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    posted a message on FF13 Leagal Issues
    Quote from Pandaros_Brewmaster: Go

    I posted this on the FF thread but its huge so i started this one to let everyone know:

    There will be a name change and a face lift coming to the game, after some events this morning i talked with a couple friends that are lawyers and they say it should be done, that the map may not be allowed on the blizzard server for copyright reasons. even the contest that I am holding could be seen as an infringement on Square Enix copyright and should probably be taken down, if not Square Enix would have the right to sew me, Curse and anyone who reproduced copyright material (ie. anyone who participated in the contest.) Due to these reasons i do not want to get anyone in trouble.

    I thought that using the name would be not problem seeing how in the past Final fantasy was always reproduced into a blizzard game somehow. But this morning my videos of the game where taken down by Vemio (if you look at the front page the videos are inactive) Someone from Square Enix had requested to Vimeo that the videos be taken down, and they did to avoid legal action. they even added a clause in their video uploading screen to cover these things from hence fourth. So like i said because of these events the game has to be changed and needs a face lift. the menus will stay the same but things will be re-worded and pictures will be changed.

    The lawyers however said i can indeed say it is a final fantasy - type map =)

    the change will happen over the next couple days. the systems will be the same just with a face life and name changes. more news to come.

    Lol ridiculous... you made a map which will give people like me who never played FF a reason to look into it.

    Posted in: Project Workplace
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    posted a message on Final Fant......Evocation!

    @Pandaros_Brewmaster: Go

    Ah, interesting note about the banking... I decided not to save quests for mine... so players can rehost and do boss quests etc... I guess more replayability anyway. But I'll need (at bare minimum):

    1. 1 char for save slot
    2. 1 char for class
    3. 1 char for level (only 30 hero-levels in my map)
    4. 1 char to approximately store exp of the current level
    5. 7 chars for hero abilities
    6. 72 chars for hero items (36 item slots * 2 chars per slot assuming i don't go over 1296 item types)
    7. 3 chars for minerals (minerals are my "gold")
    8. 2 chars for vespene (vespene is my "silver" -> max of 99)

    PLUS w/e needed for security/anti-cheat.

    And then times this by 3 for 3 save slots... yikes.

    The issue really is items. I want players to be able to have 32 item slots + 4 equip slots, plus w/e bags they can purchase in future... but the limit is going to hamper this ><. The easiest way I can think to get out of this is to just tell the player that only their 4 equipped items will be saved... but that's so 2003! lol.

    Posted in: Project Workplace
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    posted a message on Heroes require a weapon

    @xhatix: Go

    I hope they make armor be like weapons in the sense of being an object of their own >< Would be cool... rather than just a number. Also attributes like biological, heroic, etc... would be good to customize.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Loop Animation While Channeling

    @Colawaffle: Go

    Not sure if this helps you... but my zealot has a heal spell (with 2 sec prep time), and the zealot has no spell animation... so I just made him do the dance animation when sourceprepstart event occurs.... but I set it time variant or w/e to be like 10 so it's super slow and lasts longer. Maybe you can do this... FYI you have to stop the animation when the channel stops lol.

    Posted in: Miscellaneous Development
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    posted a message on Final Fant......Evocation!

    @Pandaros_Brewmaster: Go

    Hey Neo... it's onetwo; few questions (working on an RPG too):

    1. For items saved on heroes... do you basically have to store their items in a global var every time they pick one up? Is there an event for this (outside of unit acquires target and target filter == item)? Also their level/class probably has to be stored too...

    2. For saving/loading... I'm going to be storing levels, minerals, vespene, abilities chosen and rank of each abil, class, and on top of all this, items. I'll clunk it all into a hex code like HJ8SSD31KMVJW88 for instance... with some anti-cheating checks. And I'd like to be able to store 3 heroes, so hex-code times 3... do you think this will fit into the current multiplayer size of banks? Is the limit 80 or w/e? If everything is clumped into a string will it be okay you think? Just interested in what you'll be doing for this... as I haven't even begun putting save/load to work yet until I can figure this out :D

    Posted in: Project Workplace
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    posted a message on any way to make augment abilities have levels?

    @Etravex: Go

    I ran into this issue a few weeks ago lol... seems like nothing you can do... for my augment abilities I changed them to instead be Abilities of type Behavior... and just made them an on/off switch instead of autocast. Also, then you just make the behavior do what you want in the Damage Response+ field... ALMOST as good as augment... but definitely I would like to see Augment having levels like the other abilities.

    Posted in: Miscellaneous Development
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    posted a message on Passive aura "Ability"???

    Hey everyone... working on an RPG atm and was trying to make an aura like warcraft 3's... my hero learns skills through the Learn ability (and each skill has 10 ranks)... so I HAVE to use an ability for this; can't use behaviors directly. Luckily, there is an Ability type called Behavior. BUT I haven't been able to make it appear passive on the unit's command card (I can, however, make the ability itself always active by just setting the "Toggled on" flag in the ability).

