• 0

    posted a message on [Data] Formula Based Map Balance (Balancing Your Map With Formulas)

    @fokk: Go

    it's not half of their dps and it's not their whole dps. You must account for micro in some way. If you made smaller units more powerful because you expect them to die they are much stronge rin the hands of someone who burrows roaches or blinks away stalkers or pulls zerglings off as they get hit once or twice.

    you cant completely rationalize it because the effectivness of a unit is determined not only by its direct combat stats but also movementspeed, smaller size >larger size in all cases except when considering seige damage, larger sheild pools are better than larger hp pools, and health is worth more on zerg units than on other units due to inert regeneration.

    your formula is a good start but it simply is not complicated enough to really consider anything other than attack moving. Even then it is imbalanced when regarding meele vs ranged units and units with any form of spash damage difference or size difference.

    I dont mean to be a nay sayer but simply to encourage you to expand your formula

    edit: I forgot wasted dps. Small hit point units have the benefit of wasting more dps vs larger units. zerglings have only 35hp so the first two hits from a zealot hit for full but the next hits for only about 60%. that's about 5 wasted damage.

    Posted in: Tutorials
  • 0

    posted a message on Big project in the works about to be scrapped, need input

    @coronbale: Go

    "for the last month or so,"

    If you saved data from the beta editor that's probably your problem. Transition from beta client to retail client is a large problem.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on This has probably been asked already, but I don't know how to search for it

    @Frightwolf2005: Go

    blizzard released the game when the game was finished. They were not concerned with the editor's status. However! The entire blizzard campaign was said to be made in the galaxy editor, and between that and editing the text you should be able to get saved variables to move over across maps. Transition will not be seamless but blizzard has announced that this would work in the future. You will simply have to go back and add the transition triggers at a later time. Sorry.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Possible to have a missile fire in a straight line and impact the first thing it hits?

    @KerenskyLI: Go

    check out the map "crush company - the last hope" i believe their projectiles are trigger based and you will just have to slightly modify them to make them hit allys as well as enemies.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Request Help] Effect/Ability Automatically Spawn Items.

    I have been working for a couple of weeks on my map and quite frequently I get stumped, more often than not i can get my problems solved by friends looking at my data and by looking for tutorials but as of now I am stumped. I've tried a few different methods of making the items spawn but i dont want to do it using triggers, exclusively data.

    The ability should be used automatically to spawn one item (i realise one says banana and one says apple that is not the problem i am just linking two seperate methods i tried) at the base of the caster when the caster gains 10 mana. The ability has already been given to the caster and put in the command card as well. Could someone tell me what's wrong with it?

    Here's my data.

    Effect

    Field Spawn Apple AI - AI Notify Flags Editor - Editor Categories Editor - Editor Comment Editor - Editor Description Editor - Editor Name Spawn Apple Editor - Editor Prefix Editor - Editor Suffix Effect - Creation Options Birth, Drop Off, Placement, Provides Food, Provide Complete Tech, Uses Food Effect - Effect - Spawn Effect - Response Flags Effect - Validators Target - Location + Caster Point Target - Marker + 1:(Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled):Effect/SpawnAppleTree Target - Origin + Caster Unit Tech Tree - Tech Aliases Unit - Spawn Count 1 Unit - Spawn Owner + Neutral Player Unit - Spawn Range 500 Unit - Spawn Unit Apple

