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    posted a message on Altering the color of unit selection UI when behavior is applied.

    Hello everybody.

    My post is regarding the green ring that appears under a unit when it is selected. Is there a way to alter the color of the model when a specific behavior is applied to the unit,

    Basically I created a High Templar that cna use certain sets of abilities based off of upgrades and I want to create a method in which both players can visually determine what set of skill the High Templar is using with out the hi-temp using its abilities without altering the unit model.

    For example:

    Ability Set A: Blue highlighted UI
    Ability Set B: Red highlighted UI
    Ability Set C: Green highlighted UI

    Posted in: UI Development
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    posted a message on StarCraft: Endless War

    Sounds iInteresting. I am working on a similar mod concept as well. I wouldn't worry to much about people thinking that your mod is a rip-off given the fact that a melee map with campaign units isn't an original concept. Not only that, It is up to you to make your map unique. Even if you borrow concepts unles you have a copy of another modders code you map is going to be unique and reflect your skill level.

    I am looking forward to testing out you map and hopefully you can help test the alpha for mines.

    Also 18 factions is a little much because a few of them will be redundant gameplay wise if each faction only has variant units.

    When developing each faction you should create them with vastly different gameplay styles with units that don't have overlapping roles.

    For Example:

    - If you have a Terran Faction that can build marauders, do they really need to build warhounds that perform the same role.

    - If you Create a Rebel Terran faction and a Dominion Terran faction, you are going to have to do more then simply change out the battle cruiser model.

    Perhaps the Terran Dominion is more unit production focused and can pump out tier one units fairly quickly at a lower cost where as the rebel alliance depends on massing its forces from creating mercenary contracts and being reinforced with unique units like Tauren Marine, Spectres, etc.

    The build orders should be unique to each individual race.

    Wll Good luck I'll post more a little bit latter

    Posted in: Melee Development
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    posted a message on Immortal Turret Following Cursor When the Unit is Selected

    Alright thanks for the response dr. super evil....

    Currently I created a unit morph ability modifying the units actors with animation brackets while the abilities are activated just like the warp prism does.

    However the model transition is kind of messed up.

    I created a custom turret called immortal anti air... and set the turret to spin while idle while the anti-air behavior is active. A problem arises when the mode is swapped.... the normal turrets idle is follow movement however when I move the immortal unit the turret faces the direction the turret was facing when the immortal anti-air turret was active.

    Is there a way to reset the angle the turret is facing while ransitioning between alternate Turrets that are attached to weapons? I am stump at the moment.

    Posted in: Data
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    posted a message on How to make 2 forces attack each other?

    well if you are making a cinematic for youtube or to feature in a map instead of creating all of the triggers to perform the cinematic in one take... simply create various scenes. run each segment with your screen recorded... splice and then edit them together. If you want it to be a opening sequence for your scenario... just import the completed movie file and have an option to watch or skip the video.

    Instead of triggering the entire scenario.

    Create a story board, capture the scenes in the story board, edit them together, convert them into a video file and create a simply trigger to play back the video or skip it. I don't know exactly how your cinematic is playing out however KIS... keep it simple

    Posted in: General Chat
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    posted a message on Immortal Turret Following Cursor When the Unit is Selected

    go on? I am not sure what you mean. Basically I was going to create abilities similar to the warpprism and the model swap actors will be attached to those abilities as opposed to a behavior since the cast duration can be applied to the abilities directly and the weapons are applied directly onto the models.

    At first I created an anti air mode that was a simple behavior ability with a behavior that disables the standard phase disrupters and activates the anti-air version of the unit and immobilizes it.

    I am about to test out modifying the immortal now. In anti-air mode I want the turret to move and rotate independently from the legs while this unit is idle. The idea is to alter the functionality of the immortal to create it into a mobile anti-air artillary turret that can be used in addition to phase cannons.

