• 0

    posted a message on doodad rotation

    have an actor site rotation for the unit

    Posted in: Data
  • 0

    posted a message on [Actor] Firebat flames sometimes do not show up

    You could try loading the model somewhere outside the map and instantly destroying it at the start of the map.

    Posted in: Data
  • 0

    posted a message on Why isn't this working(Field Value)

    Nvm I figured it out

    CatalogFieldValueGet(c_gameCatalogActor, ("PrisonZealot"), "Wireframe.Image[0]", c_playerAny)

    Posted in: Triggers
  • 0

    posted a message on Why isn't this working(Field Value)

    - <CActorUnit id="PrisonZealot">
    <UnitIcon value="Assets\Textures\wireframe-critter-dog.dds" />
    - <Wireframe>
    <Image index="0" value="Assets\Textures\wireframe-critter-dog.dds" />
    </Wireframe>
    </CActorUnit>
    </Catalog>

    Trying to find the field value of its wireframe for catalogfieldvalueget.

    Is it Wireframe[0].Vale or Wireframe.Value so frustrating not knowing how things work

    Posted in: Triggers
  • 0

    posted a message on If everything in SC2 uses galaxy,

    Does that mean there is a script for the UI somewhere? That we could basically copy paste it?

    Posted in: General Chat
  • 0

    posted a message on Damage type condition

    Ok I figured out a way to do this, and what I did wrong. EventUnitDamage need the parentheses ().

    For condition value. In map int trigger, Set variable. Entry as parent damage effect kind, CEffectDamage. Which is spell. Then use this variable as the condition value. I named the global variable DamageTypeSpell.

    SetVariable(damageTypeSpell, (CatalogFieldValueGet(c_gameCatalogEffect, "CEffectDamage", "Kind", c_playerAny)))

    Condition

    Not
    Comparison((CatalogFieldValueGet(c_gameCatalogEffect, (StringToText2(EventUnitDamageEffect())), "Kind", (UnitGetOwner((EventUnitDamageSourceUnit()))))), ==, damageTypeSpell)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Damage type condition

    @Rushhour: Go

    Wow how did you find that out... hmm... is there a list of strings for catalogs anywhere?

    Ya, I still can't get this to work, the value of comparison.

    http://img819.imageshack.us/img819/1322/13835009.jpg

    Posted in: Miscellaneous Development
  • 0

    posted a message on Bonus damage on weapon problem

    @s3rius: Go

    You can state in behaviors if damage is scaled or unscaled, would just be better if we could see it whats scaled and whats not.

    Scaled is like
    +10 damage
    Scaled: (10+10)+10%
    Unscaled:(10+10%)+10

    Posted in: Data
  • 0

    posted a message on Just another DotA Map...
    Quote:

    Point taken, i never looked at it that way before, ive always pictured it as if theirs a tree, there is grass below it.
    In that case, the ones on the bottom half of the map look ok, the ones on the volcanic side dont go very well, i would of gone with Mar Sara Dead or Char. :)

    Ya, I tinted them green because color blind people wouldn't beable to see the trees themselves. I have to think about something. I may end up going with just rocks/brush instead of trees up top.

    Quote from EternalWraith: Go

    Looks good. Im very much a fan of the AoS/Dota genre. So Im always excited when "another Dota map" pops up;p. Your OP indicates that you have a good idea on where you want to take this map. Thats great, and remember to always focus on the immersion aspect!.

    Estimate release date, and which server?

    Good luck!

    Um, Based on how things are going, I expect an alpha/beta by dec 12 at the latest. Honestly depends how how smoothly the UI goes. UI is easy to make but hard to find what you want. I have almost everything in bones right now except the UI, which is getting made over.

    Posted in: Project Workplace
  • 0

    posted a message on Just another DotA Map...
    Quote from fokk: Go

    @PSGMud: Go

    Fair enough, 1 more thing, i didnt quite understand the last part of your post, would you explain what you mean?

    As far as your screen shots are concerned, i like them, the texture work is nice and the fossils look pretty cool, one thing i do disagree on is the trees, for me, trees as healthy as those (aiur i believe) wouldnt grow from dirt/sand, thats just me, i know nothing about trees, maybe they would but it just doesnt look quite right.

    Do they look out of place, is that it? Or is it they seem to clash? I saw trees grow in sand all the time. Was shooting for an ancient middle eastern/EasternCanada land made of white sandstone with little to no trace of intelligent life. Also maybe the images are not clear enough but, all the trees grow in a dirt texture.

    http://img225.imageshack.us/img225/8114/87asand20dunenile0061.jpg

    Posted in: Project Workplace
  • 0

    posted a message on Just another DotA Map...
    Quote:

    Quite interesting. I really am a fan of the Dota maps, even though i didnt play the WC3 Dota much, you can say i like the idea of it more than i actually like it. In my honest opinion there can never be enough Dota maps, all are interesting providing they are unique. A few things you need to consider is, whats going to make your map different (in terms of game play mechanics and player interaction) from other maps that dominate the Dota scene (and not just WC3 and SC2 maps) and how will yours be superior to them, how will you attract an audience to play your map regularly when there are plenty of good Dota remakes out there, and with Blizzard announcing their Dota map as well as Valve, you might have to introduce something to the genre that people have never seen before. I really dont think a straight forward Dota map similar to the one you have just described will be able to gain as much attention as the original or any of its successful remakes.

