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    posted a message on [Help] Problems with dependancies when testing.

    @Nixo78: Go

    Attach the map then, please.

    Posted in: Data
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    posted a message on [Solved] Problem changing texture on a War3 model

    @Zer0skiller: Go

    True. I forgot to do that in the example map I posted above. I just replicated the work I did in another map into the example map and forgot that field.

    I filled out the fields and attached the map again. But it still does squat. All new Events (i.e. those below the gray ones) I add to the Actor are still red.

    Posted in: Data
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    posted a message on [Solved] Problem changing texture on a War3 model

    @ImperialGood: Go

    Thanks for your interest!

    Things have become a lot more advanced for models in Starcraft 2 compared to Warcraft 3, indeed.

    I've created and attached a map illustrating my problem.

    The new Unit, "Pinchling", is duplicated from the Zergling, also duplicating the Model and Actor (for the unit). I have modified a few entries to clean things up a bit, e.g. removing Abilities and Custom Death Models & Sounds.

    Next, I've imported a modified texture (made it pink for clear visual distinction), and I've added a new "Pinchling" Texture.

    Now, in the Actor, under "Events+", I cleared away the zergling specific events, leaving only the gray text entries. I then added an "ActorCreation" event with "TextureSelectById Pinchling". But it's red. See attached screenshot.

    Posted in: Data
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    posted a message on [Solved] Problem changing texture on a War3 model

    I played around a bit more with the Actors. The Sound actor works perfectly. But it seems like the main unit Actor simply won't accept any changes in the "Events - Send", where I previously tried to apply "TextureSelectById".

    As seen in the attached screenshot, I tried a different Event. In this example I simply want to start a timer on unit death. But it becomes red (invalid or overridden). This goes for any and all Events I attempt to add.

    Posted in: Data
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    posted a message on [Solved] Problem changing texture on a War3 model

    Solution

    See: http://www.sc2mapster.com/forums/development/data/78464-problem-changing-texture-on-a-war3-model/#p9

    Original post

    I've exported, modified (in Photoshop), and imported a custom texture, which I have based on and want to apply to the "Assets\Units\Critters\War3_HermitCrab\War3_HermitCrab.m3" model. This model is now available through the "Warcraft III Art Mod" dependency.

    I have created a Unit, Model, and Actor, and tied everything nicely together. The hermit crab, which I named "Pinchling", appears as it should in the terrain editor.

    However, I want to change its texture. I went here - http:www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/ - to find out this approach was hopelessly outdated. But on page 24, Kueken531 made a post where he'd successfully changed the texture of a Thor and he included an example map. Many thanks for this, Kueken531!

    I created my Texture, setting Slot="body" and File to my imported texture. So far so good.

    Now, I attempted to apply the same logic as in Kueken531 example to my Hermit Crab, using "TextureSelectById" and all that. No success. The "Messages" dialog keeps outputting error messages like:

    [5/9/2015 3:40:36 PM] Warning: USER: [ 26 8] CActorUnit[Pinchling] Pinchling Assets\Units\Critters\War3_HermitCrab\War3_HermitCrab.m3; Could not find texture with id Pinchling_Normal.

    Note that I did intentionally name the texture "Pinchling_Normal".

    I'm thinking that perhaps the attachment slots ("main", "body", etc.) could be different on the War3 models? Indeed, when I "Show Model Data" for the Crab model, under materials, it's called "Body2"; not just "Body".

    Anyone who can crack this one?

    Thanks in advance!

    Posted in: Data
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    posted a message on [help] Problems with actors

    Actor are like glue. There exists many types of glue which each has their specific purposes. It's the same with Actors.

    I can really recommend taking the time reading and learning about Actors, and testing out things yourself.

    Posted in: Data
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    posted a message on Looking for 12+ player ffa maps

    @MaskedImposter: Go

    Ah, yes. And of course Neutral and Hostile as well. I could've just opened the Editor, really... :)

    Posted in: Map Suggestions/Requests
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    posted a message on Allow movement on effect-target ability

    In your Ability, under "Stats: Flags", you most likely want to check "Allow Movement" and "Wait To Spend".

    Posted in: Data
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    posted a message on Life on Zerus - Kill, evolve, dominate - Taking suggestions!

    @MaskedImposter: Go

    Yes. Respawning or some similar feature will exist. I'm not sure if I like the idea of players having to start from scratch, though. That mostly comes down to balance and ultimately: What is fun?

    I did think about creating super units - or "bosses". But then I reconsidered it. At a certain point, I want players to move away from farming easily killed AI monsters to actually hunting each other down.

    Once you have acquired a certain amount of essence from any type of monster, you will no longer gain essence from it. This forces people to seek out and kill stronger and stronger monsters, and ultimately go for the player controlled units.

    Hehe. That Baneling suggestion certainly is interesting! Anything is possible. The Potency school, for instance, could reduce death penalty, provide faster respawn time, or something similar. Just spitballing here. Nothing is chiseled in stone, yet! :)

    Posted in: Map Suggestions/Requests
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    posted a message on Life on Zerus - Kill, evolve, dominate - Taking suggestions!