    Ability

    First method i tried

    Field Spawn Banana Ability - Alignment Neutral Ability - Arc 0 Ability - Arc Slop 11.25 Ability - Auto Cast Acquire Level None Ability - Auto Cast Filters Ability - Auto Cast Range 2 Ability - Auto Cast Validators Ability - Cancelable Ability - Commands + (|):((Disabled|Disabled)|(Disabled|Disabled)):(Available|Available):(None|None) Ability - Name Spawn Banana Ability - Placeholder Unit Ability - Produced Unit (Banana) Ability - Progress Buttons (||||) Ability - Set ID Ability - Smart Validators Ability - Target Filters Ability - Target Sorts + 0:0 Ability - Uninterruptible Ability - Validate Approach, Prepare, Cast, Channel Command Card - Level Button - Image Command Card - Level Button - Name Command Card - Level Button - Tooltip Cost - Cost + ((0|0|0|0)):((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)):((0|0|10)):((0|0|0)):(0):(0):(0):(Disabled):(Abil/SpawnProduce):(Ability):(0.0000):(0.0000):(Abil/SpawnProduce):(Ability):(0.0000):(0.0000) Cost - Refund Fraction + (0|0|0):(0|0|0):(-1|-1|-1|-1):-1:-1 Editor - Editor Categories AbilityorEffectType:Units Editor - Editor Comment Editor - Editor Description Editor - Editor Prefix Editor - Editor Suffix Effect - AI Notify Effect SpawnProduce (Unknown) Effect - Calldown Effect Effect - Cursor Effect Effect - Effect (Spawn Banana) Effect - Marker + 1:(Disabled|Enabled|Disabled|Disabled):(Enabled|Disabled|Disabled|Disabled):Abil/SpawnProduce Effect - Markers Used Approach, Prepare, Cast, Channel Stats - Cast Finish Time Stats - Cast Start Time Stats - Finish Time Stats - Flags Abort On Alliance Change, Auto Cast, Auto Cast On Stats - Prepare Time Stats - Range Stats - Range Extra 1 Tech Tree - Tech Alias Tech Tree - Tech Player Upkeep UI - Activity UI - Alert Array (||||) UI - Default Error MustTargetUnit UI - Error Alert UI - Orders + (Disabled):((255,0,255,0)):(Assets\UI\Feedback\WayPointConfirm\WayPointConfirm.m3):(0.75):(Assets\Textures\WayPointLine.dds) UI - Show Progress UI - Target Message Select target UI - Tooltip Priority 0

    second method i tried.

    Field Spawn Apple Ability - Acquire Attackers Disabled Ability - Alignment Neutral Ability - Arc 0 Ability - Arc Slop 11.25 Ability - Auto Cast Acquire Level None Ability - Auto Cast Filters Ability - Auto Cast Range 2 Ability - Auto Cast Validators Ability - Cancelable Ability - Commands + (|):((Disabled|Disabled)|(Disabled|Disabled)):(Available|Available):(None|None) Ability - Name Spawn Apple Ability - Place Unit Ability - Placeholder Unit Ability - Produced Unit Ability - Progress Buttons (||||) Ability - Set ID Ability - Smart Validators Ability - Target Filters Ability - Target Sorts + 0:0 Ability - Uninterruptible Ability - Validate Approach, Prepare, Cast, Channel Command Card - Level Button - Image Command Card - Level Button - Name Command Card - Level Button - Tooltip Cost - Cost + ((0|0|0|0)):((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)):((0|0|10)):((0|0|0)):(0):(0):(0):(Disabled):(Abil/SpawnProduce):(Ability):(0.0000):(0.0000):(Abil/SpawnProduce):(Ability):(0.0000):(0.0000) Cost - Refund Fraction + (0|0|0):(0|0|0):(-1|-1|-1|-1):-1:-1 Editor - Editor Categories AbilityorEffectType:Units Editor - Editor Comment Editor - Editor Description Editor - Editor Prefix Editor - Editor Suffix Effect - AI Notify Effect Spawn Apple Effect - Calldown Effect Effect - Cursor Effect Effect - Effect (Spawn Apple) Effect - Marker + 1:(Disabled|Enabled|Disabled|Disabled):(Enabled|Disabled|Disabled|Disabled):Abil/SpawnApple Effect - Markers Used Approach, Prepare, Cast, Channel Stats - Cast Finish Time Stats - Cast Start Time Stats - Finish Time Stats - Flags Abort On Alliance Change, Auto Cast, Auto Cast On Stats - Follow Range 5 Stats - Prepare Time Stats - Range Stats - Range Extra 1 Tech Tree - Tech Alias Tech Tree - Tech Player Upkeep UI - Activity UI - Alert Array (||||) UI - Default Error MustTargetUnit UI - Error Alert UI - Orders + (Disabled):((255,0,255,0)):(Assets\UI\Feedback\WayPointConfirm\WayPointConfirm.m3):(0.75):(Assets\Textures\WayPointLine.dds) UI - Show Progress UI - Target Message Select target UI - Tooltip Priority 0

    Edit sorry about the wall of text, i dont know how to make these lines enter in an organized manner

    Posted in: Miscellaneous Development
  • 0

    posted a message on Make Units Roam Around

    @ividyon: Go

    There is a leashed version of the wander behavior that the post above mentions. This wanders in a medium radius around the origional placement point or the last point the unit was instructed to walk to.

