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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from Forge_User_20974461: Go

    (Pan) - I got a question that I've been trying to figure out since the beta: does anybody know how to change cliff heights mid-game (triggers, actors, abilities, etc.)?

    Changing cliff levels during run-time would require significant changes and we would only add support for this if there was a strong need for it. --

    Sad :| Ok I'll start working with your method then... years will be required to wait for blizzard :(

    Yeah, kinda sad about that.

    Anyhow, if you need some help with something just ask and I'll share some info on how I did it.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from TrenixPL: Go

    Just curious, are those custom models? If so, you know any websites that share custom models?

    As I wrote on the first page, I got the custom model from Helral. Not familiar with any website other than SC2Mapster that has any SC2 model resources.

    Posted in: Project Workplace
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    posted a message on [Request] Need help with SC2 to YouTube
    Quote from BumpInTheNight: Go

    The generic windows movie maker is actually okay for getting into video editing, its really simple which is both good and bad. Bonus is it also features a specific 'upload to youtube' option. Once you've mastered that and gotten bored of it look for some real video editing software and with those you can accomplish some great work.

    You're missing the point. What he wants is a good quality compressor that converts the humongous *.AVI files into a MPEG format which do not hamper video quality nor won't try to backstab you by resizing the width of the video.

    No need to suggest something that is out of the question.

    Posted in: Off-Topic
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    posted a message on 1.1's Reduced Limitations?!

    What are you guys talking about? We Europeans had this raise in limit for weeks.

    Posted in: General Chat
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from Forge_User_20974461: Go

    If tomorrow blizzard will patch the editor with terrain cliff height change triggers I'll start with my DK map too. Hoping those editor changes will be HUGE

    http://us.starcraft2.com/launcher/patch-notes.htm

    Nope, no terrain support as of yet. How will you tackle this obstacle or will you delay your project until Blizzard decide to implement them?

    Well, you know, you can always just use actors and use multiple deformed models to simulate terrain walls.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from TrenixPL: Go

    @redmarine: Go

    Is there some kind of timer?

    No. Whenever a worker gets asigned a task within a specific job such as claiming paths they're first check whether there are any floor available. If there are some and that particular path isn't already being claimed by another worker, if not then skip task and go to another job.

    No timer involved only methods.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from TrenixPL: Go

    @redmarine: Go

    Exactly how do you keep imps from doing the same job?

    I have an variable that makes sure that imps don't interrupt each other. Basically like a boolean. If true then don't interrupt, however, if false get the job done or die trying.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from Forge_User_20974461: Go

    If tomorrow blizzard will patch the editor with terrain cliff height change triggers I'll start with my DK map too. Hoping those editor changes will be HUGE

    Somewhat doubt it but we can always hope.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from Forge_User_20974461: Go

    Do you manage the possibility for one worker to get killed while assigned to a work? For example you order an imp to conquer a terrain square and he gets murdered or he gets blocked before reaching it. Does he get replaced by another worker?

    Well, I haven't made a code for creating new imps as of now but other imps will try to accomplish the job if one fails to do it. The code isn't done yet so I might have to do some more changes before I got a decent AI.

    Anyhow, current change log:

    • Colour changes to the tiles. Darker tiles and better blending between normal dirt walls and reenforced ones.
    • Working on making the code multiplayer compatible during the weekend. It should now be working fine.
    • Semi implemented a UI. Trying to make it a bit different using Blizzard art just to avoid copyright and intellectual property infringement by EA. Seems like Blizzard are okay with us using their stuff across games.

    That's all for now. I'll be making a new video when I got some more stuff working like building restrooms and chicken farms.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from TrenixPL: Go

    @redmarine: Go

    How did you modify the terrain? There is claimed and unclaimed land, are you using a model for your actor or is it actually changing by using the data editor?

    All tiles are actors. So when I 'destroy' a wall I simply lower it to the ground and categorize it as a floor. That way I can then order a imp to find the floor and claim it which then changes its colour.

    Yeah, I just don't use the data editor. It's my Kryptonite.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from Forge_User_20974461: Go

    @redmarine: Go

    Yep, they are ;)

    However how you should know I'm going to work on a DK mod too, Hive Keeper name sounds good. I think I'll wait blizzcon to hear if they are going to add new triggers or not (like the terrain cliff height change). I like your solution but the graphical result is not the same as using real terrain cliffs. Sure this is better then nothing but in the meanwhile I'll work on crush company that has been abandoned for 2 months :D

    Well, I tried that idea but the lack of terrain control kinda killed that option. The reason why I'm using actors is because I am able to modify the data of the actors like size, colours, and hero/glow etc.

    Let's see how your method will turn out once Blizzard decides to implement the terrain controls.

    Posted in: Project Workplace
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    posted a message on Cloak and HeroGlow
    Quote from HellGateSc2: Go

    with triggers it's impossibe i think because there is nothing like GetLocalPlayer()

    why are you not abe to make a glow and a cloak on the same unit? i think i saw it on SOTIS

    Well, I added the cloak flag on the unit and somehow I simply couldn't add hero/glow to it via triggers. It works fine without the cloak but that kinda defeats the purpose.

    Posted in: Triggers
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    posted a message on Cloak and HeroGlow

    Since I can't use cloak and hero/glow on the same actor, thinking about creating my own custom cloak without the blurr effect. However, I got no idea on how to do it. Could someone help me?

    Posted in: Triggers
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from EvilNecroid: Go

    @redmarine: Go

    Where do i download???

    Don't expect a map anytime soon. I'm not exactly in a hurry to develop the map considering that I have to prioritize more important tasks such as my school first.

    Posted in: Project Workplace
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from Forge_User_20974461: Go

    @redmarine: Go

    Action definitions ARE triggers, who talked about data editing? :D

    If you don't know what action definitions are then I suppose you used a single looping trigger that cycles each worker and assign him a job, am I correct?

    "Is the AI designed through the Data Editor or the triggers?"

    Anyhow, well, I pretty much did that. The initial plan was to simply incorporate some actions that always directed the imps to the next task after they're done but I found that while loops pretty much did the same thing.

    EDIT: Are you referring to custom actions that accept parameters.

    Posted in: Project Workplace
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