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    posted a message on Hide health bar
    Quote from progammer: Go

    @Zorho: Go

    No, that's an ugly solution. Under unit Actors, find the field status bar visible or something like that, you can check and uncheck 6 types of bar: Life, Energy, Progress, Duration, Cargo, Shield

    More specifically, these are called "UI: Status Bar Flags".

    Posted in: Data
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    posted a message on remove every marker from a unit

    Bit of a necro, but still relevant.

    In the unit's "Model", set:

    • Art: Selection Offset (0.000000,0.000000,9999.000000)
    • Art: Selection Radius 0.0000

    Setting the radius to 0 will still show the selection circle. Also, the additional much larger selection circle, which appears when the unit is hovered by the mouse, still shows, too.

    Using this approach will not remove the visual effect of the circle, but will place it far up in the skies.

    Posted in: Data
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    posted a message on Need Hero Designers

    Sounds cool. Demigod sure had potential, but never reached critical mass. League of Legends had that, but got boring really fast because it - in my perspective - lacked "while-the-game-is-running" unit customization.

    I would love to help, but I think your deadline is a bit too tight. May 1st is very optimistic. (1) Hero classes have to be designed, (2) their skills implemented in the data editor, (3) skills, health, mana, talents etc. must be balanced not only "damage/mana/effect"-wise but also between heroes (e.i. which heroes get which skills).

    I know my way around the SC2 Editor very well, from UI implementation, to triggers, to terrain, etc. - but my biggest passion in unit skill/ability design.

    You can checkout a map I made; even though it only made it to the beta (real-life stuff :/), it's still rather complex skill-wise: And yes, it is Magicka in SC2, but as PvP. :)

    I would love to hear more about your project, and see some of the work you've done, but if you stand firmly on that deadline I cannot take a leading role in creating this map. However, you're welcome to ask for advice.

    Posted in: Team Recruitment
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    posted a message on [INACTIVE] Spellstorm: Looking for Alpha Testers

    @zenx1: Go

    Well, I am adjusting the game mechanics at the moment, such as movement speed, health, and damage from various spells. Currently the numbers are based solely on math formulas, which take into account maximum health, damage per second, mana cost, and level of dificulty (to use with success), number of targets affected, types of secondary effects applied (such as Wet, Zap (stun), and Burning (DoT)). But math alone won't make a great game, so you will see some tweaks in the near future. :)

    One of the deadliest attacks in a melee attack, which can do up to around 1100 in a single hit. This is because it is very hard to use (hit with), it is quite expensive mana-wise, and you leave yourself very vulnerable by getting close to an enemy.

    The idea is that people should heal and assist each other with shields, rather than just go face-to-face in every battle and unleash whatever they've got and cross their fingers not to get killed themselves.

    In addition, one of the intentions of the game is to encourge people to use the Special Spells a lot. If you have a hard time catching an enemy, invest in Exhaust (reduces movement speed greatly). If you burn your mana quickly, invest in Meditation. Also, a couple of healing/regenerating effects is about to be introduced to the Defensive tab of the Special Spells.

    Thanks for your feedback! I very much appreciate it.

    Posted in: Team Recruitment
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    posted a message on [INACTIVE] Spellstorm: Looking for Alpha Testers

    @Keyeszx: Go

    Well, the game is public in the EU region and in the beta stage. :)

    Posted in: Team Recruitment
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    posted a message on Add cooldown to ability

    @abvdzh: Go

    Persistence and patience, young padowan! ;)

    Glad to see you got it working.

    Posted in: Triggers
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    posted a message on Spellstorm (Beta) (EU) - Wanted: US Map Publisher

    Wanted: US Publisher

    I need a US map publisher who can publish Spellstorm across the Atlantic. Anyone interested?

    Posted in: Map Feedback
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    posted a message on Creating Triggers and Custom UI.

    @Hurzty: Go

    Well, there aren't really any incentives for people to sign up for this task. Except for ending up on a credits list somewhere.

    Maybe you could tell us a bit more about the project, what kind of UI you want, etc.? :)

    Posted in: Triggers
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    posted a message on Add cooldown to ability

    @abvdzh: Go

    Why do you use a Custom Script for this? It is the equivalent of just referencing the desired Ability. If you - in the Trigger Editor - click "Data > View Script" and locate "NPressed_Init()", you will see it is the same.

    Anywho, you have to insert the ID of the Ability between the two quotation marks, for instance:

    AbilityCommand("Blink", 0)
    

    Again, I don't understand your problem entirely. Can you do a bullet list of what it is you want?

    Posted in: Triggers
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    posted a message on Add cooldown to ability

    @abvdzh: Go

    So, let me get this straight: You want to modify the maximum cooldown time on your abilities through the Catalog function in the Trigger Editor?

