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    posted a message on Community Project #2- Information Thread

    Yeah, for final cuts, you definitely want to wait, but I don't mind doing some samples to help bring the initial units to life for presentations and such. It'll give me a chance to mess around with effects and filters and get a feel for those. I work at a radio station, so I have access to professional audio recording, and I have a pretty flexible, presentable voice myself.

    Till then, I can help with data editing or ideas / balancing I suppose. We're just posting the ideas all in this thread, right?

    Posted in: Project Workplace
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    posted a message on Community Project #2- Information Thread

    Would voices be considered under art? I've done some voice acting and radio work, so I could probably record and edit everything.

    We all know it's not a starcraft race unless I can click on it 20 times and hear funny dialog.

    Posted in: Project Workplace
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    posted a message on Random Spawn Locations

    Nevermind, got that solved.

    Posted in: Triggers
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    posted a message on Random Spawn Locations

    Hey guys, wanted to stop in and see if there was an easier way to do this (I'm sure there is, but I'm not too big of a programmer to know off the top of my head. :D )

    I have 21 locations, and I want to roll the dice to decide which one to spawn something at. My most basic idea would be to setup 21 different If-then checks, and then spawn it in that location. While I'm sure it'd work, I can't help but think there might be a more elegant solution.

    I also need to make sure subsequent spawns down try to spawn in the same area. While I could do that with checks of whether the spawned unit is in the region, I'm hoping there's a way to exclude the previously rolled numbers from the random generation. If that seemed confusing, I'll try to explain it in a different way:

    "Spawn Something" Roll between 1 and 21. Put the result in a variable. Roll result = location spawned at (Locations are numbered 1-21)

    "Spawn subsequent things" Roll between 1 and 21. Put the result in a variable. If something is already spawned at the location, roll again. Roll result = location spawned at.

    Thanks :D

    Posted in: Triggers
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    posted a message on Broken Terrain from Terrain Objects

    This has been just outright hell. I started messing around with terrain objects and their associated doodads before this started happening. Every time I try to clean the affected terrain up, save, close and restart, the terrain objects continue coming back, as if the save did nothing (it saves other stuff, like normal terrain and unit changes)

    This happened specifically with the "Terrain Object Trench Diagonal" objects, but to be honest, I don't know if it's their fault or another hidden problem with the save. The only evidence I've found that it is the terrain objects is when I duplicate the objects and place them somewhere else, that area then becomes corrupted and shows the same symptoms.

    http://i.imgur.com/IiIha.jpg These are the actual terrain objects. You place terrain doodads over these to create the effect. Notice there are no green pointers (like the bridge). In fact, they are all the way over here:

    http://i.imgur.com/sh5ff.jpg Well wait, this looks totally normal?

    http://i.imgur.com/EwLS1.jpg Copied areas, also look normal?

    http://i.imgur.com/80qAD.jpg http://i.imgur.com/piaVl.jpg Kaboom.

    http://i.imgur.com/cpGQF.jpg Brand new map, much smaller terrain

    http://i.imgur.com/C0NPk.jpg Tried to delete, but they return after being deleted.

    http://i.imgur.com/QiYov.jpg Same symptoms as before (changing terrain near them reveals the holes again)

    In short, it seems there's something a little broken with them.

    http://i.imgur.com/NDQzc.jpg In space, no one can hear you scream in the trenches as you rip your hair out from corrupt terrain.

    I'd recommend not using these if you'd like to keep working on your map. :)

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on The good ol' campaign

    Time for an opinion probing. Think about all the 'campaigns' you've played across many different games and genres.

    Do the good ones immediately stick out in your mind? What made them memorable?

    So far, this is the only kind of map I enjoy making, and I want to get good at it. I think some of you veterans have come from War 3 and SC1 mapping communities, perhaps you could share some specific insight into what made good campaigns in those communities.

    What I want to do with my new project is create different blends of tactics with (mostly stock) Terran and Protoss units, while adding some new units of my own. Like the various campaign scenarios in the SC2 campaign, these units are one 'gimmick' I'm adding to make things different. My last question, did you think the SC2 campaign over did it with these scenarios?

