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    posted a message on Evasion Actor Notice

    im not quite sure how you set yours up....

    I set mine through a damage response on a buff, with a %chance with a modification of 0 damage (can specify type) and a blank dummy effect applied. then i made a text tag actor with event effect.nameddummyeffect.start->create and it creates the text tag upon activating nicely.

    i guess what I'm getting at is that i used the actual evasion buff itself to activate the text tag actor, i don't see a use for a dummy behavior, just a dummy effect.

    Posted in: Data
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    posted a message on I need an ability.

    Hey I did this with a map I'm working on. I used a bit of a complex version because I wanted to use tentacles but ill explain what i did as the core guts to achieve what you want, actor wise you'll have to mod it to look how you want if you want to use a tentacle etc.....

    Ability - target type create persistent

    persistent initial effect add buff to target unit (make persistent last as long as your ability or last forever with a destroy persistent at the end, your choice)

    on buff that was added to target unit from the persistent; regular periodic effect with periodic duration of .1, modification of minimum speed =12 (something high so they are pulled fast or slow depending on what speed you want) and initial/periodic effect of an effect (apply force)

    effect apply force; amount 1 Im at work so i can't look up the field, but one of the target fields is defaulted "Target" and the other is "effect - persistent effect name from above - source unit"

    then add a validator on the force effect with the distance marker for how you want to only pull when at a certain range. Also if you use the destroy persistent way then you'd need to put the destroy persistent in the expire field of the buff applied to the target. I think its best to use a set time duration on the persistent in this case.

    anyways it sounds like you're trying for the exact spell i made, hit me back with any questions

    Posted in: General Chat
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    posted a message on local selection validator difficulty

    Thanks for the reply / idea

    Ive tried using the enumerate, with target filters to exclude player, self, and allies, search as greather than or equal to 1 count, with search as 360 arc, -1 count,search radius of 1 . Ive then tried using this as both event validator types unit and player type. And no such luck.....

    Is there a reason you suggested trying it? Am I missing something?

    (I've tried playing with random fields such as launch location / target in validator as source point, target point, etc....)

    Why did you suggest to use an enumerate validator? Just another idea to try or what do you know about it that pertains to this situation?

    Posted in: Data
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    posted a message on local selection validator difficulty

    Under the events action of an actor, I am using the event;

    selectionlocalupdate. XXunittype . start >create

    Basically, when the player selects a unit it displays the actor, I'm using a splat type actor. Kind of like when you select a seige tank in siege mode you see the ring around the tank with the range. All works splendidly until i use a validator term in the event.

    I've tried both validateunit and validateplayer types and none of them seem to work. Im trying to make it only fire when you select an enemy unit, and not fire when its yours or your allied units.

    Some tests I've tried; It seems the validator always defaults to you and not a 'target' (or source etc.....) when doing playertype. and for unit it seems it always acts as 'no unit' is the unit no matter what i change the validatde:unit or validate: other unit fields. Just thinking about the logic when I've tried 'cloaked' 'enemy' 'heroic' etc.. as testers. So I'm not sure if we can link validators with these particular local fields.

    I've used validators in events under actors plenty of times and usually works without a hitch, but when using the selectionlocalupdate event it seems to break the linking coorelation. Part of me thinks, well maybe the local essence of the event makes it act differently as to not trigger network traffic etc..... So maybe thats why it's broke, but even then it should work with just verifying YOUR unit. But no.....

    So I feel like I've tried any combination I can think to to attempt to control when that selectionlocalupdate event fires through use of a validator but I can not seem to manage it. Anyone else ever tried this or have any insight??

    Posted in: Data
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    posted a message on Is SC2 Mapster Dying?

    I don't think it's dying.....

    Theres a lot of information on here from previous threads and the wiki that a lot of my time on here is spent looking at old stuff for insight, checking the new posts of the day takes all of 1 minute. So maybe since most of the information is already here buried in the previous posts we don't seem as active due to fewer new threads?? This is the best / most active sc2 modder community I've come across by far, sometimes i get bored and look to see what else is going on in the sc2mappers world.... and it ain't much IMO.

