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    posted a message on [Contest] WoW Boss

    Been planning on adding bosses to my map since the start... But havent opened the editor lately. Guess it's time for me to get back to work :)

    Edit: i can record vids, so if anyone needs anything... Also, low settings only, so if you're using lights they won't show (or i'll have about 5-10 FPS... Your choice)

    Posted in: Project Workplace
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    posted a message on Tips for a SC2 beginner, anyone?

    I could list a crapload of stuff on how to get better... But most of those things would be useless since you probably know some.
    Can you get a replay of yourself playing? I'll point out all mistakes you made and what to do to improve your gameplay.

    But generally... You need knowledge on the game. I know all counters to all units and strategies by heart (not that hard to learn), and around 90% of all build orders and what they lead to. If you're on the EU, find me online and we can play a couple of games (my name and ID are under my pic) and i'll explain some things to ya.
    An easy way to get all the knowledge about the game, apart from playing, is youtube. Husky, HD and Day9 are i think the most popular casters, but there are tons of others (me included). I might even make a vid on counters, scouting and decision making myself, now that i think of it...

    a few very general tips as well:

    • Always scout. try to reach your enemy around 16-20 supply, anything after that will most likely result in death of a worker before getting info. If you see a spawning pool done, try and get a quick count of drones. Under 12 means either your opponent is a total noob, or rushing. If you see double gas between 16-20 supply, hes most likely getting gas heavy units (phoenixes, void rays, mutas...) as fast as possible, or again, is a total noob. 2 gates = Most likely rush, especially if they are both done at almost the same time. Gate->cyber = Nothing to fear. Yet. Scout again later. Terran has first gas before 13 and has a rax done/almost done -> get something against reapers. Rather safe than sorry. These are just a few examples. Also, always take in consideration that your opponent might be a total noob. I already saw people go for double gate at 8 or 10 supply, mass zealots, and not attack...
    • When you have 400 minerals spare and cant spend them on anything without causing a qeue in your construction buildings that isn't resovled within 15 seconds, expand. You can never have too much expos.
    • 30 workers per base max, try to get as close to that as possible.
    • If you cant spend the resources you make, throw down more buildings untill you can barely keep up unit prouction in all buildings at once
    • Always scout. Sacrifice an ovie, or barracks, or get an observer. Then counter.
    • ALWAYS check your own base early in the game, around the same time you scout, maybe slightly earlier. Be afraid of proxies. Btw, Zerg can proxy hatch, which actually works if undetected, so dont think you wont get proxyed just cause hes zerg
    • Always have some kind of detection ready. An obs, 50 energy on the orbital, an overseer... If you get DTed and you dont have those, youre screwed.
    • I forgot what i wanted to say...
    • Always gg at the end (unless you get cheesed. I'll never gg a cheeser... They never managed to beat me, and just make me waste 20 minutes on a boring game.)
    • Every time you cheese, god kills a kitten. The kitteh's dont like that, so dont do it.

    There was seriously one very important thing i wanted to say above.... but forgot >.< hope i'll remember!
    PM me when you have that replay.

    Posted in: Off-Topic
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    posted a message on Making unit A ignore unit B.

    You'd have to screw around with search filters and unit attributes, thats the only way i can think of. Maybe validators can help as well, but i suck at those.

    Basically, you can set one unit A to "Armored" and unit B to "Biological", and have unit A's attack not target biological units, and make unit C "Psionic", and allow unit As weapon to hit Psionic units.
    Don't know whether unit A would attack unit D which is both Biological and Psionic. If it would, then you can use combinations for a wider range such ignoring stuff.

    But if you use unit attributes already in any way possible (like bonus damage), my idea is useless.

    Posted in: Data
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    posted a message on [HD] Starcraft 2 Cursors for windows!

    @iMisu: Go

    Thanks again =D And yea, awesome movie :)

    Also, i know im starting to be a pain but... Teal text select pweese?