    Posted in: Data
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    posted a message on Melee Map unit abilities: Immortal

    @madlibrarian: Go

    I like the single target beam idea.and don't worry about tier 3 units being OP because I am balancing evrything using the upgrade system and hero special abilities. Instead of simply upgrading armor and weapons Im am going to include a 3 tier system for standard ability utility, vitality (health), prionic energy (energy), and spells. There are going to be 3 types of damage that can be dealt spell, ranged physical, and melee physical in which certain units will gain buffs through abilities and upgrades that are specifically resistant to those damage types.

    For example the Protoss protectorate Zealots {siblade attack deals 5 physical melee damage and 5 spell damage per strike dealing a total of 10 damage per successful strike (when accuracy isn't effected) Tal'darim (Dark) Zealots have a special emp metal armor upgrade that is resistant to spell damage.. which means when a standard zealot fights a dark zealot... damage dealt is cut in half.

    Ideally the Taldarim variant of protoss will counter the Protectorate protoss as well as other factions.

    I like the flare idea... the primary issue holding me back are the limited effect models... hopefully when I gain access to the beta I will have more SFXmodels to work with. Also the Colossus needs to retaina vulnerability to air so that people wont go mass colossus death march.

    I also plan on adding new mechanics for capitol ships.

    For example Terrans will no longer be able to mass battle cruisers. The Battlecruiser will be a massive ship (I'll increase the scale of the model) with several abilities and systems. Only one can be on the field per player. I know what you may think a bajillion marines or stalkers can focus it down in a heart beat. Nope..

    - damage dealt by ground units are reduced to 25% effectiveness unless they are anti-air units that have a bonus modifier against air units. - The health of the battle cruiser will be increased - SCV's can no longer repair the battle cruiser however it will have auto-repair drones to restore the battlecruiser while it is out of combat. - Air-Units and anti-air turrets will be essential to defeat capital ship units and turrets will of course be upgradable and more effective - Oh and the supply will be huge and the unit cost will cost a considerable amount of resources. Movement speed on maps with atmosphere will be reduced as well. - Capital ships will be a late game unit and will not be enabled for creation until at least 15 to 20 minutes into the game. Each weapons and defensive system will be upgradable on the ship and require different structures to complete, - Capital ships will count as a hero unit as well.

    The protoss will have an improved mothership and the zerg will get the Leviathan as capitol ship units.

    My goal is to create a well balanced mod that can be played in competition.

    I do not want to create over the top stuff like giving a land mine a missile attack -_- *cough*

    Hopefully I get a beta invite soon so that I can use the newer unit and SFX models!!!!

    Posted in: Melee Development
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    posted a message on Immortal Turret Following Cursor When the Unit is Selected

    Hello mapsters... I need your help. I decided to give the Immortal Unit in my mod and anti air ability. As opposed to having a simple behavior ability that toggles between weapons via a buff... I would like to use a morph ability to swith between models. Immortal ground mode and immortal anti-air mode.

    No in anti-air mode I would like the Immortals turret to rotate while the unit is standing and when the unit is selected and given an attack command I would like the turret model to follow the cursor. I think that I have seen a blizzard video in which this was achieved... I was wondering if you guys could direct me to a resource or simply demonstrate what actors I would have to create to achieve this.

    THANK OU in advanced

    Posted in: Data
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    posted a message on Characters you would like to see included

    I Think the Reaver should make a comeback for Protoss!!! Maybe the should make a deal with DC and include a slightly older Superman... Didn't blizzard create the n64 version... Did their rights expire?

    Posted in: Heroes of the Storm
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    posted a message on Melee Map unit abilities: Immortal

    Alright those of you that are still reading this thread;

    I have decided to add an anti-air mode for the immortal in whih movement is disabled and the range of the immortal is increased as an anti air turret that deals splash damage. Warping in a bunch of immortals can help with anti-aur base harass. Posiioning the immortals will be important because the in anti-air mode their is a minimum range of one so clumping them together in anti-air mode isn't a good idea. There will be an 6 second delay between mode that an be reduced with a tech upgrade TBA.