    Posted in: General Chat
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    posted a message on Looking for a partner or 2

    Hi, I have used the editor a fiar bit in the past and do not NEED a partner for the map. It would be nice to have some other input / creative help.

    I am hoping for people good at; 1) loading screens 2) dialogs (dont need many, but have to look polished, and I can do this on my own, just not tons of experience myself) 3)Terrainer (the terrain is mostly done, but would be open to changing / adding all sorts of stuff)

    That being said the game is already 80%+ done.

    BASIC GAME OVERVIEW; You all start as changelings and each round the idea is to kill the other changelings. You can morph into a variety of units (can morph continuously throughout the game on the fly) to try to counter your opponents. You level up each round as you kill improving your changeling.

    Some specifics already in place;

    • Things such as certain enemies or a 'cloak' effect makes you invisible to enemies, but if you are in their line of vision, they can barely see you.
    • effects are all rpetty polished off, from looks, sounds, efftects etc... (example - a stampede ability makes your guy charge the enemey knocking everyone out of the way slightly damaging them until you ram your target) Keep in mind it all works very well, such as distance, obstacles etc.... (If it doesn't work well AND look / feel good it needs to be changed)
    • some other minor details such as when you get hit your guy blips red and blood splatters pretty profusely
    • the abilities are meant to be fun, strategic, and humorous, such as a simple buff ability from a female zerg is called 'menstration' etc...
    • looking for an 'arcade' style gameplay, fast and fun, not really a 2+ hour game

    There is so much more to see what has been done already, I'm not going to mention it all. Hopefully this gives you an overview of where this is going. I would enjoy anyone that can help, specifically in need of the above mentioned items, but really any 2nd input would be great on just about everything.

    • ALSO, I'd prefer someone who has access to ventrilo or something as certain topics may need a bit of discussion / when we test it it would be good to have voice chat, not necessarrily ventrilo initially, but in the end, itd be nice.

    THANKS!

    Heres a link to a youtube channel with some vids from a game i was making during the sc2beta way back to show you a bit of my work style; CLICK HERE

    Posted in: Team Recruitment
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    posted a message on Terrain, need opinion.

    My only input based off what you've got thus far would be to maybe try to change the cliff type look for where its stone / stone (grey areas) vs the brown / dirt areas.

    Ex) first pic, bot left has a 'stone' area, maybe use some stone / grey doodads to try to hide / fake the cliff type to make it look like its more seamless with the texture around it. I always enjoy a survival map and hope you finish it!

    Posted in: Terrain
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    posted a message on Terrain show / help

    @DrSuperEvil: Go

    ahhh... hah yeah. thats terrain not done, i've kinda ran outta ideas to add in or was hoping you fine people on here would muse something awesome into it. But yeah, there is NOTHING there, probably trees in the end w/ rocks shrubs etc.... Thanks for the input though. (part of me was hoping someone would want to help actually make it, hah) :)

    Posted in: Terrain
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    posted a message on Terrain show / help

    @Telthalion: Go

    I tried and liked the agria trees. They look too alive though, if there were some dead ones, cut down or whatnot looking ones to make it look a bit polluted thost trees would work fantasically. Any ideas by chance? :) I'll post a shot below, they currently look.... out of place, almost too healthy IMO. Make sense?

    @DrSuperEvil: Go

    I see how it's just 4 terrain types... I'm using them sparingly as I want to have an idea of what I'm placing. It's a foresty temple area thats being infested, so ive used, rocks, grass, dirt, tiles, concrete. I'm sitting here trying to picture / think of what else would fit, that's why I'm here asking for input. The tactical thing isn't a concern, I meant 'arcade' as in just general sections / themes to areas of the map that would interact with game play possibly. Ill post an updated pic with some trees and undergrowth, any input is welcome to improve on it. What do you mean by 'sterile' map next to char tentacles?