    Right now I have it going by using "Toggle" option in the ability flags.... and using an on and off button. This is okay but it's unnecessary for my players to have to do this IMO. Auras should just be on.

    So the dilemma is how to get a passive button to appear on the command card for the unit. And the reason I'm not just putting it on as a behavior is because the Learn ability automatically adds [Level 1] and stuff like that to the command card button for abilities... it will hide the button automatically if you haven't learned the ability... and so on... I'm looking for a solution outside of making 10 dummy buttons and then putting them on the command card (as passive behaviors) and having each one with a silly requirement to trick the game into showing the aura button ><

    Have I missed something or can we just not display passive abilities' buttons in a simple fashion?

    <3 to anyone that can help me :D

    Posted in: Miscellaneous Development
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    posted a message on Heroes require a weapon

    @xhatix: Go

    Ah I thought this was a bug on my end... I have this same issue with the blank pink square when my hero drops a weapon. Guess we can't fix it ourselves eh?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [XML] How to Uberlisk
    Quote from Thalassicus: Go

    @mrm3fan: Go

    Guardian Shield provides a rather nice shockwave effect that could be used for the visual aspect, among other things. There's also a 'create explosion' trigger action, though they said it was all data editor.

    The part that's really stumping me though, specifically, is the knockback / into the air.

    Have you made any progress on doing knockback? I would desperately love this. All I have working right now for my "Roar" ability is doing an ability (effect instant) that does effect search which does effect - create persistent which does effect - apply force. Mostly copied from the mothership's vortex. It works but it's a slow push with the unit looking like it's sliding.

    Really need to find a way to do proper air-knockback.

    Posted in: Tutorials
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    posted a message on [Data, Trigger] Creating custom trigger hooks

    @RileyStarcraft: Go

    Oh... trigger "HOOKS"... I was thinking of something else...

    Anyway, good example tutorial :D

    Posted in: Tutorials
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    posted a message on [Trigger] Mechanics of Warcraft 3: Misses

    @progammer: Go

    I prefer data editor for most things... so I like the 2nd solution... but trigger is clear so that's good :D

    Have you tried just ordering the attacking unit to stop? Not sure...

    Posted in: Tutorials
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    posted a message on SC2 TV Spot

    @Ravathor: Go

    Additional generic whine post.

    But seriously, I think it was a great idea and great ad... there is nothing like Starcraft out there (even movie-wise). So hopefully it piqued some interest. I did think their cutting was a bit fast... would have been cool to have a slowmo of a marine getting sliced in half at the end... but then again that's not rated T for Teen... ><

    Posted in: General Chat
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    posted a message on Shop item, need help
    Quote from barakatx2: Go

    Quote from OneTwoSC: @MrZ3r0: Go But! Even with all this... I still have an issue if I have a weapon already (in equip-weapon slot), and then I go buy a weapon from the shop... it appears on the ground (I have one equip-weapon slot, and then 32 slots for anything... yet the bought weapon doesn't go to "anything" area, it goes to the ground).


    You have to make it so all the slots have the weapon's item classification in their classification list. You can put multiple classifications. As long as Equip isn't enabled they cant equip the weapon from a normal slot, only the slots with Equip enabled.

    yeah it does... so that's why I'm puzzled :/

    Posted in: Miscellaneous Development
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    posted a message on Shop item, need help

    @MrZ3r0: Go

    I've been having some issues with shop buying as well. Pawning works well, you set the range to like 100 for the pawn ability and when you drop an item onto the shop (even from far away), your guy will walk up to it and sell it (I also have flag of "Smart" to On). Can't figure out how to display mineral cost of items on the items outside of writing the amount on the button's tooltip atm... but pretty close to war3 here!

    And yeah, try this for shop buying: Make your hero's Inventory ability have Range 3. Make Interact of Range 3. Make the Train ability have range 3. Make sure you are quite close to the shop, and then buy the item. Also make sure your item-container for your inventory has the classes that the item your buying is. This should work....

    But! Even with all this... I still have an issue if I have a weapon already (in equip-weapon slot), and then I go buy a weapon from the shop... it appears on the ground (I have one equip-weapon slot, and then 32 slots for anything... yet the bought weapon doesn't go to "anything" area, it goes to the ground).

    I'm not sure what to do with buying atm... perhaps we're not doing it totally the right way yet? I don't know... outside of Bifuu I haven't seen much talk on this area.

    Posted in: Miscellaneous Development
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    posted a message on [Video, Data] Aura Abilities

    @Bifuu: Go

    This helped me a lot Bifuu... but with heroes who learn abilities... how would one go about it? In my map I have an aura... but I have to do an Ability of type Behavior and then give this to the Learn ability... and this ability of course has a behavior that does what you did etc... The issue is that Learn requires abilities and not behaviors.. and there's no passive ability.

    So right now the user has to toggle on and off their auras using my method of Behavior Abilities. Any solutions?

    Posted in: Tutorials
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