    I have ompleted the stalker, high templar, archon, zealot, immortal, sentry, and dark templar... I just need to come up with 2 active abilities for the Colossus.

    I was thinking about creating a ability called Thermal/Seismic Sensors in which the colossus can detect burruowed units in an AOE. The burrowed units remain detected for an 8 second duration. however I'm thinking that this ability will eliminate on of the ore purposes for the observer... I am kind of on the fence about this... however I plan on having burrowed units like lurkers and swarm hosts and some units are going to have a burrow move ability like banelings, and possible a variant strain of zerglings and infested civilian zombies..

    Looking forward to reading all of the ideas for active abilities for the colossus that are unique and functional

    Posted in: Melee Development
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    posted a message on Melee Map unit abilities: Immortal

    True... however I am also planning on adding various detection abilities to counter the stalkers as well such as Obelisks and minor spires. Some units will have abilities that can silence the effects of passive buffs and I have been considering a ndetectable buff (this buff would balanced by having the ability cost life and disabling attacking. I Know phase sensors will be a late game upgrades because all ability upgrades will only be upgradable depending on the Spell Level Upgrade researched.

    I am planing on having 3 researchable Spell levels at the Templar Archive or Dark Shrine. Each Spell level will upgrade the utility of spells as well as determine which upgrade could be researched when.

    I am trying to make Protoss.... or the Protoss Protectorate more spell caster oriented. You can choose to build either a Templar archive or a Dark shrine and tech up accordingly. High Templars will be buffed by not only giving them an attack but a blink ability as well as different paradigms of spells that can be selected and researched at the templar archives.

    For instance for my alpha. At unit creating you can select one of 3 paradigms depending on what you upgraded at the Templar archives.

    Paradigm 1: Plasma Adept: High Templars can use the spells Plasma Surge and Plasma Bolt Paradigm 2: Lightning Adept: High Templars can use Feed Back and Psi Storm Paradigm 3: Illusionist: High Templars can use Phase Shift and Hallucination

    the life of the high temp is increased to 80 life and 80 base shields and gains a delayed blink ability.

    I am also planing on adding archons with special abilities. High Templars will merge into standard archons while dark templars will merge in Dark Archons with variant abilities.

    I am also creating a variant Dark Protoss Race... the Tal'darim that will specialize in anti Nezarim/ DT-Stalker tech and abilities, More likely then not some units will have abilities in which they can not be detected by phase sensors.

    Thank you for your input. When I release my Alpha it is going to be to test out the Protoss Protectorate, Dominion, and Feral Swarm Factions, I will then release a version with the Tal'darim, United Earth Directorate, Terran Rebell Alliance, and Kerrigan's swarm after the open beta and after seeing all of the swell new units included with the expansion.

    I am really focusing on creating better updates for protoss atm with the limited resources we have.

    Posted in: Melee Development
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    posted a message on Melee Map unit abilities: Immortal

    I'm thinking of implementing @madlibrarians concept adding an anti-air mode in which the phase cannon attack can attack air only in this mode, movement speed is restricted however range is increase +3 and can be increased by Singularity charge +3 for a 12 range anti-air attack with a bonus modifier vs. light air units like the pheonix, viking and mutalisk. & splash damage is applied with the Singularity Charge passive ability as well making the immortal a little better when it comes to defending against mutalisk harrassment... especially with the hardened shield ability that upgrades up to 3 levels when plasma shelds are upgraded @ the forge. I believe the burrow animation would be unecessary however their is a anti-air animation in which the immortal shootstowards the sky. I'm thinking that I may have to decreade the dps a little bit in anti air mode.

    Posted in: Melee Development
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    posted a message on Melee Map unit abilities: Immortal

    I made an ability just like that that stuns enemies... however I want to reserver that for a hero ability because things get kind of wonky it ou have 20 immortals on the fieldknocking everything back. especially when the effect i applied multi-ple times at once the knock back effect only works for the first duration until the effect expires even when you make the behavior buffs stackable.

