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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    Prozaic - for the Lightning Tower tutorial, it seems like there's no included step to add the Model "Bounce Beam" to the actors "Bounce Beam 1", "Bounce Beam 2", and "Bounce Beam 3" - which is necessary for the beam to actually show up.

    Am I wrong in saying that got left out?

    Posted in: Tutorials
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    posted a message on Blizzard has lost it

    @dimfish - one guy last weekend had zero impact on this issue. That's not how features get chosen/programmed/implemented/vetted in the industry. This probably took months of planning on their parts - not just a weekend "FUUUUUUUUUU".

    @BlueFacedGit - Personally I don't think Blizzard will be bullied into changing it back. They've gone the road of SOE's Vision (TM) lately. If Blizzard was murdering baby angels I don't think anybody could convince them it was wrong - this isn't the Blizzard of yesteryear. Important company folk have left over the past few years and the face of the company seems to be changing.

    Honestly, the biggest problem I see is that you'll very easily be able to pursue and harass someone you don't like, for whatever reason. Blizz won't care, either.

    Posted in: General Chat
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    My units end up with beams that shoot THROUGH their targets rather than stop at them?

    I followed the entire tutorial and recreated the unit on your map and it worked perfectly. On a fresh map though, I ended with units firing through their targets.

    Any ideas?

    Posted in: Tutorials
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    posted a message on Project Suggestion

    I got hit by a motorcycle today, gimme a break :(

    Posted in: Project Workplace
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    posted a message on Project Suggestion

    Just to clarify - I don't have the time to make this.  I just wanted to throw it out there in the hopes somebody might take an interest and take it up.  I have two other projects I'm working on unfortunately :(

    And...we don't have dog models do we?  Somebody would have to make that ;0  Stick with lings for the moment :0

    Posted in: Project Workplace
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    posted a message on Project Suggestion

    I was daydreaming today about having a Marine with two "Attack Lings", or two Zerglings on a leash.  They'd be able to move a certain distance/radius around the marine, but not beyond the extension of the leash.

    Posted in: Project Workplace
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    posted a message on Event How To: "If a change has occurred" ?

    Azkit, in my tests, a unit dying inside a region did not count as a unit leaving a region.

    And actually - at a quick glance, your script looks more efficient than mine.  I need some time to evaluate it vs. what I have and see if it works.

    EDIT: Went back and implemented Azkit's suggestion - it's cleaner (eliminates a spammed trigger) and more compact so I implemented it.  Thanks Azkit :)

    Posted in: Miscellaneous Development
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    posted a message on Region Control Map

    @ZeroAme - Yeah - I could have a region with an ability which the player could activate - the ability would consume units and produce a defensive structure.

    I'm also thinking that the one common advanced ability for each region would be to produce hero-esque units, akin to what players would get after such-and-such number of kills in the old blood maps.  Like a normal old Marine might be able to be transformed into a Dominion Champion at the Mengsk's Imperium region.

    Posted in: Project Workplace
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    posted a message on Region Control Map

    I hadn't been thinking about it like that, but as I'm sitting here considering it, it could work well.

    While upgraded the region has statue's which have to be destroyed before a player can seize control.  While upgraded, it also provides a more powerful effect, and has auto-turrets defending the region.  So...supposing someone lost control, their successor would gain the effect bonus and the auto-turrets - but they'd still be vulnerable until the towers regenerated --- meaning, yeah...the previous owner would be PO'd and likely come stomping back at you.

    Although I was also thinking of having the region revert to its original size if it goes unoccupied - I'm working on that at the moment (trying to figure out how to have a region shrink in size...).  I was thinking of adding a timer so that it wouldn't be immediate, but rather have the region atrophy at a slightly faster rate than it grows.  Supposing you have to hold it for 30 seconds to go from Level 1 --> Level 2, then the unoccupied decay from Level 2 ---> Level 1 would take maybe 20 seconds.

    Posted in: Project Workplace
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    posted a message on Event How To: "If a change has occurred" ?

    Khazr - that's one of the solutions I considered.

    Ultimately I decided to go with just proc'ing the region effect trigger when the ownership changed.

    Posted in: Miscellaneous Development
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    posted a message on Region Control Map

    This probably won't blow anybody away, given the advanced stuff some people are already producing - but I figure I'll outline a project I'm working on.

    I wanted to soup up old-fashioned 'blood' map gameplay with the ability to control regions which would impart bonuses on the controlling players' troops. So far what I have I've accomplished is:

    1. Regularly spawning units which spawn at start zones and face the center. Not too hard to do. 2. Regions which switch ownership based who has the most units in the region; empty regions revert to being neutral.