    Even if you dont do it, i definitely owe you one. PM me whenever ya need anything (pretty familiar with the data and trigger editors if you ever need a slave. Also a caster, check the sig)

    Posted in: Art Assets
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    posted a message on [Official] Forum upgrade suggestions

    lol, think we went a bit off topic now xD

    Anyway, back to the reputation system i brought up... Yea, i agree with the others that posted about it, might not be THAT good an idea :/
    Maybe just make something similar that helps identify helpful members? So, works the same way, except instead of displaying a number it ONLY says "Helpful" (or some other title. But only 1 title for everyone, will explain who i mean now). Have the title ("helpful", in my example) display only when the amount of points divided by amount of posts from that person is bigger than (insert random reasonable number here). Also allow people to mark posts as "unhelpful" (Sounds a bit too mild... Lets say unproductive posts... Or... Uh... Posts that dont make sense and just don't make stuff work or help in solving the problem or are completely wrong) which will decrease the points, making the point-post ratio harder to achieve. Also maybe change the look of posts if the poster has been rewarded/subtracted a point for it (like on blizz forums where you can vote on posts)
    I think that way there would be no proper competition. I think that way though we'd need an a bit more complex formula for getting the title (and also add a title for negative ratio), and maybe also reduce points of people for posting in wrong sections and going against rules.

    I agree with all the other changes.

    Also, i noticed it was changed how the newest posts were displayed... I would really like it if you could somehow squeeze the name of the poster back in there somehow =D
    Maybe also make an extended list, or a list for each forum section? (Not as the default top of the page list though, have someone click something for the extra lists to unfold)

    just got another idea: make topics with questions have a status (like "unsolved", "On the way to solving" and "solved"), and then allow people to somehow find a list of topics (or use a search filter) of a certain status. That way, if i have a problem, i can search for, lets say, "How to create a unit" and check statuses "On the way to solving" and "Solved", since i'm not interested in unsolved and unanswered topics since they won't help me in that case.
    And i am very good in stuff concerning heroes and certain abilities, so i could search for the words "Hero" and "Ability", maybe even "effect" and stuff like that, and check the box that says "Unsolved" and can find topics in which i can most probably help someone with ease.
    Then there'd have to be an automated system, that when someone posts he can check the box that says something like "Possible Solution", and if it's posted with that box checked it sets the topic status to "On the way to solving" (Ok, someone seriously recommend a better name for taht... mines horrible...), and penalise people who misuse that option.
    Dont know whether this is possible, but could be handy. Should be rather low priority compared to the other suggestions though.
    Another maybe-impossible low priority thing: Make a "bump" button for topics which gets activated 12-24 hours after the first post, which basically has the same effect as posting a bump and deleting it.

    EDIT: Mentor system sounds interesting. I think i missed that, anyone mind linking the original post about it, or explaining?

    Posted in: General Chat
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    posted a message on [HD] Starcraft 2 Cursors for windows!

    Thanks a lot iMisu :)
    If you have the spare time, can ya get the blue/teal resize cursors as well? You can see em in the battlenet menus when you try to resize chat windows. If youve got too much to do, then dont get them, you already did enough ;)

    Posted in: Art Assets
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    posted a message on [HD] Starcraft 2 Cursors for windows!

    @iMisu: Go

    Damn you're quick. and you watched a movie in between as well? Reminds me of a Chuck Norris fact... "Chuck Norris can watch a 90 minute movie in half an hour" xD
    Anyway, thx again ;) if i can ever do anything for ya, PM me.

    Posted in: Art Assets
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    posted a message on [HD] Starcraft 2 Cursors for windows!

    @iMisu: Go

    well, i just need one set of resizing/moving/text cursors, so if its too much work just do one. Teal/blue prefferably!
    But i recommended additional colors cause im pretty sure other people would like to have a complete set as well

    @ailoso
    isn't there red already?

    Posted in: Art Assets
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    posted a message on Modifying Grenade item trouble

    Create a splat actor
    make it's model to one of the 3 racial AoE splat models
    Set the scale to the radius of your ability
    open up events +
    "Ability.(ability).cursor
    Create"

    Modify that event to fit your item.
    Also, not sure if a second event is needed to kill the actor, if yes just search for psi storm splat, or any other AoE ability splat and check it's events. Been ages since i used the editor. I think
    "ActorOrphan
    - Destroy"
    would do

    Posted in: Data
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    posted a message on [HD] Starcraft 2 Cursors for windows!

