Okay, so I've been working on this map for a while now and I've finished carving out the terrain I want so now I've gone back to decorating sections. Was looking for some feedback on some of the different areas I've done. I think I have pics from each of the 5 different kinds of lighting sections I have set up.
I'll also give a little detail on what is in the screen shot.
This is one of the docks for the train. Along the edges of the screen at the highest level is unviewable and unreachable terrain, so I'm not worried about those sections. The area below the tracks is clean on purpose.
This is in the factory and is also probably one of the cleanest sections of the factory.
This is an eco-system that has been set up to assist those working in the facility. Because this is a Castanaar map I had to bring two grass textures in because I couldn't afford to sack any more of my other tiles.
This is a secured compound near the facility
These lights are insane, and that's kind of the point. This is a section of the lab where something has gone terribly wrong. These marines are bunkering down with scrap metal in order to protect one of their barracks.
Yea, I'm using 5 different lights. The one I'm calling 'default' is pretty mild but I'll try that. I'd prefer to edit each section in it's proper lighting, so that way it looks better. I'll try playing with the lighting a bit and see what I can do. Some of my lights are pretty crazy.
lol, I just posted about the minimap bug too. Looks like Blizz did something that has started messing up our GXE. Everything has been find until recently.
In regards to the bridges, that looks like untextured terrain. I've seen a few things that Blizzard didn't finish (like the fraking huge robot) that are colored just like that.
I would try a couple of things. Make sure that there is no other water being placed there (maybe the bridge put it's own water with it) and if there is delete it. I would also try Ctrl + Shift + L if that doesn't work. Maybe it's a lighting issue.
The only options you have to play with terrain in regards to triggers would be to show or hide the terrain. I didn't quiet understand what you were trying to do with the robot. Are you trying to make him a cliff walker in a way?
Events
Unit - Any Unit Enters Oxygen Gain 02
Local Variables
Conditions
Oxygen == false
Actions
Variable - Set Oxygen = true
Actor - Attach Mobile Oxygen Field to Head on (Triggering unit) (This is the actual Attach Actor action rather than Attach Model)
Variable - Set Oxygen Bubble = (Last created actor)
Environment - Set lighting to Castanar (Outside), blending over 3.0 seconds
The lighting changes now, which makes me a happy camper, so that is solved.
I added a couple of events to the actor's data and it plays the birth animation now; however, I'm having a problem killing the actor now. Killing the model when I was using that was cake and to me, logic dictates that the method in which I had to kill the model (by killing the generic actor it created) should be the same method to kill this actor. But for some reason it's not doing the trick.
Here is the removal trigger.
Events
Unit - Any Unit Enters Oxygen Lose 02
Local Variables
Conditions
Oxygen == true
Actions
Variable - Set Oxygen = false
Environment - Set lighting to Castanar (Default), blending over 3.0 seconds
Actor - Kill actor model Oxygen Bubble
'Oxygen Bubble' is a global variable I'm using to store the actor that is being created. When I was attaching a model, it worked fine with storing the generic actor and killing it. That is not the case when I'm using the actual actor.
In the data editor, this is what I have going on for Actor Events
Actor Creation
Create SoundEmitter Doodad_OxygenField
Actor Creation
AnimPlay Birth Birth
Actor Creation
AnimPlay Stand Stand PlayForever
Actor Destruction
AnimPlay Death Death
Actor Destruction
Destroy
I think this would have to be done via triggers. I could see the event 'unit becomes idle' being very useful for such a thing. The problem I see with either doing it through the data editor, if that is possible, or through triggers is getting the location they were at before they moved to attack.
Edit: The Patrol Command/Ability might be a useful reference here. I wonder if it would be possible to remove the bouncing back between points and just make it a boomerang command, you patrol out, do what fighting you need to do, and then come home.
I think part of the problem is that I don't believe you can join a game in progress, so player A and B would have to start at the same time.
How I could see this kind of working is that you have multiple maps that all share the same resources as well as banks. One map would be Stormwind and the surrounding areas and another map would be Ironforge and it's areas. This would allow the world to appear larger and add more quests and dungeons. As for dungeons I think you'd have to add them into the map. Which means if you had a Deadmines, it would have to be part of the Stormwind map.
For larger group dungeons or raids you could make them their own separate map that players have to join.
After going into the data editor, did you go to Map > Map Textures and sacrifice one of your textures for a grass one? I sacked 2 of the Castanaar textures for some grass and they're both working.
Yup, really good work you've got here. It'll look even better in game because you won't see as much at a time. My only suggestion: get some awesome lighting for that awesome terrain.
I actually haven't made my own first model yet, it's all been model edits. You might be able to find my old work still out there. I did editing for a game called Freedom Force.Unfortunately I don't think my skills have really improved as I haven't had much practice. So even your current stuff is better than what I could do.
Well, most of the libraries should come with instructions on how to use them. Of course most of them assume that since you downloaded it that you know the basics of using them. That was my first issue when I got my first library. After you import the library into your trigger editor, you need to run the new triggers that should have been added. So for instance, my library has a couple of required triggers and a couple of optional triggers for customization. The whole point of the library is so that it simplifies the trigger making process in regards to what you're trying to do.
Some libraries have their triggers in their own section in the trigger category (like Hib's Hero Selector) and others are just in the general category tab. If that doesn't help let me know and I'll post some screenies.
0
Okay, so I've been working on this map for a while now and I've finished carving out the terrain I want so now I've gone back to decorating sections. Was looking for some feedback on some of the different areas I've done. I think I have pics from each of the 5 different kinds of lighting sections I have set up.
I'll also give a little detail on what is in the screen shot.
