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    posted a message on [Galaxy Noobs] Wow to SC2 in 30 seconds! NO 3dmax!

    Hey, I have another question. Since we can only use the default selected animations, is there any way to get one of the cast animations in my map? I cant seem to export a cast animation without causing the auto-attack to not function.

    Posted in: Tutorials
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    posted a message on [Galaxy Noobs] Wow to SC2 in 30 seconds! NO 3dmax!

    Thanks! That worked perfectly.

    Posted in: Tutorials
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    posted a message on [Galaxy Noobs] Wow to SC2 in 30 seconds! NO 3dmax!

    Hey, first off, thanks so much for this. This is awesome.

    I've got the models in my map. However, I'm having trouble making the attack animations work. Does anybody know of a tutorial or guide for adding in attack animations and such? For example for the lich king Attack animation to play when he attacks.

    Posted in: Tutorials
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    posted a message on Modifying Damage based on Movement Speed

    Thank you! Hopefully I can finally get this working now lol

    Posted in: Miscellaneous Development
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    posted a message on Modifying Damage based on Movement Speed

    Still need help if anyone knows how it's done.

    Posted in: Miscellaneous Development
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    posted a message on Modifying Damage based on Movement Speed

    Hey, I've been trying to figure this out without any luck. I'm trying to increase my hero's damage by a percentage of his movement speed. If anyone could help me out with this it'd be greatly appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Question regarding Effects/Behaviors

    Hey, I apologize in advance if this question seems a little stupid. I'm a new at this, and have read some of the tutorials but haven't been able to find one that addresses my problems. I've been following Riley's Starcraft tutorial on how to create a hero ability (he shows how to create a shockwave type ability). In his tutorial it says to

    "Apply Behavior effects are fairly straightfoward - the only field we need to modify is "Behavior" (under the tab with the same name.) Select the behavior we just created from the dropdown list and we're done - that was easy."

    The problem I've been running in to is that I cannot find the behavior I created in the list of behaviors to choose from. I've tried creating more behaviors using 'Add Object' and any behaviors I create are not selectable when I try to make an effect.

    Posted in: Miscellaneous Development
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    posted a message on SCII DotA: Storm of the Imperial Sanctum: Beta Testing

    More bugs/suggestions

    I noticed the creeps don't prioritize attacking the Melee and Ranged Barracks over other non-important buildings or the 2 towers near the main buildings. It's annoying when I'm trying to push the barracks and all my creeps run off. This is partially because the 2 towers near the Nydus Worm can attack creeps near some of the barracks (which shouldnt be possible). Also creeps should prioritize the barracks over the other buildings that don't effect the battle.

    Also, the Undead side's base looks a little smaller compared to the other team's base.

    Edit: more

    - The reaper hero, if possible makes the mines show their blast radius (like a sensor tower, or something) so the player knows if it will hit an enemy hero. Also, sometimes when I would detonate my mine directly underneath or right next to an enemy hero it would deal no damage.

    Posted in: Miscellaneous Development
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    posted a message on [ORPG] Starcraft Universe

    The talents look very, well boring. At least the ones shown on the first page. They all seems to be passive talents, and don't really add any mechanics or skills to the individual characters. In cataclysm, Blizzard is removing passive talents for this very reason. My suggestion is to add/change the talents to make them more unique. So each character can actually feel the difference between speccing for X talent or Y talent. Instead of just attacking faster or having more HP. There's very little difference between the talents you have and the Armor/Weapon upgrade system we used for heroes in Starcraft 1. There's a host of brand new abilities and possibilities with this editor, it would be a shame if they weren't utilized to their potential for what could be an amazing game.

    Edit: I also assume attribute points will do things like Increase Attack speed, Life, Mana. It's repetitive to make talents do the same thing

    Just my 2 cents.

    Posted in: Project Workplace
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    posted a message on SCII DotA: Storm of the Imperial Sanctum: Beta Testing

    I played a few games of this today and some things I've noticed

    - I am receiving gold when I deny allied creeps. (or at least the + gold is appearing above their bodies)
    - Previously mentioned Infestor bug.
    - One of the items is not properly combining (I apologize - I don't remember the name but it requires 3 items from the secret shop. I believe the Stabilizer the Plating and one other)

    Suggestions:
    - Make a way of differentiating the Hero's between Carrys/Support/etc. From the hero's I've played they all felt similar in terms of their roles. I really do like the Mandrake though, the hook-like skill is really fun but might be a little bit overpowered.
    - I know it sounds lame, but perhaps some direct ports from DotA to further bring in old DotA fans.
    - The game feels a LOT faster than DotA. Whether this is a good thing or not, I'm not sure. But it is definitely faster than HoN which was much faster than DotA.
    - Many more items, as well a shop for consumable items would be great.
    - In shop, organization of items based on purpose. If you've ever played Heroes of Newerth, their Item shops are perfectly made. Items are seperated into Strength, Intellect, Agility and there is a tab for Recipies. Also, when clicking on a Recipe item a new window appears in which you can purchase the items needed (as long as you are at the correct shop). I found myself searching for items a LOT in this game, which I know is partially due to not being familiar with them. However at launch nobody will be familiar with the heroes or items, so making the game accessable is key in it's success.
    - I'm not sure whether the 4th skill was intended to be an "Ult" or not. But it's available for learning at level 1. As well as each skill can be upgraded after each level up (ex. I can get rank 4 at level 4 of one skill). In dota each rank can only be learned every other level, and Ult's are not available immediately.
    - The mana regen on heroes seems to be very low, I found unless I had a whole lot of regen (and even in cases when I did have a lot) when I was out of mana I had to go back to the fountain before being able to use spells again.
    - There are 2 'Roshan' like mobs (the archon). It should announce when Roshan has been killed.
    - No runes in yet (powerups on each side of the river; double damage, invisiblity, regen)
    - I dont know if it was just the games I was in or not, but the whole 'Laning Phase' seemed to be missing. I'm not sure how to fix this, but in the games I played there was very little laning other than to kill the enemy's hero in the lane. I didnt get the feel of denying creeps and fighting for last hits I do when I play dota.

    I'm sure I'll find a lot more suggestions once I play the game more times. I'm always open for testing, I love DotA and HoN. Feel free to send me a tell ingame or here if you ever need help testing or anything.

    EDIT: Lucan.276

    Posted in: Miscellaneous Development
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    posted a message on [FREE] Sc2 Beta Keys 25

    Nevermind! I'll still take an extra key if you want but I don't need it anymore.

    Posted in: General Chat
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