:
- If somebody is making a fan based game, then the original must have been worth it for somebody to use their free time to make it
- If the fan game sucks, then the people who made it probably just weren't the best, I wouldn't look down upon the original game
- If it's good, it might hype me up a bit for the game, but I don't see that as a bad thing.If I buy it and am slightly disappointed, I wouldn't return it and they still get my money
I see what you mean, that's just how I would think.Granted, after working in retail for so long I know that nearly no day to day customer shares my views.
"If somebody is making a fan based game, then the original must have been worth it for somebody to use their free time to make it"
That's true, why else?
"If the fan game sucks, then the people who made it probably just weren't the best, I wouldn't look down upon the original game"
"I" wouldn't either, If there was a really bad FF7 remake I wouldn't not (even for a second) think Final Fantasy is crappy. The problem is the word, "I". Not every person who played the fan game would have had chance to played the original game (you would be "un"pleasantly surprised how many). If the fan game gave a bad impression, people who have not played the original will most likely not buy the original game which is loss of profit for the game company. That is to say the current fan base will likely to stay fervent but it will have significant impact on the growth of the fan base (growth of potential buyers). Another fact to consider is that fan games are giving players chance to play a game that is not free. If it's a complete remake, say Chrono Trigger in 3D (Google it) they will shut it down immediately since it gives the people an opportunity to play Chrono Trigger for free. Yes, one could argue fan games could be a form of advertising, however "advertisement" a company requires is a controlled format not a random one based on "a" fan's ability to create a good game.
"If it's good, it might hype me up a bit for the game, but I don't see that as a bad thing.If I buy it and am slightly disappointed, I wouldn't return it and they still get my money "
As I said previously the loss of profit comes from limiting potential buyers.
It all comes down to ownership. Who owns the fan game? The company owns the characters, plot, themes and everything else. You are "stealing" in the most literal form, you are taking these property without a license (permission).
If I take someone's book and write 5 pages after it and change the ending and write at the end "This is a fan book" the original work is by "blah", is that not stealing someone's work?
Or even rewrite the book differently based on the same characters and concept?
How does a book differ from a video game in this case? Who knows if this book gains popularity through the fan book with the alternative ending or the rewite, only vivid point here is that the person who wrote the fan book stole from the original author and the author has no controlled advertising (whether it will have a good or bad effect) from the fan books.
oh... this guy is getting more crap than people posting "I'm making a AoS map for SC2" in map development forums.
Honestly creating your own models is not a good way of making maps.
You would have to spend time both on making the map and model.
If someone models and another maps, you can create a good map and refine it often.
lol I really don't understand why... it just draws publicity to their games and gives them more profit...
It's not good for any company to allow the public to think fan based game is representation of the real product. It is because a lot of fan based games include features the real product does not have and majority fan based games gives a bad impression of the real product (face it a lot of fan games suck).
This means:
Bad Fan game = bad impression
Fan game Remake = copy + additional feature
Great fan game = additional feature, more expectation from the real product (financial feasibility cannot be met to compensate the expectation)
Square/Enix has always disapproved fan-based games and its their stance on.
Like it or not, intellectual property is a property. If you are making a map that resembles Final Fantasy to a high degree, you are "stealing" their property (non-profit map or not). So at the end of the day it is SquareE's decision whether they will allow you to use their materials or not (and they have every right to do so).
0
^ only way I know how
Blizzard made a decision not to show the numeric values for attack speed (UI) because SC units always had inconsistent attack speed (to add luck factor and/or variety). For example marine's true attack speed is anywhere between 0.7983 and 0.9858 not 0.8608 at all times
0
http://www.dota-blog.com/2009/03/batrider-guide-dota-allstars-660.html
It's all about how you balance the reaper.
0
I'm working on a RTS mod soon, not a map though.
Mod will allow the game to be played over variety of maps.
0
Actually Destroy kills the templar visual as in including the model. It doesn't kill it because there is no animation called "High Templar 2" playing, ever~
0
Na no fighting. I just don't like people who don't want to answer 1 + 1 + 1 after they are taught what 1 + 1 is. Nothing personal.
0
When you play an attack/spell animation you need to stop it at some point x.x
Animation Bracket Start -> Animation Bracket Stop OR Animation Clear
Animation Play -> Animation Clear
You could make a new timer event for the animation play (backswing point animation time) or wait for animation duration to finish however these should be alternatives.
I'm not sure what you have there is attack animation or a spell since you are using effect (not the best choice to use effect event either case)
I'm guessing attacking since high templar already has spell animation
Event
Attack Animation Event is "Weapon Start - - AttackStart"
Action
Animation Bracket Start Name: Attack (you can name it anything)
Event
Closing attack attack event is "Weapon Stop - - AttackStop"
Action
Animation Bracket Stop Name: Attack
It will start playing attack animation when it starts attacking, and stop when you stop attacking.
EDIT:
You want to kill the actor (the whole high templar visual) when animation called "High Templar 2" is done?
O.O You sure you want to do that? Also you did not name your attack animation, how are you going to stop the right one?
0
Seriously? First you assume that damage trigger happens before the damage response happens, so you think it's too hard. Now that I told you how it really works, that's not helpful? I even gave you an example map, it works for one behavior, using catalog it can be used for other behaviors. You for real?
There aren't thousands fields for damage response. Ones you need to calculate are modify damage, ignore, limit fraction and clamp. You really want other people to do that for you?
0
Blizzard failed to implement correct damage occurred. They need to fix that. Until then, this is a good solution.
Also I just did it quickly to show you an example. I'm not going to spoon feed you.