    Posted in: Miscellaneous Development
  • 0

    posted a message on WoW Model-Pack Requests

    @Zarakk: Go

    Are you downright unable to do characters or is it just characters with equipment that you cannot do?

    Posted in: Art Assets
  • 0

    posted a message on [Request] Fortified Wall; Uses ingame models.

    Am I perhaps not supplying enough information on what I would like, or would this be rather difficult? I was assuming it would take less than a half hour because i am mostly asking for models to be stuck together rather than actually edited. I do not know much about this type of production so please give me some feedback even if you cannot make the model for me. Thanks.

    Posted in: Requests
  • 0

    posted a message on [Request] Fortified Wall; Uses ingame models.

    Could someone please make me a model similar to the picture below? It uses standard doodads that ship with the game, Rubble Wall 90, Security Fence Straight, Chain Link Fence Straight, and Water Tower Tall. The main difference is that I would like the top of the water tower cut off so that the fences make a gun nest at the top of the tower. In addition to this model could anyone also make a version that has a standard marine model standing in the top of the tower with animations for standing and for shooting?

    I want to make this into a structure with a 2x4 footprint, and if there's a better way to do this please let me know.

    http://i64.photobucket.com/albums/h165/Maxwell999/Fortifieddefenses.png

    Posted in: Requests
  • 0

    posted a message on Hero Units In Map Maker?

    @TerranApocalypse: Go

    It'd be awesome if you could just look at the stickies on top of the tutorials section of the forum or search for keywords before posting. Some threads are difficult to find but there are many many tutorials for hero creation.

    This thread should be put in the map development forum for one thing, his question related to the data editor and not to trigger libraries.

    http://forums.sc2mapster.com/development/tutorials/431-data-complete-hero-tutorial/

    http://forums.sc2mapster.com/development/tutorials/1333-video-data-wc3-hero-ability-emulation/

    http://forums.sc2mapster.com/development/tutorials/1646-data-create-a-wc3-like-experience-sharing-system/

    http://forums.sc2mapster.com/development/tutorials/4705-data-revive-heroes/#p8

    that shoudl be everything you'll ever need a tutorial for regarding heroes. Good luck.

    Posted in: Galaxy Scripting
  • 0

    posted a message on Porting over Dark Swarm

    @Atl0s: Go

    Create a modified version of hardened sheilds that reduces ranged damage to zero but has no actual sheild value.

    Create a behavior/buff to give that ability to units.

    Create an aura with the actor whatever you want, make the aura give the behavior/buff you just created.

    Probably will work.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Request] can anyone resize two models for me?

    @komodo1138: Go

    @summerloud: Go

    I dont see the logic here. No matter when you do the shape change, the proportions will still be wrong so it will still get distorted.

    Posted in: Requests
  • 0

    posted a message on Spawn Unit At Random Points?

    @jerberson12: Go

    yup.

    Spawns.

    Event; Timer - Every 60.0 seconds of Game Time

    Condition; (Number of Living units in (Any units in "Large Region That overlaps all your points" owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) < "some number of units you want roaming around"

    Event; General - Repeat (Actions) X times Actions General - Switch (Actions) depending on (Random integer between 0 and 3) Cases if 0 Actions Unit - Create 1 "unit that you want" for player 15 at (Point facing 270.0 degrees) using default facing (No Options)

    add more cases as needed

    Posted in: Miscellaneous Development
  • 0

    posted a message on Water

    @BuuGhost: Go

    if your water doesnt show you have to use the button "lock to game view settings"

    Posted in: Terrain
  • To post a comment, please or register a new account.