    @TyaArcade: Go

    I agree that things shouldn't be overly complicated. I've considered introducing different game modes. A "Normal" mode introduces the very basics. Other game mode could unlock more complex features. This, too, makes balance harder, though.

    Agreed. I want to allow more control over the evolutionary paths, and not just - as in Darwin's Island - say "You killed a crab. Congratulations, you are now a troll." What...?

    The core is exactly what I want to nail first! One of the primary reason I made this post.

    I'm not too fund of the victory condition in Darwin's Island. It promotes snowballing and I really dislike that effect. I'd rather introduce some form of tennis logic, then. Something like if you are 5 levels above anyone else, you win. It needs refining, of course.

    Yes. Hiding will be mostly for the early game. IIRC, in Darwin's Island, all players had vision on the level 11 "super" unit? This map will have something similar so that you can't just turtle, camp, or run forever.

    @datLoLorian: Go

    Perhaps :) I'll write you a PM.

    Posted in: Map Suggestions/Requests
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    posted a message on Looking for 12+ player ffa maps

    I believe there's a hard limit of 12 players in the lobby/game? Correct me if I'm wrong.

    Posted in: Map Suggestions/Requests
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    posted a message on Looking for help to splat a few bugs

    It sounds like a broken Actor reference. Perhaps it's as easily fixed as pointing the Actor to one of the existing zerg building construction animations. Perhaps you need to duplicate the Actor, based on an existing building.

    Posted in: Map Suggestions/Requests
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    posted a message on (Help/Request) Ability Visuals Not Working

    This should be moved to the Data forum.

    Posted in: Map Suggestions/Requests
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    posted a message on Life on Zerus - Kill, evolve, dominate - Taking suggestions!

    I have started working on a map and I would really appreciate a few thoughts on it.

    Concept

    The concept is based on the primal zerg living on Zerus; you become what you kill.

    Other inspiration for this map includes standard evolution theory and a Warcraft 3 map called "Darwin's Island" (http://www.epicwar.com/maps/192383/).

    The rudimentary idea is that the map must be easy to learn, but hard to master. Players should be able to join and have fun for a few minutes. But the map must also be intellectually challenging, providing incentives for players to seek different evolutionary paths and develop new tactics for winnning.

    How to play

    At it's current state it's an FFA map where everyone starts out as a parasite at the bottom of the food chain. Players must then infest and kill monsters/zerg (AI controlled) and other players to collect their essences and thus evolve. Evolving is equivalent to levelling up. By evolving players receive increasingly more powerful abilities, and they become deadlier and more advanced organisms. The unit models will change and grow as a player evolves.

    Currently, I have worked out 5 evolutionary schools, which players may choose from. I'm actually quite happy with them. These schools are:

    • Endurance: Additional health, reducing enemy damage, health regeneration.
    • Perception: Increased vision and detection range, able to see footprints and track down enemies, other awareness skills.
    • Aggression: Increased damage, generally abilities for use in combat.
    • Deception: Trickery, baiting, laying traps, hallucinations, can burrow, etc.
    • Potency: Faster evolving (XP gain increased), minions (e.g. through Mitosis; split in two).

    The map is flooded with respawning AI monsters of varying difficulty. Monsters - and players alike - provide a certain amount of essence when they die. However, essences fall within the 5 evolutionary schools as well. And so, players must acquire said essences in order to gain access to new abilities within the respective evolutionary school.

    Scene/Tileset

    A jungle environment (Zerus tileset) where hiding behind obstacles like trees and rocks is an option for smaller organisms.

    Starting up

    At the beginning, a player will choose his/her primary school. Each primary school provides the player with 3 baseline abilities; 2 actively used abilities and 1 passive. Said baseline abilities are available to each player throughout the game through all evolutionary stages. For the Aggression school, for instance, these abilities could be something like Charge, Cripple, and passively increased damage by a percentage.

    A player is not locked to a school (with the exception of the baseline abilities), though, and may gain access to all abilities - with limitations. These limitations I haven't worked out yet. I thought I played with was having the evolutionary schools in columns and then tiers of abilities as rows, and then only one ability from each tier row can be selected, by spending collected essence. A bit like the current talent tree in World of Warcraft.

    Main objectives and victory

    • Kill enemies and collect their essences
    • Grow and become more powerful
    • Eliminate opponent players and become the most highly advanced creature in the game

    Ultimately, all player organisms will grow to become big, fast, and hit like a freight train, which in turn will cause just one player to be victorious. I have not yet settled on definitive victory conditions, though.

    Any ideas?

    I would very much like to hear from you guys if you have ideas which would be cool to incorporate into the map!

    Thanks in advance! Kafoso

    Posted in: Map Suggestions/Requests
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    posted a message on Looking for help on a small project

    A tip when creating multiple abilities in the Data Editor is that you built your first few abilities, which you already have cf your first post. One ability that applies a buff, one ability that applies a debuff to a target, etc. Then when you want to create a new ability, you find one of your existing abilities, and duplicate it, copying buttons, effects, actors, models, etc. (unless of course you can re-use the exact same ones as in the original ability). Now you have the baseline for your new ability, and you only have to change things like the name, description, icon image, effect, and visuals. All the references are automatically updated to the copies for your new, duplicated ability.

    Posted in: Team Recruitment
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