@gamfvr: Go
Then rrowland's tutorial isn't so lonely anymore. xD
There must be a way to detect model collision... multiple bounding cylinders is the best i've seen thus far.
Projectiles for grenades are doable in data, but it won't have the same feel as throwing it yourself into the air in TPS/FPS view.
A solution i came up with in beta, was a simulated-physics projectile (doable in galaxy script or triggers). But has a lot of limitations in terms of movement precision, and the lack of angle adjustments to the model. If there's a demand for it, i could write up a tutorial.
I'm just gonna go right out and say it "No amount of tweaking the popularity will ever make everyone satisfied with it".
Don't they have a "newly uploaded" filter? That needs to get more exposure, then more people will start using that to give the new maps a chance to move up.
Seems to me that the angle hes trying to work here is DBZ styled SC2. I think you definitely need to find a way to incorporate camera work into this, wheres that signature camera panning from head-to-toe or toe-to-head that DBZ uses. It just aint the same!
I think the firebat is the closest thing to a unit that has its arms in front of him for a blast, good choice. Archon would also work, but too flashy to use as a main character, better for a powered up boss. Some other units would be medic and tassadar.
The super saiyan powering up could use some earth shaking goodness too, like a pushback effect and camera movement.
Great work so far, especially the large assortment of actual usable skills. I could help you color the Firebat textures in a way that makes him look more goku-like, if you want. Or other units to make them less situational based.
lol, i assumed it was visually disgusting, since it was vomit inducing for you. I just watched the demon hunter revealing, and it really was horrendous. Looked like they tried to take WoW and make it darker looking.
Feels like they're forsaking the people that have played their games all this time, just to market all their newest games to their WoW players. So saddening...
For those that wanna blame Activision, i do believe there is good reason to hold them responsible.
But to be more exact, its the merging of Activision and Vivendi that made Blizzard what it is today. Everyone and every project must look "useful" or you'll get scrapped for something more profitable. Business is business, i think blizzard was forced to drop quality on everything to boost revenue and insure their own survival. I blame the bad economy.
In case you wanted to know what the problem was. If you take a look at Effects -> Brood Lord - Broodling Escort Impact, it has an effect that "Removes" the initial flying broodling to be replaced by the new ground walking broodling unit. Removing a unit is still considered a unit dies event.
you just wanna check if its a marine coming out of the barracks right? Triggering progress unit is what you want. And also you wanna compare the "unit type" not the actual unit itself.
Events
Unit - Any Unit training progress is Completed
Conditions
(Unit type of (Triggering progress unit)) == Marine
Actions
[whatever you wanna do]
How does it "not work", are you have compile errors? Is it compiling but not doing what you intended to do? Which is it?
The code you wrote is fine, aside from the fact that you should probably +1, instead of -1. The reason being that you want any broodlings that spawn to be counted as additional units into the global # of units, so that when they do die off, they'll be subtracted again. What your code is doing now, is every time the condition is fulfilled you subtract 1 from the unit count, and then you'll probably subtract 1 again when the broodling dies like any other unit (so -2 all together for every broodling that appears).
If you're having compiling problems, it depends on your method of injecting the code into your map. Are you using MPG Editor to import? or are you using the custom script workaround?
No need to overreact, that looks to be just an early outline of the cinematic. Something to show Blizz to see if they're going in the right direction.
Obviously, most of it will probably be completely scrapped and redone, and the rendering job will be done at a much higher level that requires longer processing times. There aren't even any particles or shadows in there. It's just a moving storyboard.
You need to trust that they know what they're doing in the cinematics department. Because Wings of Liberty already shown us the "standard" level of quality in their main cinematics, and it ain't too shabby.
Some might call that "ruining the game", but those same people have complained about every single multiplayer game in existence that allows teamplay with people using vent.
boolmain(){intletterX;intletterY;letterX=225;letterY=412;UIDisplayMessage(PlayerGroupAll(),c_messageAreaSubtitle,(StringToText("The square root of ")+IntToText(letterX)+StringToText(" is ")+IntToText(SquareRootI(IntToFixed(letterX)))+StringToText(".")));UIDisplayMessage(PlayerGroupAll(),c_messageAreaSubtitle,(StringToText("The square root of ")+IntToText(letterY)+StringToText(" is ")+IntToText(SquareRootI(IntToFixed(letterY)))+StringToText(".")));returntrue;}
Looks virtually the same eh? Major difference is Galaxy is stingy, and java is spoiling. Boolean function, cuz i'd rather not import with MPQeditor.
0
@gamfvr: Go Then rrowland's tutorial isn't so lonely anymore. xD
There must be a way to detect model collision... multiple bounding cylinders is the best i've seen thus far.
Projectiles for grenades are doable in data, but it won't have the same feel as throwing it yourself into the air in TPS/FPS view.
