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    posted a message on Dependency of WoW and WC units and other assets?

    Honestly, Blizzard should of started adding WoW models to the SC2 editor some time ago. Even if they only add 1 or 2 models per week, at least over time we would eventually have a large list of Medieval type art assets.

    Many people prefer the medieval fantasy genre for maps far more than the Sci-fi. Let's face it, calling a marine an archer doesn't have the same flare.

    Cmon Blizzard, stop being lazy!

    Posted in: Data
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    posted a message on (Solved) A Validator question and Baneling question

    Bane ling roll answer here: [http://www.sc2mapster.com/forums/development/data/51398-rolling-animation-de-banelings/]

    Volatile Burst: (Basic) UI: Equipment Array+ Removed it from here.

    Ugh just delete this thread it's a total embarrassment lol

    Posted in: Data
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    posted a message on (Solved) A Validator question and Baneling question

    Solved Validator Question: The issue was Search filter needed "Player" selected, even though they are were AI controlled units (?not sure why?). And the Validator: Unit+ needed to be set to Target.

    Posted in: Data
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    posted a message on (Solved) A Validator question and Baneling question

    Hi all,

    Validator Question: I have a unit with an aura that boosts damage. The Aura works fine but I am trying to add a validator so that it only applies to a single type of Unit, lets call the unit "monster". I made a Unit-type Validator and put it on the temporary behavior that buffs damage in the Behavior: Validators (Remove)+ area. The buff is not showing up on the "Monster" or any other units for that matter.

    -What would the Source type be? Target? Caster? Is this even the right place to put the validator? How do I make this work?

    Baneling Question: I created an enemy that uses the Banelings model but uses a melee attack (like zergling claws). How do I get the Baneling to play the rolling animation instead of the regular walking one?

    Also, Volatile Burst still shows up as a Weapon on the unit even though it and all Baneling behaviors have been removed. How can I remove this?

    Thanks a ton for any Help. Pretty newb questions, I know.

    -RJA

    Posted in: Data
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    posted a message on (Solved) Several Small Issues
    Quote from nytemare3701: Go

    @RockJohnAxe: Go When you solve things, would you mind posting your solution so others can use them if they find this thread?

    The Tint is an option you must add in the Actors Event+ section. Add it when it does Actor Create on Birth to permanently tint the unit.

    @Kueken531: Thanks a ton bro.

    2: Love you forever

    3: Confirmed, works (was at work couldnt test).

    4: Amazing! This is great, gives you the ability to see if an ally is moving out of range for an AOE heal or what ever, giving time to cancel it.

    5: I will have to do more research of Cast Bars. I find very little about it around.

    6: It is ok, I found an alternate method. I just made the Aura boost the same stats that the Attribute would of boosted.

    @ElWArmachine: I will take a look, but i found a work around that provides the same bonus I wanted to achieve. Thanks though.

    <<THIS CAN BE MARKED AS SOLVED>>

    Posted in: Data
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    posted a message on (Solved) Several Small Issues

    Hi Guys, I'll dive right into it.

    1) Tinting a Unit. <<SOLVED>> (In the Unit's Actor Event+, there is an option for tinting a unit on create.)

    2) Shield Actors. If I give shields to say a zergling, an error message pops up when he takes shield damage talking about CActor Shield or something. How can I give him a Shield Actor so I can remove these Error messages.

    3) AOE Launch Effects. If I do a Search Area effect that does a Launch Missile effect, will the Launch missile apply to all units in the Search area?

    4) I have an ability with a 3 second Preparation time. How can I make the Range Circle appear but only during the Preparation Phase,

    5) Cast Bars. Using the Ability from #4, when he is doing the Preparation Phase it shows the Cast Bar on the Unit. How can I make this appear above the Unit so all players (Friend and foe) can see it.

    6) Aura Buff. I have a Hero with Attributes who has an Aura that increases one of the Attributes. Currently the game only lets me use Flat Values (so like +10 Strength for example). Is it possible to make the Aura give a Percent increase to the Attribute? Like +10% Strength.

    Thanks a Ton for any Help Guys. -RJA

    Posted in: Data
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    posted a message on (Solved) Hero won't gain XP.
    Quote from jwh741: Go

    You may want to check out the triggers and disable the melee initialization ones. The XP % gained from Kills may also need to be turned to 1 if it is at 0 (in the veterancy behavior).