I'll give you a hint though "get catalog and set catalog".
0
I did not, I mean do not "realise" this.
Well let's see when the trigger actually occurs.
TEST:
Make a simple trigger.
Make 10min/40max hp unit
Unit takes damage
Condition 'damage' > 10
add 'damage' hp
RESULT: Unit is killed before receiving additional hp
CONCLUSION: unit takes damage event take place after or exact moment an unit takes damage -> i.e. not before
Fact:
Behavior Damage Response occurs before any damage hits the unit (i.e. responding to a damage occurred before it is applied to the unit)
So a trigger (occurs after or at the moment damage take place) fired before damage response (occurs before the damage take place)?
What we have here is a spear that can pierce through any shield, and a shield that cannot be pierced by any spear.
Only thing I "realise" is the fact, a real variable called "triggering damage amount" does not calculate the damage modified by damage response at all. I'm guessing Blizzard simply forgot about it when programing the return value "triggering damage amount".
Now that I told you know this fact everything should be easy.
simply add a permanent dummy behavior to the unit when damage handle occurs
if the unit has that behavior calculate the new triggering damage amount and remove the behavior.
I added an example map, just because I can. ^ ^
0
I would but it would be a really short project. I only have to do two more races. There like 12ish units in each race. =_=
0
Author's Note
The concept of this map is simple. Using wc3 units to mimic SC2 units and abilities.
I wanted to give people who did not receive a beta key a chance to play SC2 with friends and allow people to play SC2 while the beta is down (first phase break or whenever the main server is down). I hope you enjoy the map, feedback + bug reports would be very nice. Currently Terran is the only playable race. I will release Zerg very soon.
Known bugs
Hellion's damage ignore armor
Units inside bunker ignore armor
Nuke does not ignore armor
The builder does not automatically harvest after refinery is built
Cannot Snipe SCVs
Stimpack do not work inside a bunker
SCVs have different selection priority when building advance buildings
No lift animation (maybe in the near future)
Battle cruiser attack animation stops due to its fast attack
Unfixable bugs due to wc3 limitation
Orb effect bug
- Units with multiple attacks will not fire the extra attack if the enemy target was automatically acquired
- Hellions will not fire at all if the enemy target was automatically acquired
- Thor's air weapon will only fire 3 times if the target was automatically acquired
Known differences (wc3 engine)
Production facilities with Reactors and production facilities without add-ons have different selection priority
-Reactors produce units
unit queue (7)
Target area for Nuke is visible to everyone
Maximum amount of nuke = Ghost academy instead one nuke per academy
Coming soon
Sensor Tower
Zerg
Protoss
0
It must be :P
Na you are right, the rationale behind it is because though the person may not be getting any profit from it, an innocent bystander is losing profit due to the person's actions.
0
"If somebody is making a fan based game, then the original must have been worth it for somebody to use their free time to make it"
That's true, why else?
"If the fan game sucks, then the people who made it probably just weren't the best, I wouldn't look down upon the original game"
"I" wouldn't either, If there was a really bad FF7 remake I wouldn't not (even for a second) think Final Fantasy is crappy. The problem is the word, "I". Not every person who played the fan game would have had chance to played the original game (you would be "un"pleasantly surprised how many). If the fan game gave a bad impression, people who have not played the original will most likely not buy the original game which is loss of profit for the game company. That is to say the current fan base will likely to stay fervent but it will have significant impact on the growth of the fan base (growth of potential buyers). Another fact to consider is that fan games are giving players chance to play a game that is not free. If it's a complete remake, say Chrono Trigger in 3D (Google it) they will shut it down immediately since it gives the people an opportunity to play Chrono Trigger for free. Yes, one could argue fan games could be a form of advertising, however "advertisement" a company requires is a controlled format not a random one based on "a" fan's ability to create a good game.
"If it's good, it might hype me up a bit for the game, but I don't see that as a bad thing.If I buy it and am slightly disappointed, I wouldn't return it and they still get my money "
As I said previously the loss of profit comes from limiting potential buyers.
It all comes down to ownership. Who owns the fan game? The company owns the characters, plot, themes and everything else. You are "stealing" in the most literal form, you are taking these property without a license (permission).
If I take someone's book and write 5 pages after it and change the ending and write at the end "This is a fan book" the original work is by "blah", is that not stealing someone's work?
Or even rewrite the book differently based on the same characters and concept?
How does a book differ from a video game in this case? Who knows if this book gains popularity through the fan book with the alternative ending or the rewite, only vivid point here is that the person who wrote the fan book stole from the original author and the author has no controlled advertising (whether it will have a good or bad effect) from the fan books.
0
oh... this guy is getting more crap than people posting "I'm making a AoS map for SC2" in map development forums.
Honestly creating your own models is not a good way of making maps.
You would have to spend time both on making the map and model.
If someone models and another maps, you can create a good map and refine it often.
Best route is Google. Or find a modeler.
0
It's not good for any company to allow the public to think fan based game is representation of the real product. It is because a lot of fan based games include features the real product does not have and majority fan based games gives a bad impression of the real product (face it a lot of fan games suck).
This means:
Bad Fan game = bad impression
Fan game Remake = copy + additional feature
Great fan game = additional feature, more expectation from the real product (financial feasibility cannot be met to compensate the expectation)
Square/Enix has always disapproved fan-based games and its their stance on.
Like it or not, intellectual property is a property. If you are making a map that resembles Final Fantasy to a high degree, you are "stealing" their property (non-profit map or not). So at the end of the day it is SquareE's decision whether they will allow you to use their materials or not (and they have every right to do so).