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    posted a message on The New GE
    Quote from s3rius: Go

    Still can't validate my GE :/

    But from what I've seen I can only agree. When I saw the old editor the first time I thought it was something fan-made because it re-used all the WC3 graphics.

    Add a WoW Trial account if you still get game time messages.

    Posted in: General Chat
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    posted a message on Blizzard has lost it
    Quote from BrotherLaz: Go

    It's not about killing anyone. It's about the fact that games are still considered geeky at best and dorky at worst. If a future employer googles for your name and all they find is 500 posts about how warlocks are OP and priests are useless because of xyz, there goes your job.

    "That's not me."

    Unless you make it known that's specifically you making those posts, or you have a truly unique name, you can't really prove who's actually saying what on the forums without additional connecting information (an IP address or a state or something). Employers doing random google searches probably aren't going to be able to connect those forum posts to you, unless you also make evidence to support it outside the WoW forums.

    Would you want to work for someone who thought you were the only John Smith in the world who posted on Bnet forums?

    Posted in: General Chat
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    posted a message on So you might fail.

    I liken it to Legos. I had a ton of them. They were awesome. You could make one awesome lego creation and upload one pic up to a site and very few people might see it. Perhaps it is awesome enough to generate some comments, but it may not be awesome enough for people to tell their friends, and only people who visit the site end up finding out about it.

    I think three basic, good points that affect success are 1) What you do with your map, 2) Where/How much you distribute, 3) What people end up thinking of it. 1 & 2 are easier than 3, though I think some would argue that you have some control over 3 if you are observant, but it doesn't take much to turn someone off to your map, since the industry customers are known for being fickle.

    For most of us, I think it's learning the tools, because we've been exposed to content creation in the past, or want to get in on it now with this amazing editor. Those that were in the WC3 community are forming teams early, getting ideas thrown around and some early content put together. I couldn't rightly say what most people use their completed projects for, but I do know Blizzard asks for example maps for resumes, along with your own critique and explanation. Maybe it's just portfolio building to break into the industry for some, in which, popularity can carry a greater importance.

    Posted in: General Chat
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    posted a message on Unit that is just a light

    You'll want to set Art - Model, Art- Model Placement, Art - Model (Build) to the Light model.

    Incidentally, I loaded the map and found I couldn't select them, so bad advice anywho. They still exist as units since they still fire at hostiles though, so you might still be able to control them through triggers.

    Posted in: Miscellaneous Development
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    posted a message on Unit that is just a light

    Make the Unit's Actor point to Light Omni *Color*. Don't know how to change the model color though.

    Posted in: Miscellaneous Development
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    posted a message on Mapping challenges?

    I'm looking for some puzzle solving and learning on my own end until release, and was kind of curious what map themes others think would be a good learning ritual and challenge? I didn't play anything more than the WC3 campaign, and I only have some parting memories of SC stuff (i.e. VTEC paintball), and so I'm not really sure what kind of gameplay mechanics really evolved that entire period outside of popular stuff (TD, DOTA).

    Posted in: General Chat
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    posted a message on Need help with: Specific unit enters region - Do actions
    Quote from progammer: Go

    @Paranoiks:

    I'm sure he meant the the event were listened every time an unit enter the map but not executing it so it was a loss of traffic. My solution would be to change "Any unit" in your event to Unit - Unit from unit type -> Marine (i'm not have the editor here but it should be something like that)

    I don't know if you can setup unit types in events right now. Making a custom function that returns a Gamelink - Unit Type or Boolean doesn't show up for the Event Unit selection, and there's no Built-in way to do it without also having to call an index (Unit from Unit Group) I think, which also breaks it unless the unit tested happens to be in index 1 (in which, it will only work with that one unit until something replaces it in that index)

    Posted in: Miscellaneous Development
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    posted a message on Making units fly and building pathing

    I had to change UI - Height on the unit to 3.75 (default banshee height) to get a ground unit to 'fly' (along with the rest of the changes). IIRC it was colliding with things with a similar height, like air units do.