    Thank you so much. It was the melee initialization triggers that was stopping the Experience gains. Now that i removed them the XP is working properly. -RJA

    <<SOLVED>>

    Posted in: Data
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    posted a message on (Solved) Hero won't gain XP.

    <<SOLVED>>

    Hi, I created a Veterancy Behavior and 4 Attributes. I defined the XP Needed to level. (0 for lvl 1, 10 for lvl 2, 20 for lvl 3 etc.) I made sure the units being killed have Kill Experience 5.

    But for some reason when the Unit kills enemies, the XP is not being gained. I have followed several different tutorials, I understand the concept, but for some reason the Unit just won't gain XP and level up.

    Is there some subtle value I am missing?

    Thanks for any help. -RJA

    Posted in: Data
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    posted a message on Using Sprites for models.

    And is there anything i Need todo to the sprite aside from save it as .tga that i need todo to get it too show up properly. I assume I keep an alpha channel as the background.

    Also I was wondering about the naming schemes. He names them planning a WASD movement in mind and I don't want that. I just want the sprite facing the screen playing maybe a standing animation. If it moves it plays a movement animation, if it attacks it plays an attack animation. This isn't really covered in his engine tutorial there.

    I also don't understand some of his numbering scheme when doing the triggers. Are these arbitrary numbers or specific that the game needs. How does the game know when to play an attacking animation.

    I need some additional information about this, please anyone shed some light.

    Thanks.

    Posted in: Artist Tavern
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    posted a message on Using Sprites for models.

    @RazernokGaming: Go

    Got a couple additional questions. After reading that sprite engine.

    It says you can only have 128 active sprites at a time. If a unit dies does it remove the sprite or do i have to specifically program it. Also are there any limitations to pixel size for the Sprite?

    Posted in: Artist Tavern
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    posted a message on Using Sprites for models.

    @RazernokGaming: Go

    I found that using the search, but he seems to be programming them with a WASD movement in mind. I will have to read it more in depth I guess because i only skimmed it earlier. (At work atm)

    Posted in: Artist Tavern
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    posted a message on Using Sprites for models.

    Hi,

    I am fairly newb with the editor but I am working on a Turret Defense type of map and would like to import some of my own custom made Sprites as the models for the towers. I don't want WASD movement or even different directional facing. Each unit's Sprite would basically be facing the screen (for all animations).

    The Units would have 4-5 animations: Standing, Moving, Attacking and Death. (Possible a Special one for spells.)

    My Questions are: - Is it fairly easy to import sprites to be used by the game? - How do i tell the game how to display the proper sprites? - If I do manage to get the Units to use Sprites can they still be moved around like normal when you select them (mouse click movement)? - Does anyone know a good tutorial for adding the sprites to the game, or can anyone explain the basics of the process of adding them?

    Thank you for any assitance with this, I really appreciate any help.

    -RJA

    Posted in: Artist Tavern
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    posted a message on How do I make an upgrade to affect specific unit instead of global?

    @JimStarluck: Go

    I have a map i am working on with a bunch of units. Each unit has 8 upgrades on them that only effect that one unit. The way i do it is, I make a 2 behaviors that use the same button. One behavior costs 40 minerals and the second behavior applies the stat bonuses with a requirement of the previous behavior.

    Then on the command card i put the 40 mineral behavior ontop of the stat bonus one. So basically, when you click on the first button and spend the 40 minerals it removes the first button revealing and activating the second behavior. Since both behaviors have the same button the text doesn't change. So to the user it seems like they just spent 40 minerals and gained the stat bonuses.

    I'm not that good with the editor but this has been working great for me. It allows the bonus to only effect the single unit you purchased it on. So even if you have 20 of the same unit, you will have to buy them individual upgrades.

    Posted in: Data
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    posted a message on [Dungeon Wars] - Out of Beta, Video Included

    ya dude that map is called Hive Keeper.

    and this map no matter how neat or what ever it is, will never live up too Hive Keeper!

    I mean, hes programming the friggin AI!! and room building... omg im drooling thinking about it.

    Edit: more on topic about this map, i dont like how much the game play differs from real Dungeon keeper. Not even a Dungeon Heart? So far im saddened.

    Posted in: Map Feedback
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    Amazing video!! I love this!! I cant wait till this is done!!

    Posted in: Project Workplace
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