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    posted a message on Making Icons for requests

    Simple request, can you recolor the Roach Regeneration icon with a purplish and Oragish tint like that in Zerg level 2 and 3 upgrades, I'm making a series of regeneration upgrades and while original button is good for level 1 I'd like to have color consistency with other level 2 and 3 upgrades.

    Posted in: Art Assets
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    posted a message on Creating an upgrade that changes the weapon used by a unit.

    I've solved it, give the weapon to the unit and make the weapon default hidden, make a behavior that suppresses the weapon (like the Ghosts hold fire) and give it to the unit. Make a requirement 'Weapon Suppress' which has NOT logic with regard to the upgrade, then Create a validator linking to the requirement. Put this Validator in the 'Remove Validator' section of the Behavior, this causes the Behavior to be permanently removed when the validator returns false which occurs when the research is completed, allowing the weapon to be used. The upgrade itself can remove the hidden flag from the Weapon making it appear in the units weapon list.

    Reversing the process should be able to remove a Weapon by hiding and disabling it.

    Posted in: Data
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    posted a message on Creating an upgrade that changes the weapon used by a unit.

    I've tried to do similar things and meet with little success, I think one possible strategy is to add all weapons you wish the unit to use under the units combat list. The Weapon will be disabled by default (a flag on the weapon), and then have the upgrade enable the weapon in some way (not sure exactly how to do that) as well as show the weapon in the units data panel (I know this is done on some campaign upgrades).

    Posted in: Data
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    posted a message on [UltiDrgn]'s Request Corner

    I hope this is considered reasonable.

    I'm making modified a Helion which serves as a transport (think of the Warthog from Halo) that Marines ride around in and shoot from like a Bunker, and need a version of the Helion without the flame gun on top. I have this functioning in the editor but the Marines weapon effects originate from the Hellions flame Turret which is confusing. So when removing this Turret their probably need to be new weapon-effect points attached, ideally one on each side near the rear fenders ware theirs something that looks like an air-intake (we can pretend its a gun-port).

    Thanks for providing these artworks, us non artists really appreciate it.

    Posted in: Art Assets
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    posted a message on Multiple effects using only one behavior...

    A 'Set' Effect can contain a list of other effects which will execute when the Set effect occurs, you'll probably need a series of effects and validators to create what your describing.

    Posted in: Data
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    posted a message on Simple Persistent Removal

    Think you need to create a Persistent which is periodically (say ever 0.25 seconds) searching the area and applying the behavior, the Behavior itself lasts only that long so when a unit moves out of the area it loses the behavior just a quick.

    Posted in: Data
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    posted a message on Cruiser/Mohican Team Color Textures

    These lack the Hellions Turret correct? I'd like to get my hands on variations of the Hellion model with different turrets to create a unit which switches between several different weapons and turrets such as rocket launcher, chain-gun etc (think Humvee).

    Posted in: Art Assets
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    posted a message on [WIP] Reaver Starcraft 1 Retextured and Redone

    Best Reaver so far, with a bit of work I'd use it in my Mod.

    I'd recommend making the front less boxy, make the 3 'mouth claws' larger and more curved, the small side out-rigers seem to lack shape and definition as the texture is too busy and is breaking them up, I don't really recall SC1 Reavers having those out-riggers either. Keep it up you are very close, the whole rear half is perfect and theirs a lot o small detail their.

    Posted in: Art Assets
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    posted a message on Casting while channeling

    I would Also like to get the answer to this one

    Posted in: Miscellaneous Development
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    posted a message on Spleen of the Swarm Recruiting

    Greetings, I'm the creator of the "Spleen of the Swarm" mod featured on B-net forums

    http://us.battle.net/sc2/en/forum/topic/628234765?page=1

    The goal is to re-imagine Zerg in a way more consistent with the 'Swarm' nature of play while incorporating some fun old and new units. In turn the Protoss and Terrans will get their own rounds of improvement (with Spoof names) to create hopefully create a reasonably balanced psudo-expansion.

    I have a number of Play testers so far and while I'm always glad to have more, I now want to see if their are people with technical or artistic skill that can add to the project. On the art side I just want simple 2D button making and perhaps some modifying of meshes (such as say grafting a piece of one onto another or moving a weapon effect attachment point). On the Technical side I'm looking for someone who has more experience with the editor and can more easily create spell/effects particular ones that are original. If your interested just post in the thread and/or msg me on B-net at Impaler#790 (NorthAmerica)

    For those interested in trying the Mod search for "Spleen" under Create Custom Game and it should be the only entry.

    Posted in: Team Recruitment
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    posted a message on need help in SC2 editor fundamentals

    I don't claim to know the system (I'm just copying units from Campaign to Melee) but from what I can tell the editor is basically just reading/writing XML files which are inside of a custom Blizzard archive format. The XML defines a bunch of different data types like units, actors, models etc. These data elements are individually very small but reference each other to create the whole system, only certain references are allowed and their not always intuitive. For example a unit can reference one or more weapons, and weapons reference an effect in-order to do damage (or have other effects such as the Marauders concussive shells). By breaking up things into the smallest possible bit the system is made more flexible but at the cost of having to use a lot more objects to do stuff.

    Posted in: Miscellaneous Development
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    posted a message on [XML, Data] Modding and porting Mod/Campaign data without the SC2 Editor and avoiding dependencies

    Thanks for that I'm trying to copy Scourge into a small stand-alone Mod using the steps you've provided but I'll have to add something that allows them to actually be built which dose no appear to be in the Campaign data (their just a pre-placed unit).

    I'm going to try to get most if not all the SC1/BW units extracted out in this way (someones already done a nice Lurker extraction which I found on B-net). I'm still fuzzy on the dependency process, I presume it's some kind of append & overwrite of data as SC2 loads. What is the minimum necessary set of Dependencies for a standalone unit extract, most units seem to have references to standard abilities like Attack and Stop. If I manage to get several units extracted in this way can I then create a mod which combines them by just having the unit mods as Dependencies, allowing me to pick and choose which ones are included? Also I noticed when I added Campaign as as dependency to the aforementioned Lurker mod, it became 'stuck' and could not be removed as it said the Campaign dependency was defining the Lurker, when it was clearly the data in the Lurker mod itself that did that, is their some kind of behind the scenes merger/overwrite when the Campaign is used as a dependency, which is why we want to avoid having it as a dependency?

    EDIT:

    On further inspection it looks like Lurker is easier to do then other units because its graphics are in the Liberty-Melee MPQ pack, presumably because it was cut very very late in the process (too late to be put in the Campaign perhaps?), the Scourge and all the other Campaign units are in a different MPQ file so even copying all the XML for them out of the Campaign wouldn't be enough, I'll have to copy art files as well, this could take a bit more work to figure out.

    Posted in: Tutorials
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    posted a message on Unofficial Expantion Project

    I've been playing with the Editor and looking over the many custom units and abilities people have made. But It seems everything is geared towards making making more exotic RPG type games and Uber-units. I'm interested in adding some balanced units both re-makes and originals to normal melee game-play and creating a kind of unofficial expansion pack, I've yet to see any sign of a similar project or goal out their, if their already is please do point it out. If not I may have to do it all myself fortunately their are enough art assets from the campaign that I should not need any additional art and a number of units are their fully formed and ready to go, particularly Terran units. I'll likely start with reactivating 1 unit per race and then move into more original units and upgrades.

    If anyone has some original unit Ideas particularly for Zerg and Protoss units I'd like to hear them, but remember they have to be balanced units witch fit into the current game and can be countered, try to be as thematically appropriate as possible too.

    Posted in: Project Workplace
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