A solution i came up with in beta, was a simulated-physics projectile (doable in galaxy script or triggers). But has a lot of limitations in terms of movement precision, and the lack of angle adjustments to the model. If there's a demand for it, i could write up a tutorial.
0
I'm just gonna go right out and say it "No amount of tweaking the popularity will ever make everyone satisfied with it".
Don't they have a "newly uploaded" filter? That needs to get more exposure, then more people will start using that to give the new maps a chance to move up.
0
@Lonami: Go
hey this aint 4chan! Resize those images!
0
@Upcios: Go
wow... first time i've seen a map this polished. Well done. Worthy of being featured, unlike the usual featured maps.
0
@zenx1: Go
kueken, you got tough standards, lol.
Seems to me that the angle hes trying to work here is DBZ styled SC2. I think you definitely need to find a way to incorporate camera work into this, wheres that signature camera panning from head-to-toe or toe-to-head that DBZ uses. It just aint the same!
I think the firebat is the closest thing to a unit that has its arms in front of him for a blast, good choice. Archon would also work, but too flashy to use as a main character, better for a powered up boss. Some other units would be medic and tassadar.
The super saiyan powering up could use some earth shaking goodness too, like a pushback effect and camera movement.
Great work so far, especially the large assortment of actual usable skills. I could help you color the Firebat textures in a way that makes him look more goku-like, if you want. Or other units to make them less situational based.
0
@maverck: Go
lol, i assumed it was visually disgusting, since it was vomit inducing for you. I just watched the demon hunter revealing, and it really was horrendous. Looked like they tried to take WoW and make it darker looking.
Feels like they're forsaking the people that have played their games all this time, just to market all their newest games to their WoW players. So saddening...
For those that wanna blame Activision, i do believe there is good reason to hold them responsible.
But to be more exact, its the merging of Activision and Vivendi that made Blizzard what it is today. Everyone and every project must look "useful" or you'll get scrapped for something more profitable. Business is business, i think blizzard was forced to drop quality on everything to boost revenue and insure their own survival. I blame the bad economy.
0
Apparently after looking at what you're trying to do, i was WAY offtopic before... lol, but i got your solution for ya.
Under your "Kill Counter" trigger
add the following Conditions:
That should solve your problem.
In case you wanted to know what the problem was. If you take a look at Effects -> Brood Lord - Broodling Escort Impact, it has an effect that "Removes" the initial flying broodling to be replaced by the new ground walking broodling unit. Removing a unit is still considered a unit dies event.
0
@SouLCarveRR: Go Come to any conclusions from your testing?
@OneTwoSC: Go Would definitely suck without refunding resource.
0
@kenxftw: Go
you just wanna check if its a marine coming out of the barracks right? Triggering progress unit is what you want. And also you wanna compare the "unit type" not the actual unit itself.
Events
Unit - Any Unit training progress is Completed
Conditions
(Unit type of (Triggering progress unit)) == Marine
Actions
[whatever you wanna do]
0
@stinkfire: Go
How does it "not work", are you have compile errors? Is it compiling but not doing what you intended to do? Which is it?
The code you wrote is fine, aside from the fact that you should probably +1, instead of -1. The reason being that you want any broodlings that spawn to be counted as additional units into the global # of units, so that when they do die off, they'll be subtracted again. What your code is doing now, is every time the condition is fulfilled you subtract 1 from the unit count, and then you'll probably subtract 1 again when the broodling dies like any other unit (so -2 all together for every broodling that appears).
If you're having compiling problems, it depends on your method of injecting the code into your map. Are you using MPG Editor to import? or are you using the custom script workaround?
0
@SouLCarveRR: Go
Based on the naming scheme, my blind guess would be the pathing distance a unit would have to take to cross between two points.
You could easily just run a test that keeps outputting "pathing cost" as you fill up a gap with towers, if you're determined to find out.
0
@maverck: Go
No need to overreact, that looks to be just an early outline of the cinematic. Something to show Blizz to see if they're going in the right direction.
Obviously, most of it will probably be completely scrapped and redone, and the rendering job will be done at a much higher level that requires longer processing times. There aren't even any particles or shadows in there. It's just a moving storyboard.
You need to trust that they know what they're doing in the cinematics department. Because Wings of Liberty already shown us the "standard" level of quality in their main cinematics, and it ain't too shabby.
0
@TheAhlias: Go
Some might call that "ruining the game", but those same people have complained about every single multiplayer game in existence that allows teamplay with people using vent.
0
@DirectorOfTheUED: Go
Java originated from Sun Microsystems. But good resource, Oracle acquired Sun, which is why they offer support for java.
0
@SouLCarveRR: Go Comin' right up.
Looks virtually the same eh? Major difference is Galaxy is stingy, and java is spoiling. Boolean function, cuz i'd rather not import with MPQeditor.