    Don't worry though that repulsor shield ability will be on a hero unit.... Ghost Nova's Zerg Buster to be exact.

    I love the over charge ability idea... I made a similar one in which the buff charges for 8 seconds activates an attack bonus buff for 15 seconds and after the buff duration weapons are disabled for a 8 second duration. But I am kind of iffy about apply such a ability because I want the hero units to supplement the attack and defense of the main standard troops through their aura abilities or whatever however I may just go with what I created and you suggested. That active ability was actually my original idea for singularity charge before I made it a passive I need to come up with a new name for that ability.

    I love the entrench Idea!!!!! I am definitely going to work on creating that entrench anti-air ability making it a protoss siege anti-air tank... BRILLIANT!!!!!!!!!

    Posted in: Melee Development
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    posted a message on Melee Map unit abilities: Immortal

    @hobbidude: Go

    Good idea however it would overlap with the singularity charge ability that increases range and modifies the basic attack to deliver AOE splash damage. Give the fact that the Phase Disrupters weapon doesn't have limited range the immortal will already do damage to multiple units like zerglings that would surround it.

    I like you idea of adding a stun ability but I think that I am going to leave the stuns to casters and hero units. The immortal is more like a tanky ranged support unit. I am going to make it warpable from the warp gate with one robotics bay and I want it to replace the early role of the stalker because I am creating a unique tech tree.

    For example:

    Stalker - requires a Dark Shrine - gains 3 new abilities

    - Blink: Teleport to targeted location

    - Phase Walk/Phase Cloak: THis unit remains cloaked while not in combat. It can be upgraded at the Dark Shrine into Phase cloak where you can toggle on and off the cloak ability. While cloaked the stalker can not Blink in either phase of this ability.

    - Phase Sensor: While cloaked this unit can detect other cloaked units

    - Anion Phase Crystal Lens: Increases the rande of particle disruption weapon by +2

    I am raising the cost of the stalker as well + 25 minerals and gas.

    Having mass cloaked stalkers on the field will give a purpose for revelation in PvP as well as give a reason for other races to use other unique detection abilities I will be giving to standard units and heroes.

    Right now I am stuck with creating an active ability with the immortal that synergizes with the other abilities as well as fits the immortals theme and role.

    Keep the ideas for the immortal coming please :3 Imma probably update my project profile page in a few days when I am done remaking the protoss race to be in sync with the new beta units.

    Posted in: Melee Development
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    posted a message on Melee Map unit abilities: Immortal

    I thought about adding that... but I'm not sure how to implement it... I tried creating a behavior buff and added a search area effect attached to a damage effect in the period field of the buff and set the periodic field to -1 for unlimited and it laged the game offline -_-. how would you create a trample effect that damages light units that are actually trampled?

    Posted in: Melee Development
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    posted a message on Melee Map unit abilities: Immortal

    Hello everybody. For a while now I have been developing a custom melee style game and I need some general ideas for active/passive abilities for the special units I am using in my project.

    For standard units I want them to at least have 2 active and 2 passive abilities that are practical. I need some ideas for a general concept for an active ability for the IMMORTAL.

    One standard ability that I have for the immortal is Nano-regen which is a auto-cast ability. The Immortal heals while out of combat equal to the amount of its current energy. The immortal has to be out of combat for about 8 seconds before the healing is active.

    The two passive abilities are of course Hardened Shields, and Singularity Charge (In which the Phase Disrupter attack deals splash damage in a 1.75 radius to enemies near the targeted unit and gains 3 additional range.)

    I would also like to note in my map I created Immortals to be warpable from the warp gate as long as you have a robotics facility built and I have already modified the mechanics of using stalkers so that there roles would overlap too much. as ranged support units.

    Do you guys have any general ideas for Immortal melee abilities that aren't OP? Thank you in advanced.

    Posted in: Melee Development
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