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    posted a message on Aftermath RM
    Quote from SakiSakurai: Go

    You could join my team for NOTD: AD I update it daily by myself doing almost everything and have a primary sight for a good NOTD map. That is based roughly off of NOTD: AM with 3 years of research put into it stories units etc. So far I have rifleman with 3 abilities level-able and an NC with 3 abilities level-able. Stories set up I still need more. Missions I have mission one almost completed. I have an alpha tester and I have a trigger designer who helps me with my triggers. I think I have a modeler but a second one would be nice. And I need help with debugging.

    P.s. Not to sound like an elitist or something or saying "No you can't do this." I feel like if someone is qualified to run a team and lead it. They need to bring necessary skills to the building table. Say I did nothing or could not bring a skill to the table except dictation and just give a direction for a team that was enthused about this. I feel like nobody would respect me. Let us now say I could do data editing, modeling and triggering. I would be more apt to be a leader of a team.

    Also even after two months of progress on my map it is slow moving. I feel like taking on the Aftermath or something of that sort is ambitious and one needs to be disciplined in order to achieve it. Like how I built mine is more like NOTD: Pies when Aftermath first came out civilians, waves, and a couple of Fatties at the end until I can morph it into stronger play style and team work. Along with better abilities and amusing effects.

    Specificity also applies here. Currently there are 4 Notd Projects in secession, mine is one, S3rius (Dotdish?) Sirius (NOTD: 3) and Ability (NOTD). 4 if this gets off the ground which I hope it does. Cause having more competition makes me feel more apt in building better. :D Any who good luck I hope everything goes well and ask questions when you need help. :)

    PM me (if anyone is interested).

    Love

    Saki

    Actually there is another NotD project well underway. Myself and Malkavian.Vision have been working on a NotD: Special Ops since early august. Our progress has been very stready and beta release is approaching. This map will more or less reproduce notd:SO marines and abilities with some minor changes and place them on a new terrain with new missions but strongly similar in many ways to the original notd:SO.

    If you never played notd:SO created by Syrus and Nxuan, it was somewhat of a sequel to NotD:2 but much more polished and EXTREMELY more difficult. It requires EXTREME teamwork.

    Good luck to all of the notd map teams. May notd maps rule the popularity lists in a short time!!

    Posted in: Team Recruitment
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    posted a message on Trying to make a crit with new effect chance feature

    @RileyStarcraft: Go

    It should be noted that this is an incomplete description of the solution.

    View this thread for further details about making this work: http://forums.sc2mapster.com/development/map-development/2562-critical-strike-issue-and-item-activation-issue/#p6

    Posted in: Data
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    posted a message on Morphing ability causing unit to stop

    some abilities have a flag called "transient" if you set this to "checked" it wont cancel move orders. I have no idea if this works on morphs, I have not done anything custom with morphs.

    Posted in: Data
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    posted a message on WoW Model-Pack Requests

    @Zarakk: Go

    As always, thank you very much. I havent tested it out yet but I have high hopes. I was gone for a couple days so this was a nice thing to find waiting on me.

    UPDATE: I tried them out and they are working. I had bad results with ghoulwhite.m3 but i think my actor settings were the problem. ghoulred and ghoulgrey worked perfectly. Thx again.

    Posted in: Art Assets
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    posted a message on WoW Model-Pack Requests

    @Zarakk: Go

    thx for the new stuff Zarakk.

    any chance you can upload that redone ghoul model? (the original one has many duplicate animations with same names that break it)

    Posted in: Art Assets
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    posted a message on Map Desynch after patch 1.1.1.

    @SebSC2: Go

    i believe so, but we had no issues before 1.1.1, we simply used the localizer tool from mapster and all was good. Now after 1.1.1 if we run or dont run localizer this problem pops up. Extreme headache for us, as we have tons of work to do.

    Posted in: Triggers
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    posted a message on Map Desynch after patch 1.1.1.

    we might be having similar issue,

    I am US region and my mapping partner is EU. When i make data objects and send him the map all of the descriptions for the text keys and tooltips are 100% gone. The result is in game you see the file path for the ID of an object but u dont see a "name" or a "tooltip". We have no idea what is causing this but it seems to be after patch 1.1.1

    any help from the community would be fantastic!