    Can you make a couple of cursors for resizing windows and selecting text to go with these cursors (Prefferably blue/teal and/or grey) so that i can actually replace all the cursors? (Currently using a combination of different colours/anims for stuff like busy, unavailable, link, etc. but the standard cursors for resizing and selecting text just look out of place now :/)
    Maybe looking at the map scrolling(when edge of screen is reached with the mouse) cursors ingame will give you ideas

    Also, great work :) Really like these!

    p.s. just remembered you can resize and move chat windows. Can ya get those cursors in blue/teal and green?
    Thx a lot

    Posted in: Art Assets
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    posted a message on Weekly Terraining Exercise #7: A Place of Worship

    Protoss temple on Shakuras. I just like my protoss :p
    Anyway, first time im participating, made this in about half an hour. "The Temple of Pylo", at the annual festival held in honor of Pylo. (yes, i like pylo)
    Also, i forgot to disable helper models in the first 2 screenshots >.<

    Posted in: Terrain
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    posted a message on 2 simple things i need help with

    Well, just a random idea from me here: Go to the requirements tab and search for "neural parasite". If you find that requirements, just make it blank, or have it be something like number of units for player > 0, or something else that will always work. That might solve it :/

    Posted in: Miscellaneous Development
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    posted a message on Having a unit fire multiple weapons at individual intervals.

    change the period (speed) of the weapons themselves to match the times?

    Posted in: Data
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    posted a message on how to see allies and enemy heros' inventories?

    Sorry, don't know :( if it doesn't work by itself.... Try messing around with the flags for the inventory abilities, containers and everything. Maybe you'll find something.

    One thing that DID work though, which i think is more of a bug, is when you have your own inventory open, you select another unit and it won't close the inventory allowing you to see what he has. Don't know whether this works for enemies, or if they fixed that at all :/

    Posted in: Miscellaneous Development
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    posted a message on Understanding custom abilities

    So, for damage, you create a damage effect. I think someone else asked for something almost exactly like this.

    This is simple. Create and effect of type damage, and set it's amount. Then go down to the fields marked "Search" and open the one with the + (i believe its called area or so, dont have editor open right now :/) and add a value using the green X, set fraction to 1 and the radius to the radius you want. If you want the damage to be lower the further away from the center, make a couple of values, one having the radius of 0.33, one of 0.66, and one of 1 (if the total radius is 1. Just divide the total radius by the number of differences you want to have) and set their fractions to 0.33 each (and one to 0.34. If you used different amounts of radii, use the correct values there as well. If this does not work and distributes damage equally, try setting the fractions to 1, 0.66 and 0.33 (from smallest to largest radius) i know i had a problem like that once and this fixed it)
    Then set the search filters. Exclude invulnerable, and anything else you don't want hit (like friendly units for example)
    Go to "Search - Exclude" and open it, add a new value and click ok (the new value is "caster" by default, you don't wanna hurt yourself, do ya?)
    Find something with "target" and that could refer to a location, and change it to "caster point". I can't remember the field name, but i think there's only one which has that possibility. I think it's default value is either "Target point" or "Target unit/point"
    go over the other fields, if you understand what they do, set them to what you want. Also, set the AI notify flags (or something with a similar name) to flee and acquire (this tells the AI how to respond)

    Then go to the actors tab, create a new actor (i think of type oneshot, or so. Dont know the names :/ have been copy pasting actors forever since i never found a good tutorial on em explaining all types. havent searched really...)
    Under Model - Model set the model to the EMP model. First browse through the models tab, and open the EMP models in the previewer if there are more, to make sure you get the right one.
    Open events + on the actor, and right click the blank left side and add event.
    Make it "Effect.(Damage).(don't know what here. i think it's start)" and make the action for that event "Create"
    Add "ActorOrphan" and the Action for it "Destroy" (don't know whether this is necessary if you make the actor of type oneshot)

    Create the ability (Of type effect - instant), set the correct effect, it's cost (includes cooldown), make a button, add ability to the unit, add the button to the command card and it should work.
    The only problem i can think of is the actor... I'm not sure whether it will spawn the actor on each unit, or just on the impact location. I don't think ive ever linked large explosive actors to damage yet :/ If the actor does appear on every hit unit, create a persistent effect, make the damage effect from before it's initial or final effect, and leave it at that, and make the ability link to the persistent instead, and the actor event link to the persistent as well. Also set the persistent effect to hit target point, and make it's target point "caster point". Don't know exact field names anymore >.< haven't used the editor in a while.

    If you need more help, PM me when replying here with a link back to this topic. I tend to forget.

    Posted in: Data
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