    Thanks for the replies-

    I put a dead mar sara tree in the creep, it still feels like its lacking in transition from dead/infested trees to living

    EDIT: Heres one with a smaller sizing / hdr multiplier turned down for tree / foliage transition...

    Posted in: Terrain
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    posted a message on Dylar Ruins Outpost

    Brief Intro; A 'The Thing' type survival, mixed with rock - paper - scissor item usage, and arena survival / salvage exporative mechanics.

    • Start as Ghost that crashes on escape pod. Are not allied / enemies with anyone. Must gather the necessary resources to the Drop Ship to evacuate.
    • One player is selected as the Infested enemy. Can change colors / body types to fool enemies. Can morph into 3 different zerg types to kill the enemies.
    • Different way of showing text from The Thing but just as intriguing.
    • Ghost abilities are used from item pick ups making players want to search / possibly split up to find more items.
    • Base number of required gas item returns to Drop Ship to win.
    • May consider other objective additions / variants such as retrieving data collection at areas that cause events (mini orchestrated fight things).
    • Items will be more effective vs. different zerg types (i.e. flame turret deals extra damage to infested terran type, or snipe does extra damage to ultralisk type, etc...) to create a 'rock, paper, scissors balance effort.
    • May have more than 1 infested player.
    • When players die come back as a weakened infested zealot apparition to try to intervene and kill other players.

    NAME OF MAP STILL UNKNOWN

    Possibly thought of something like "Dylar Ruins Infestation" or "Temple of Adun" or "Infestation Excavation", I really have NO clue...

    SPECIAL OPS ====;

    What most players are. You are by yourself and do not know who you can ally with. Your task is to kill the infected threat or to gather the neccessary resources and return them to the drop ship to evacuate. Abilities include Sprint, Cloak, Sniper Round, Spy Bot, Flame Turret, Grenade, Hologram. Abilities are based off energy and item pickup charge usage.

    INFESTED ====:

    Try to kill all the invading terran ghosts, can use camoflage ability to trick enemy units. Can also temporariliy morph into 3 unique zerg types with unique abilities. 3 zerg types;

    Infested Terran Unit ======;

    Caster utility type unit. Melee based attack. Infested Terran unit, she can use various abilities such as Infection, Brain Bug, Immolation, Tunnel, Menstration.

    Roach Unit

    Ranged / caster type unit. Melee based attack. Roach uses all electrical based abilities. Static Electricity, Static Field, Lightning Rod, Flux Capacitor, Energy Shield.

    Ultralisk Unit

    Brute force . Melee based attack. Abilities include Smash, Stampede, Aneurysm, Burrow, Chitinous Shield.

    Terrain Sample Pics

    What Im looking for help with;

    1. Loading Screen
    1. In game Labeling (i.e. interesting names for each unit type etc...)
    1. Dialogs (leaderboard(s), storing banks, in game early game voting, in game color selection dialog for infested)
    1. Score Screen labels
    1. Terrain. See above posting
    1. Story line. Would be good to team up with / also do cinematics
    1. In game / end game cinematic. Would be great to have a SHORT intro (as most people would skip ideally, and no one likes to wait through a LONG one), and possibly a funny longer ending or anything fun.
    1. Abilities and in game mechanics (i.e. data / trigger work, minus dialogs etc..) I can handle these and are almost all done, very close. Items are close, mainly need to think of what items to allow as for fun / balance to really finish them. I have also edited the gameplay UI to personal tastes for the game, just need custom added in UI (Leaderboards etc...).