    What I have in the pipe is this: 1. Current work: Region Effects - +health or +damage for example, faster unit spawn, different unit spawn, the ability to combine units to make something more advanced, and so on. Some ideas include "Vampirism" region - controller's units earn a portion of the damage they inflict, "Mengsk's Imperium" region - +health for controlling units, regularly grows in size and receives automated defenses as it does, among others. 2. Region Upgrading: a region's effect will grow stronger, it may grow in size, it may receive automated defenses, an improved appearance, may require attackers to destroy a defensive structure before they can wrest control of it from someone else.

    Let me know if you have any suggestions. Hopefully the telecom down here in Brazil will get off its butt and get me hooked up to the internet after only 6 weeks (only) of waiting...sigh. I'll post what I've got when that happens so I can get some feedback on my triggers and whatnot.

    Posted in: Project Workplace
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    posted a message on Event How To: "If a change has occurred" ?

    Short answer: Any time a unit Enters/Leaves/Dies in a region it's counted in an array. A trigger procs every second and compares the numbers of units in the array and stores the index corresponding to the largest value in a separate variable. Then an action sets ownership of the region to the value of that separate variable.

    I have regions which switch control to the player with the most units inside of them - the triggers take into account entering/leaving/dying units.

    Once a player has taken control of a region I want them to gain some kind of bonus. In the Blizz library I found an action that supposedly returns the owner of a unit, but I couldn't actually find it in the GUI to use - figured I would store the current owner in a variable and check for a change. I've tried making my own custom Event which would monitor for changes in ownership, but I get that damned "Wrong number of parameters!" error and I haven't figured out why yet (NOTE: I have no internet at my house, so I'm running Patch 10 (?) version of the Editor - not the latest by 2 patches I think, maybe 3 - could be some unfixed bugs I'm unaware of).

    1. I didn't think about attaching the effects to the trigger which causes the ownership change in the first place. I could take a look and see if that'll fit what I want to do - but it feels like it'd be cleaner to have a separate event. 2. I didn't want to just run a timer - I haven't had many discussions re: lag caused by triggers and timers so I kinda wanted to exercise my brain and try to sort out an Event - but yeah...I could use a timer and check for an ownership change with a variable. 3. I can probably 'jury-rig' it to work with your ideas above - but damn, more than anything I'd love to make my own Event, and especially know why I'm getting the damned wrong number of parameters crap.

    Posted in: Miscellaneous Development
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    posted a message on Custom Event Definitions

    Are you having an issue where it keeps saying "Wrong number of Parameters!" when you try to save (which causes a failed compile)? I'm trying to get around that too.

    Posted in: Galaxy Scripting
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    posted a message on Event How To: "If a change has occurred" ?

    I'd like to be able to set an Event trigger to the equivalent of "If a unit has changed owners" but haven't had much luck.

    Has anybody already been successful at that, or have any bright ideas?

    I moved on to trying to create a custom Event, but that's been hellish, with the compiler screaming "Wrong number of Parameters!" at me constantly...I think I can solve the problem with some clever logic and a variable here or there - but it'd be nice to have it done cleanly with a simple Event.

    Posted in: Miscellaneous Development
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    posted a message on Unit Mutation and Evolution

    Hi! My name is Azoreo and I'm new. I've been following SC2Mapster for a while, and got started on the Galaxy Editor with the help of some tutorials I found here. I visited the MIRC channel and outlined a unit I was creating; a couple people were interested, so I'll repeat it here, and post the files when I can.

    I wanted to create a unit which would ingest others, mutate them into something new, and spit them out. Seemed simple, but like everything with the GE it was trickier than I expected compared to say, if I was just doing it in C. But, I did it! The basic unit functionality works. I have a custom Zerg Queen which eats (loads) units. She can carry up to five units, and different combinations of units produce different results. The current options are:
    1 Marine = 2 Zerglings
    2 Marines = 1 Infested Marine
    1 Marine + 1 Marauder = Roach
    2 Marauders = Hydralisk

    As with most projects, feature creep has now become a factor...so, let me tell you what I have in store (and may come around to ask for help with)...

    1. Evolution! The Queen will be able to ingest a unit and absorb some of its Attributes or Equipment and impart it onto other units! For Example: you've produced an Infested Marine who has an Infested Gauss Rifle...why not give him some Concussion Grenades from a Marauder you just ate? This is maybe 30% complete - it'd be easy to do purely with triggers, but I'm trying to get it to work with Abilities/Upgrades/Effects/Behaviors so I can learn more.

    2. Animation/Actor for the Queen to grab the units she's going to eat at range. Currently she makes a grabbing motion (I used her ground attack animation) but it's not perfected. The animation sticks after one use and she floats around. Working on it.

    3. Eating/Birth effects for units being eaten or produced. I looked through the animations in the viewer and found combinations I wanted to make, but haven't had time to figure it out. I don't know if I can do this via the editor or have to do it through 3dsMax or something - totally new to this. I want to combine three smaller animations and have it proc under a unit when it appears.

    That's what's in the pipe for me!

    Posted in: Miscellaneous Development
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