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    posted a message on Does starcraft 2 have too few heroes?

    I think hes talking about unique models that fit singular roles. IE Nova, Tosh, maybe a vulture. Things like mother ships arn't really hero units, just like Frost Wyverns are not heros. Leviathan is another, they're more like super units rather than heroes.

    Unique models are extremely limited but, and I find it frustrating when there is a model you can use and it has only a stand animation, like the placement models for protoss.

    WC3 does have ALOT more unique models with detailed animations when it comes to units. Probably 100+ more.

    Posted in: General Chat
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    posted a message on Tell me if you think this would work.

    I posted on another forum and thought of this idea. WC3 Armor style in SC2. Apparently it hasn't been done to work 100% the same.

    //quote

    Afaik, the way the behaviors as a damage response work now, it does heal after you take damage. I setup a trigger to calc data to the numbers on the screen.

    Without buff damage was doing 50 damage and taking 50 damage.

    With the buff 50% damage response fraction it was saying I was doing 50 damage and only taking 25 damage.

    Probably because it calculated the damage taken first before the behavior has a chance to react. Thus, if a unit takes damage thats fatal it wont be reduced.

    So I thought that maybe I could maybe down the road try doing this. Tell me if you'd think this would work.
    Instead of it having a damage response, it could give a buff of HP based on the % of armor you have. So, if you have 100HP and 15% armor reduction you'd have 115 HP. Recreate the UI to show -% Armor Reduction to make it appear as if its damage reduction. Now you tack on another buff that increases spell damage taken by the % of armor reduction to scale with the HP, so it strictly effects ranged/melee damage/splash damage.

    Problem is that if you get a debuff or buff that is like 5% more hp. I won't truly be 5% HP.
    So, maybe use shields instead of HP, this would separate the two. Shields would become armor reduction for a unit.

    But, the problem there, is that if a unit takes damage the UI won't show life being taken, only shields. So, I would have to split the damage to shields based on the percent somehow. But, I don't think thats possible without some heavy heavy triggers.

    Posted in: Miscellaneous Development
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    posted a message on Presenting: The Fractalisk (1000x more epic than the Uberlisk)

    @progammer: Go

    lol gay archon...

    I hope thats not their target audience lol

    Posted in: General Chat
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    posted a message on Presenting: The Fractalisk (1000x more epic than the Uberlisk)

    Gosh darn mortal kombat dude... I hated that guy lol

    Posted in: General Chat
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    posted a message on Need help with items

    I am about half way done to releasing my map, and I started working on items today. But, I have one problem. Pickup ability just requires a unit to walk over an item to pick it up.

    I want to beable to pick up items only by right clicking them. Is this possible? Trying to make a temporary powerup.

    I tried searching and couldn't find anything.

    Posted in: Miscellaneous Development
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    posted a message on Keeping unit orders after behavior change?

    Havent worked with redirect ability much, but, most likely thats what you want. I would have the behavior initially cast an isssue order effect to redirect.

    Another route you can use is have a dummy ability with dummy levels and have the unit use the ability after the buff is up like above. However, specify in triggers based on what level the ability is where its going to go using the trigger based on its current level everytime the ability is used. Have regions change the levels of the ability.

    If you still dont understand, try looking at the stimpack ability.

    Posted in: Data
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    posted a message on Morphing + Attribute => life and energy reset

    Hmm there has to be a way since morphing works fine on other units.

    Work around I guess would be using modelswap in actors

    Posted in: Data
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    posted a message on Creating Attack Animations

    assuming you want to update animation upon walking.

    Goto the main actor of the unit go into events,

    right click add event,

    msg type update movement, Source Name, any(stays the same) Sub Name *walk.

    Then do animation clear except, pick anything

    It would be much easier if the animation was played in actors.

    Ability."ability used".source start cast Animation Play, attack

    Movementupdate.*Walk

    Animation clear attack

    Posted in: Data
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    posted a message on Realistic scale

    absolutely, people are more prone to relate to something they can visual accept as reality. Similar to how you can understand, I wnat to be a dnisouar drunig teh jrursaic peirod.

    Posted in: Data
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    posted a message on How to make spine crawler attack animation faster?

    Tried setting the model animation speed in models? Set it to like 2.0 instead of 1.0 and it will double animation speed.

    Don't know if this works or not because I haven't worked with tentacles yet.

    Posted in: Data
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    posted a message on Warning to those using Firefox while editing

    Because when SC2 was locked up, I ended plugin container. SC2 became unstuck but crashed shortly after as a result.

    Its just a hunch, program is horrible. Whenever Plugincontainer does crash, it always seems to effect other programs.

    Posted in: General Chat
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    posted a message on Warning to those using Firefox while editing

    You know that gosh darn failure of a program plugincontainer.exe they installed in the 3.6 firefox.

    Well somehow it effected the sc2 editor, my computer was idle and I set it to save and shutdown sc2.exe Ended up stalling and crashing the editor.

    Didn't lose anything but, still I might in the future. I run noscript too btw.

    Posted in: General Chat
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    posted a message on SotIS Unlocked

    shame riley was the best poster on this forum

    Posted in: General Chat
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    posted a message on [Data] Customized Movers (Advanced Difficulty)

    @ProzaicMuze: Go

    Hey awesome guide, but, what if I wanted to make it bounce up and down? Would I have to do that in effects and apply it to the missile? Or, can I do this as a mover?

    Posted in: Tutorials
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    posted a message on Effect Instant, want offset from source

    @Kueken531: Go

    Its just a placeholder missile atm, I use this missile on other effect -target abilities.

    Posted in: Data
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