    Posted in: Triggers
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    posted a message on How can I change a projectiles launch location?

    this has been answered SOOOOOOO many times in these forums in 100s of posts...

    1. make sure the ATTACK actor (type: action) has launch attachment query+ set to the attachment point or method that you want.

    2. make sure the ATTACk actor (type: action) has the field "Art - Missile" set to your missile ACTOR.

    3. make sure the missile unit is set properly in the weapon object.

    4. make sure the attack actor events+ has this TERM : "AT CASTER" (and followed by "from effect tree descendant" term) for the launch missile effect action

    Posted in: Data
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    posted a message on Help! Actors wont attach to new custom unit.

    @Lucavious: Go

    sounds like you are missing "unitbirth.yourunitname >>>> Create" in the main unit actor

    Posted in: Miscellaneous Development
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    posted a message on WoW Model-Pack Requests

    @Bajista: Go

    you need to learn site operations. The weapon models dont have attachment points on them so it is considerably labor intensive.

    But basically you need to create a Site Operation - local offset type actor and a Site Operation - Explicit Rotation (IsLocal = enabled) type actor and combine them to attach the weapon where u want it. If you are totally lost on what I am saying then you need to start with ProzaicMuze's tutorials on actors and site operations. First read the one on making the bunker with giant gun and flipping over a wraith. Then read the one on making the Uberlisk. At this point you should understand Site Operations which are extremely useful!

    Posted in: Art Assets
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    posted a message on How hard is it to create a unit

    this shared name thing is a bug and very common one. it is related to the field "unit - name" on the right hand side. The duplicated unit shares the same text key instead of duplicating one.

    Duplicate your unit, select the duplicated unit, go the field "unit - name" on the right hand side. Double click to open it and the top line should say "text key" manually click here and give it your new name. What happens is sometimes it uses the original text key and when u change the name of unit it simply updates the description of that text key (the bottom line w/o a title). Therefore, if you change the unit name on the left hand side you are simply updating the description of the text key associated with both units and you will see both of their names change as a result.

    There is actually a really fast way to know if you have this bug. If you duplicate the unit and you go to rename it by double clicking it on the left and the "ID" field in the popup is grayed out/unselectable then you have this bug. On a side note, if you see this grayed out ID field usually if you save>>close the editor entirely>>re open your map it is fixed. This is not 100% and much more of a pain (depeneding on map load time) than manually updating the text key.

    Posted in: Data
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    posted a message on How hard is it to create a unit

    it is alot more work to create from scratch. The trade off is that duplication has some bugs that may or may not rear their ugly head at you.

    so.... create from scratch = spend more time and have better understanding of how all the data objects fit together in the end. duplicate = spend less time creating the unit, spend a handful of time figuring out if the oddity you see in the data editor is a bug and how to fix the bug.

    In the end, once you notice the bugs that can occur and know how to fix them quickly, duplication will save you much more time assuming you have alot of units to make.

    If you have very few units, try creating from scratch and if you get frustrated just do a duplication.

    Posted in: Data
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    posted a message on WoW Model-Pack Requests

    @illidans911: Go

    is that gnome an NPC? npc's are also on the list of impossibles.

    Posted in: Art Assets
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    posted a message on Patch 1.1 Notes

    @Sneakervek: Go

    if your editor is not configured to connect to bnet then you can open it. At least I can.

    Posted in: General Chat
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    posted a message on Help with a simple ability

    duplicate the marauder's "weapon" object and all components. Then make a new button and a new ability type effect - target. Make the ability call the "launch missile" type effect that you duplicated from the weapon. enter the ability - commands+ field and click on the execute line at the top, now scroll down and find default - button field, and set it to the button you just made.

    In the unit that uses the ability find ability field and add this ability. then find the command card and add this ability to it.

    for splash damage find the "damage" type effect in the chain and add a 'search area" to it with desired radius for splash and desired dmg dealt fraction. Dont forget to add filters to the search area so it doesnt dmg friendly/neutral/dead/missile/invulnerable/hidden/ etc

    in the ability object enter the cost+ field and under "cooldown" find "time - use" and set it to 5.0. "time - start" will prevent you from using the ability for specified time at unit creation.

    Posted in: Data
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