    TRUTH BE TOLD

    This map has a lot of the core coding already done. The abilities are completed and look excellent, as polished as I could get them. The Smash and Stampede abilities really show physics and a decent animation to look and feel nice, others look nice IMO too. It would be nice to see a few pics of example stuff you've worked on or what not to see if were a good match. If the idea interests you to make a modified variant of The Thing (great map as the social component) with other game mechanics please don't hesitate to message me to help! Also, I'd prefer people that want to be more involved to have access to ventrilo for a few mins if possible. Any suggestion is welcomed though and will get name in the credits. I know there are a lot of things here to be done, they may not all get done, or may take time. This game is getting close to an alpha release of testing balance, would also need a few people interested (just send battle.net id and ill friend you / request when it is uploaded eventually)

    Posted in: Team Recruitment
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    posted a message on Terrain show / help

    Here are some terrain shots from my current project. The terrain is not done, it needs trees / foliage and other details... It's a slow process, any input to help that process is welcome. The game is an arena style game with a subset of course that im not going into, but essentially its an arena with a 'neutral' zone set in an abandoned protoss temple that was infested by zerg, where a terrany colony set root but shortly after lost communications and you come to investigate... blah blah....

    But yeah, Arena style map layout with Protoss Infested Temple aesthetics is the idea.

    The editor lighting view of zoomed out entire map

    The in-game lighting view of zoomed out entire map

    The "Neutral zone" aka terrany colony camp (top left)

    More of the "neutral zone"

    One of the protoss 'portal' areas (Top and bottom middle)

    An infested pylon (left middle)

    A random protoss minitemple place area.... (bottom left-ish)

    The swamp / marsh area (right middle)

    Part of the main temple area (middle)

    Part of the glowing pods area?? (top right)

    Any help with just ideas or possibly if you wanted to help work on it is appreciated. Send me a message on here if so. As I said this a work in progress... dont know which plants to use exactly and how much to make it look good. Id like it to look like a non geometrical unique infested protoss temple, but still need to keep in-game arena style map play (though it can variate). Thanks for the help!

    Posted in: Terrain
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    posted a message on [Request] Need info or a modeler, Unprecedented custom that requires a lot of work

    @xRand: Go

    truth be told i havent played your inordinate violence or whatnot map, but ill esign your petetion to get it into SC2 official ladder, heck yeah buddy. *signed*

    Posted in: Team Recruitment
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    posted a message on Damage Response issue

    Ive got an ability that makes units attack one another. It works well, except for when they kill eachother, they dont continue to attack themselves for the remainder of the buff duration. How I am handling this is to have a damage response to fatal effect reduce dmg fraction to 0. This is not working... Here is my dmg response in xml;

    <DamageResponse> <Chance value="1"/> <Exhausted value="Suicide2"/> <Fatal value="1"/> <Handled value="Suicide2"/> <Location value="Attacker"/> <ModifyFraction value="0"/> <Kind index="Spell" value="0"/> <Kind index="Ranged" value="0"/> <Kind index="Splash" value="0"/> </DamageResponse>

    here is the suicide2 effect; <CEffectDamage id="Suicide2"> <Flags index="Kill" value="1"/> <Flags index="NoKillCredit" value="1"/> </CEffectDamage>

    So the main buff that starts all this has an initial effect that order units to attack one another, the expire effect is to order the units to stop attacking one another. so this dmg response is in the same main buff and the dmg response isnt working for me. I know the suicide will kill the unit and i want it to just not kill it, but at this point im just trying to debug / get it to fire.

    I have used dmg response many times and it works easy enough usually.... This time i can get it to fire. I've tried switching attacker -> defender etc... chance is 1 (100%).

    it is currently set up to use 'handled' and 'exauster' but ive tried each by themself as well. any1 know what may be the/an issue?

    Posted in: Data
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    posted a message on (Solved) And again - the bridge problem

    @FunBotan: Go

    i believe its something with the HIDE terrain cell. I.E. you make the bridge out of the terrain itself, then hid the terrain that crosses the gap, and place the bridge on it.

    Posted in: Terrain
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    posted a message on Opacity & Shadow on Attachments

    @DrSuperEvil: Go

    yeah, though I'm not trying to change the size of the shadow or make it appear / dissappear, just to alter the opacity. But i hear ya, when in doubt, change a field... hah

    Posted in: Data
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