This is one of the docks for the train. Along the edges of the screen at the highest level is unviewable and unreachable terrain, so I'm not worried about those sections. The area below the tracks is clean on purpose.
This is in the factory and is also probably one of the cleanest sections of the factory.
This is an eco-system that has been set up to assist those working in the facility. Because this is a Castanaar map I had to bring two grass textures in because I couldn't afford to sack any more of my other tiles.
This is a secured compound near the facility
These lights are insane, and that's kind of the point. This is a section of the lab where something has gone terribly wrong. These marines are bunkering down with scrap metal in order to protect one of their barracks.
0
@Mogranlocky: Go
Yea, I'm using 5 different lights. The one I'm calling 'default' is pretty mild but I'll try that. I'd prefer to edit each section in it's proper lighting, so that way it looks better. I'll try playing with the lighting a bit and see what I can do. Some of my lights are pretty crazy.
0
@Devrak: Go
lol, I just posted about the minimap bug too. Looks like Blizz did something that has started messing up our GXE. Everything has been find until recently.
In regards to the bridges, that looks like untextured terrain. I've seen a few things that Blizzard didn't finish (like the fraking huge robot) that are colored just like that.
0
Okay, so my minimap keeps doing this in the GXE, which also shows up in game like this.
If I change the whole map's textures to something else and then back again it will fix it, but only until it glitches again.
0
@sageanarion:
Yea, the thing is still pretty buggy. I'm actually getting a new error that I'm about to make a new post for.
0
I would try a couple of things. Make sure that there is no other water being placed there (maybe the bridge put it's own water with it) and if there is delete it. I would also try Ctrl + Shift + L if that doesn't work. Maybe it's a lighting issue.
0
@thommiej:
The only options you have to play with terrain in regards to triggers would be to show or hide the terrain. I didn't quiet understand what you were trying to do with the robot. Are you trying to make him a cliff walker in a way?
0
Okay, so here's what I've got going on now.
Events
Unit - Any Unit Enters Oxygen Gain 02
Local Variables
Conditions
Oxygen == false
Actions
Variable - Set Oxygen = true
Actor - Attach Mobile Oxygen Field to Head on (Triggering unit) (This is the actual Attach Actor action rather than Attach Model)
Variable - Set Oxygen Bubble = (Last created actor)
Environment - Set lighting to Castanar (Outside), blending over 3.0 seconds
The lighting changes now, which makes me a happy camper, so that is solved.
I added a couple of events to the actor's data and it plays the birth animation now; however, I'm having a problem killing the actor now. Killing the model when I was using that was cake and to me, logic dictates that the method in which I had to kill the model (by killing the generic actor it created) should be the same method to kill this actor. But for some reason it's not doing the trick.
Here is the removal trigger.
Events
Unit - Any Unit Enters Oxygen Lose 02
Local Variables
Conditions
Oxygen == true
Actions
Variable - Set Oxygen = false
Environment - Set lighting to Castanar (Default), blending over 3.0 seconds
Actor - Kill actor model Oxygen Bubble
'Oxygen Bubble' is a global variable I'm using to store the actor that is being created. When I was attaching a model, it worked fine with storing the generic actor and killing it. That is not the case when I'm using the actual actor.
In the data editor, this is what I have going on for Actor Events
Actor Creation
Create SoundEmitter Doodad_OxygenField
Actor Creation
AnimPlay Birth Birth
Actor Creation
AnimPlay Stand Stand PlayForever
Actor Destruction
AnimPlay Death Death
Actor Destruction
Destroy
0
@Hookah604: Go
I think this would have to be done via triggers. I could see the event 'unit becomes idle' being very useful for such a thing. The problem I see with either doing it through the data editor, if that is possible, or through triggers is getting the location they were at before they moved to attack.
Edit: The Patrol Command/Ability might be a useful reference here. I wonder if it would be possible to remove the bouncing back between points and just make it a boomerang command, you patrol out, do what fighting you need to do, and then come home.
0
I think part of the problem is that I don't believe you can join a game in progress, so player A and B would have to start at the same time.
How I could see this kind of working is that you have multiple maps that all share the same resources as well as banks. One map would be Stormwind and the surrounding areas and another map would be Ironforge and it's areas. This would allow the world to appear larger and add more quests and dungeons. As for dungeons I think you'd have to add them into the map. Which means if you had a Deadmines, it would have to be part of the Stormwind map.
For larger group dungeons or raids you could make them their own separate map that players have to join.
0
We want the pics. This is 1. an awesome idea for a dance (seniors dressing up freshman) and 2. an awesome idea for an outfit.
0
@DuckyTheDuck: Go
After going into the data editor, did you go to Map > Map Textures and sacrifice one of your textures for a grass one? I sacked 2 of the Castanaar textures for some grass and they're both working.
0
Yup, really good work you've got here. It'll look even better in game because you won't see as much at a time. My only suggestion: get some awesome lighting for that awesome terrain.
0
That is awesome.
I actually haven't made my own first model yet, it's all been model edits. You might be able to find my old work still out there. I did editing for a game called Freedom Force.Unfortunately I don't think my skills have really improved as I haven't had much practice. So even your current stuff is better than what I could do.
0
Well, most of the libraries should come with instructions on how to use them. Of course most of them assume that since you downloaded it that you know the basics of using them. That was my first issue when I got my first library. After you import the library into your trigger editor, you need to run the new triggers that should have been added. So for instance, my library has a couple of required triggers and a couple of optional triggers for customization. The whole point of the library is so that it simplifies the trigger making process in regards to what you're trying to do.
Some libraries have their triggers in their own section in the trigger category (like Hib's Hero Selector) and others are just in the general category tab. If that doesn't help let me know and I'll post some screenies.