    For structures, you might be able to remove 'Ground' from the collide flags and stop units from colliding, otherwise I think you'd want a custom footprint for the cell size that you wanted (e.g., a 3x3 footprint for a Command Center, that is normally 5x5).

    Posted in: Miscellaneous Development
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    posted a message on Setting up more Custom Resources?

    What I'm trying to do: Setup of custom resources like Terrazine or 'Custom Resource' that I can point to with abilities / behaviors / effects / triggers / etc. within the editor. I think I can change the text of the one custom resource, but I'm looking to add more slots there. For example, the first 8 periodic elements.

    When I was browsing through the Built-In triggers stuff, and looking at Set/Modify Player Property, I noticed in the Player -> Support folder, there are presets for all the player properties, pointing to "c_playerPropMinerals". So, my next action was to setup my own action definition and preset for "c_playerPropCarbon", which of course, generates an error since the preset doesn't actually create the resource, and is pointing to a non-existent reference.

    This is where I'm lost, since I could basically find out how "c_playerPropMinerals" is setup and duplicate it; from there, the preset should then work since it's pointing to something valid, and hopefully then will also work within the data / trigger editor so I can select that resource as a cost of some new unit. However, I have no idea where that's created, and I've searched through the data editor for the reference using Raw Data, and didn't find anything in any relevant categories. If I try to modify the cost of a unit, and go to the appropriate page for Barracks - Train, find the resource cost, I again find Minerals, Vespene, Custom and Terrazine, but I'm unable to "Add Value" there.

    I know minerals are just an integer, so it can't be too hard to setup. The question is really where to go.

    Posted in: Miscellaneous Development
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    posted a message on Join The Dominion

    Oh boy, it's just like I'm taking the GOAT!

    Er, wait.

    Posted in: General Chat
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    posted a message on Contest Ideas

    Comedy cinematic, or another short cinematic theme (I know there was a similar contest before, but I think those were more serious).

    Best game imitation (the Dust and other recreation maps)

    Best sound clip series (Conversation between two units using acknowledge and and "What" sounds)

    Best mood / environment / weather use (Doodads and triggers)

    In game tutorial on the game or galaxy editor, or even something more generic (Biology, physics, etc.)

    Posted in: General Chat
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    posted a message on Broken Trigger Thread #25279

    Unit Type != Baneling under conditions maybe?

    Edit: Oh, or Owner of Triggering Unit != 1 or filter your player group

    Posted in: Miscellaneous Development
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    posted a message on Little help with A.I Attacking

    You should just be able to delete the condition and it should pick units by player 8. If you need a condition outside that, you could try adding an If Then under the actions of the Pick Each.

    Posted in: Miscellaneous Development
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    posted a message on Applying Timed Life to Multiple Units

    I haven't poked around with the data editor, but I'm curious if there's a way to apply the debuff to the units created by the spell, while leaving the casting unit alone and not having a copy of the unit. Sort of like having the timed life behavior on the unit, but flagged to only activate when the unit is created by the spell cast?

    Edit: Maybe with validators, but I don't see anything that checks if a unit was created by spellcast. An idea might be making a validator type of 'Unit Compare Behavior Count', setting Validators - Behavior to your spell (equal to 1), then linking to the Validator in the Timed life Effect under 'Effect - Validators'

    Posted in: Miscellaneous Development
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    posted a message on [Campaign] Unearthed Secrets

    Firstly, thanks for the conversion and feedback. Real quick, can you convert to EU with the NA client, or does it require EU?

    About the difficulty: I think the key thing that's coming up is the reliance on Templar Feedback, which'll one shot the medivacs dropping and the banshees, and knock the BC's down a good chunk (which are finished off by stalkers); I intentionally set the medivacs that drop the Thors/Marines to have 200 energy to setup for that, but it may be a crutch at that point in terms of design, and too painful to lose them, since they're far down the tree, and they die to Ghosts really easily. I may just put another transport out with 2 Stalkers / HT's.

    Edit: I'll also try running it through the editor and the drag-and-drop method to see if that bugs anything; I read something in another thread where that might cause things related to triggers.

    Posted in: Project Workplace
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