    You can find help on how to do so here: http:www.sc2mapster.com/forums/development/triggers/18781-solved-catalog-field-get-ability-cooldown/

    I also threw in another trigger in the attached map, which sets the maximum cooldown time of the Transfusion ability to a random number between 1 and 100, and then it reads the value from the cooldown field and displays it as a Debug Message. Just press 'M' ingame.

    I hope this is the answer you're looking for.

    Posted in: Triggers
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    posted a message on Spellstorm (Beta) (EU) - Wanted: US Map Publisher

    Thanks for the feedback, everyone! :)

    @lom4R: Go

    I am not trying to conceal that I did use the Magicka spell system as the base. In fact, I have thrown in references to the Magicka game many places. However, I am a one-man army with a 9-5 job - yes, shockingly I do other things than create maps :) - and so, to get some results and not just let the project die, I chose to use an existing concept. Conjuring up a completely new concept is impossible to do alone - at least a rock-solid concept. You need a team for brainstorming and certain ideas must be sacrificed for the greater good of the project/concept. And to be fair, 98% of all maps are based upon existing concepts. If you want to learn about the specifics in the map, please throw me a PM.

    • ZealNaga: So basically, this map is a clone of the Magicka gameplay? I don't see what the SC2 engine could bring to a Magicka-like game/map. This map just looks like a melting pot of the Magicka spells with a Diablo-style UI, and WoW models... It obviously involves a lot of work and I can respect that... But I just don't see the point of these kind of projects, sorry. It's pure plagiarism and not original at all, if you ask me. At least, make the effort of adding ideas/features of your own. I think I'll stick to Magicka even though it's loaded with bugs.

    "ZealNaga" asked for some "originality" as well, and I respect and thank him for his criticism. Although, there are some many games/maps out there with "Whirlwind", "Fireball" and "Summon Whatever"-like abilities/spell - especially in RPGs. Would it not have been the same making another map using spell systems like that? I feel the Magicka spell system allows players to experiment with spells and progressively become better over time - from playing the game alone. I dislike "passive bonus systems" a lot - like, for instance, the talent tree in League of Legends - because it favors people who can afford to spend a lot of time in the game, rather than rewarding the "pros".

    @zeldarules28: Go

    Thanks. I'm slowly getting rid of the major bugs - plus some minor. I am currently working on the last few "Special Spells" which will be implemented in the public beta soon. When I have tested the new spells online and played the map some more, I will publish it in the US region.

    @Ash4meD: Go

    Thank you. :)

    • mnadeau1992: Well... May I ask you how you made this health/mana globes? The interface is amazing. Great artwork.

    The entire UI is homemade, using GIMP and Photoshop. Including spell buttons. I have also made some of textures for units and terrain myself. If you want to learn more about the specific UI components please throw me a PM. :)

    Cheerio!

    Posted in: Map Feedback
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    posted a message on Remove cloak when attack

    @DrSuperEvil: Go

    I made an example in the attached map.

    I only check for two things on this example:

    1. If the ability being cast is the "Cloak". This check must be performed, otherwise the Behavior is removed instantly as it is applied to the unit.
    2. "Caster Has No Orders" is a default Validator. This returns true if the Caster doesn't have any orders, otherwise it returns false and removes the behavior.

    They're combined with an "Or" statement, meaning "If just one of them is true, keep the buff on. If both are false, remove the buff."

    This means that even moving (the order "Move") should remove the behavior - but nothing happens. In fact, as soon as you use the "Caster Has No Orders" in any Combine or Condition validators, it doesn't seem to have any effect. To avoid confusion, the "Move" order I mentioned in earlier posts is no longer part of the check. At first I simply want know how to remove the behavior when the unit receives ANY orders.

    To recap my wish: I want to remove the Cloak buff whenever the unit is ordered to do anything, besides casting the Cloak ability itself.

    Posted in: Miscellaneous Development
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    posted a message on Add cooldown to ability

    Here you go. The only thing I did was:

    • I filled out the Cooldown data in the copied Transfusion ability (see image above)
    • I made a new Trigger. When you run the map in SC2 and press N, a 3.5 sec cooldown will be triggered on the Queen's Transfusion ability

    Enjoy

    Posted in: Triggers
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    posted a message on Add cooldown to ability

    @abvdzh: Go

    When you change some thing in a default Ability (which is colored light blue) the editor automatically copies the ability, making a new one (now it is colored light green). There are two Transfusion abilities in your map; the deault (blue) and your copy (green). You have to add the "cooldown" data to the copied ability, as illustrated in the picture above. Only then can you set the cooldown via Trigger Actions.

    I'll take another look at it when I get home :)

    Posted in: Triggers
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    posted a message on Custom Progress Bar in Gem TD

    @deathtorn: Go

    Fantastic. Problem solved :)

    Posted in: Triggers
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