    Different? Alot of things, I really can't go into detail, but the aesthetics will be completely turned around. Point of this thread was just to show a few screen shots of the landscape so I can get a feel of what others think, about just that.

    Not really worried about competition, that kind of thing is secondary. All good things take time, and players will eventually flock to the better design, immersion and entertainment value. Not to put down Blizzard either, they're very good at what they do... But, I and most people just have a gut feeling its not taken seriously, and it isn't otherwise we'd have a reworked engine just for DotA.

    Posted in: Project Workplace
  • 0

    posted a message on Damage type condition

    Trying to verify damage type via condition, you know like range, melee, splash. I can't figure this out and did search found nothing.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Just another DotA Map...

    @iiequalsexpipi: Go

    hurray!

    Ya, sorry, I don't really browse this forum enough to know that :X

    Posted in: Project Workplace
  • 0

    posted a message on Just another DotA Map...

    Hey guys, this isn't about Blizzard's DotA. I just wanted to share a few screen shots from a DotA style map I am creating from scratch. I've been working hard for a few months recreating the SC2 engine to fit the DotA community needs. I don't have a name for it yet, probably won't start thinking about it until I start on beta.

    Some text below talking about what I am doing. Mainly just posting this now to see what you guys think of the few pictures I've posted. Any comments or criticism is welcomed.

    useless text below

    Since I am out of college I want to pursue a hobby and I think this would be a really fun thing to do. I am not discouraged at all by the new DotA style games coming out either.

    My goal is to present to the community a solid alternative to DotA. One that will be slightly more competitive oriented, yet more merciful to new players by giving alternative roles. I want players to never feel they don't have a chance winning because of the lineup, and I want all heroes to be diverse in multiple role choices. I don't want players to feel like they have become taken out of the game, that it would just be more economical to sit at the fountain. I want to encourage more teamwork oriented abilities that will revolutionize gameplay.

    Among many other things. I will eventually make a youtube blog of what I am working on, reasons why I am doing them, it can be very interesting to some.

    The terrain is about 80% complete and I spent only a couple days on it. Most of the time, I've been trying to calculate certain figures, and other things coding related. I only have a couple things left globally to finish before I can start working on the UI to release alpha. Its one thing to make something look great, but, its another thing to work around the editor so it doesn't lag everyone to death. :ninja:

    Graphically, I am not a pussy and I don't like rainbows or cartoonish girls with dolls(LoL). So, you won't see any of that. What you will see is the gritty side of SC2. An intellectual side, with SCIENCE! Terrain is basically fossil, ancient land themed on the purifiers side, and on the other side is a transforming volcanic infestation theme.

    There are currently 5 heros in the game right now. I will give a brief description of each.

    Ful'gore: A cybernetic assassin, used to penetrate areas of max security. The need arose for the clan to build it came when technology was able to detect psi presences. Ful'gore is themed with lasers and teleportation.

    Cyroid:Rival clan version of the cybernetic assassin, designed to hunt down other cybernetic organisms. Uses diffraction of light as a means of attack, as well as timed bombs.

    Terra: A mentally-enslaved Imperial super-soldier gifted with devastating psi ability.

    FireBat(no name):A soldier fighting for its life, utilizes thermobaric weaponry, and smoke grenades.

    Lurker(no name): A breed of lurkers that developed psi strands of genetic code. Utilizes ground beneath them as a form of attack.

    http://img.photobucket.com/albums/v650/PGhomes/CopyofTerrain002.jpg

    http://img.photobucket.com/albums/v650/PGhomes/CopyofScreenshot2010-10-2823_20_59.jpg

    http://img.photobucket.com/albums/v650/PGhomes/Screenshot2010-10-2823_11_14.jpg

    http://img.photobucket.com/albums/v650/PGhomes/CopyofScreenshot2010-10-2823_19_21.jpg

    http://img.photobucket.com/albums/v650/PGhomes/CopyofScreenshot2010-10-2823_19_25.jpg

    http://img.photobucket.com/albums/v650/PGhomes/CopyofScreenshot2010-10-2823_19_35.jpg

    http://img.photobucket.com/albums/v650/PGhomes/CopyofScreenshot2010-10-2823_27_11.jpg

    http://img.photobucket.com/albums/v650/PGhomes/CopyofScreenshot2010-10-2823_27_56.jpg

    Bones of the UI, I made back a month ago. You click a hero portrait and it turns red. Hero is selected.
    http://img.photobucket.com/albums/v650/PGhomes/Screenshot2010-10-2823_48_56.jpg

    Posted in: Project Workplace
  • 0

    posted a message on Show abilities to all, like passives.

    Anyone know how to do this, passive abilities will show to all players currently.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.