    Thanks :<

    Posted in: General Chat
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    posted a message on Setting up more Custom Resources?

    A bump from beyond the grave. Am curious if anyone's found this in the release version.

    Posted in: Miscellaneous Development
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    posted a message on Need some help...

    1. File -> Dependencies -> Add Standard -> Check the liberty boxes (Not sure what the difference is) 2. 'Send Transmission' action in triggers. Cinematic Mode should get rid of the UI. If not, 'Show/Hide Game UI' action, also in triggers. 3. There are a lot of ways to do this, and I think the best way would be to learn from some other maps. Haven't done anything with that.

    Posted in: Project Workplace
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    posted a message on Zealot's double attack can cause trigger bugs.
    Quote from KelvCM: Go

    @Lascero: Go

    Heres the example I made, if you wait long enough, you will probably see a triple (wait about 30 seconds).

    Many times the trigger will indeed fire only once.

    Cool, few things. I switched the units to friendly, too, but I don't think that'd matter (so I could control and watch when the HP fell)

    - One zealot seems to work fine. Only get one message when it dies. Two zealots trigger multiple messages every time, so it's two or more zealots attacking your same target.

    - Put some other units to see if they'd do the same thing. No luck with other Stalkers (thought maybe projectiles mid air would also do it) or Archons (single hit 'melee').

    - Removing the Period *Durations* of 0.28 from Zealot - Psi Blades Effect (NONdamage) also solves it even with 3 zealots attacking

    Posted in: Miscellaneous Development
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    posted a message on Doodad Placement - Variations

    Doodad layer -> Tools -> Random -> Uncheck Random Variation

    Posted in: Miscellaneous Development
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    posted a message on Zealot's double attack can cause trigger bugs.

    I think the game doesn't check each period firing as if a weapon were firing. In other words, you're going to take 16 damage if the weapon fires, regardless of any changing states after it's fired; it's only delayed a bit to match the swing animation.

    Keep in mind that if you set the period to 1, you'll be buffing damage against armor, as damage subtracts armor amounts per period (a zealot hits a non upgraded Marauder for 14), whereas the zealot will hit for 15 if the period were 1. At least I didn't know that. :O

    I'm not getting this though. I setup this simple trigger: Event - Any Unit is attacked; Actions - Text message 'Hit'; and only prints it once when I attack something with a zealot.

    What events are you using for this?

    Posted in: Miscellaneous Development
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    posted a message on OMG The new trailer is %@$!ing sweet!
    Quote from DarkFireDragoon: Go

    After watching trailers for the GAME... it is to my conclusion they should make a movie (by blizzard themselves not another group because they will corrupt the animation and storyline) of this once the saga has fully completed it's ending. I would pay to go to the movies atleast 10 times just to watch it on the big screen =D

    Would be a great way to wrap up things and go out with a bang after all 3 campaigns are released. Until 3, anyway.

    Posted in: General Chat
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    posted a message on Can you beat the Very Hard AI 1vs1? Show me!
    Quote from Mozared: Go

    Once I can actually find the damn file that is... Where does the game save them nowadays? I named it but it's not anywhere in the Replays folder where all my other replays are. I can access it from the game.

    C:\Users\%name\Documents\StarCraft II Beta\Accounts\%accountnumber\%morenumbers\Replays\Multiplayer

    On Win 7

    Posted in: General Chat
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    posted a message on Can you beat the Very Hard AI 1vs1? Show me!

    Here's a PvP game I did the other day on Very Hard. Like previously mentioned, Turtle -> Counterattack is a good strat, and the AI's seem to be purely offensive and predictable for their first wave. I really don't even need to scout, but that's bad form versus humans.

    I'm not great by any means. I lack a lot of 'walking around knowledge' veteran SC1/2 players have by now.

    Also, none of my replays allow camera following. Is this the same with everyone?

    Posted in: General Chat
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    posted a message on The New GE
    Quote from cocosoft: Go

    @Lascero: Go

    ....sc2 is still not available in Europe.

    Sorry to hear that.

    Posted in: General Chat
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