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    posted a message on (Solved) Question: Warp Drive n Afterburner

    @Icesmaster: Go

    I am glad you got some inspiration from my video :)

    You apply your primary buff that modifies your unit's speed. On the primary buff, have a periodic time of X seconds, 1 periodic only, and the Periodic Effect applies the Cloak Buff, in effect it delays the cloak effect when the Warp Drive starts.

    • Your cloak buff lasts forever, but you put a validator in the Behavior: Validators(Remove)+ field on it, that validates the Range to the Target Point.

    If you are NOT using a Target Point to travel to and it just lasts X amount of seconds before dropping you out of warp, just ignore the above bullet point/paragraph. Instead you can just have the Cloak buff last X seconds shorter than the "Warp Speed" buff, so it decloaks before it arrives.

    Because your unit moves at high speeds, you might want to tweak your buff apply/duration to SHORT times, say like 1 second, or even shorter depending on the unit speed.

    For the Entry Sonic Boom FX, you can have your Actor, type ModelAnimationStyleOneShot, be created when Cloak buff is applied. And have your Exit Sonic Boom FX be created when the cloak buff turns off(or when the Primary buff runs off).

    It's up to you to tweak when you want the visuals to appear.

    Posted in: Data
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    posted a message on (Solved) Question: Warp Drive n Afterburner

    @Icesmaster: Go

    Embed Removed: https://www.youtube.com/v/xEh-yt1mhC8?fs=1

    You want something like those visuals?

    If you want a Warp Drop out like mine, you are likely going to have to modify your ability quite a bit, otherwise the Warp Drop FX gets created the instant your unit arrives and it looks bad. I had mine apply 2 behaviors, the normal warp buff and a dummy buff that was set to be removed once the unit was within a range of 24(because of the Speed Boost while in Warp, I needed that minimum range to make the animation "smooth") of the target location, at which point the visual is created and starts it's animation ahead of time so it looks like a smooth transition.

    I hope I still have the map.

    Attaching a Warp Transit FX is real easy, you just setup an Actor Model, type ModelAnimationStyleContinuous. You set the model to whatever you like, in the Host Site Operations+ to SOpAttachCenter(or whatever Attachment Point works for you) and Host+ to _Selectable. Same deal with the Afterburner Flame, though you might need an offset.

    In the video, the opening Vortex has an Actor, type Site Operation(Explicit Rotation), Actor:Forward field is set to 0,-1,5, Actor: Is Local - Enabled, Actor: Up field set to 0,1,0.

    The closing Vortex has Actor, type Site Operation(Explicit Rotation), Actor:Forward field is set to 0,-1,5, Actor: Is Local - Enabled, Actor: Up field set to 0,-1,0.

    You attach the Explicit Rotation to your Actor, type ModelAnimationStyleOneShot in the Host Site Operation+ field aswell.

    Now, depending on the speed of your unit while in warp, you are going to have to tweak the timing of the visuals, or you will get long drawn out spaces between them(kind of like in my video when I go in warp, the Scout has a "shadow", but in my map it was intentional - but had to tweak it till I got what I wanted)

    Posted in: Data
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    posted a message on (SOLVED)Certain Auras Causing FPS lag

    I tested it out. I had mine trigger ever 0.0625 seconds. I had 40 units losing health rapidly, set them on Patrol, no lag/issues at all.

    Posted in: Data
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    posted a message on [Solved]map crashes when unit dies

    @Rice87: Go

    Hmmm.

    ... tried unchecking 'PlayForever' ? It plays the animation anyways and repeats on its own. PlayForever is useless, might be causing issues?

    Does it crash if the unit dies within the first 33 seconds of the unit's birth/creation? Or just after?

    I've never had SC2 crash on me, but would running it in window mode give you an error box with a hint? If so, what does it say?

    @Rice87: Go

    What do you mean you removed the actor for the unit? Do you mean the aura actor, or the "blimp" actor?

    Posted in: Data
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    posted a message on (SOLVED)Certain Auras Causing FPS lag

    Sorry to say, but it's going to be just you.

    Posted in: Data
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    posted a message on Behavior reapply visuals not working?

    @Kueken531: Go

    No, my method was pretty much the same. I toyed around with Guardian Shield a while back and I knew what was required to get it to show up "permanently"

    Posted in: Data
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    posted a message on Behavior reapply visuals not working?

    .... all my post written up for nothing... :(

    Posted in: Data
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    posted a message on Weekly Data Exercise #19 - Show me how you build!

    @ScorpSCII: Go

    I specifically avoided a power network like that because of the Community Project.

    Posted in: Data
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    posted a message on Weekly Data Exercise #19 - Show me how you build!

    Tried to think of a unique way of building(I have an idea about using charges, somehow...) but I went for a modification to the Protoss.

    Nexus is now the main power source for the Protoss. Power Source is upgradable(start at lvl 1 & finish at lvl 5), and buildings each have a power level requirement to be built. The upgrade costs minerals and shields.

    I did not try to balance the costs or anything.

    My other option with suggestion from DrSuperEvil was doing a multi-level Behavior ability as the upgrade, but from what I understand, I would have had to use a veterancy? I dunno, I took a quick look around and found a video tutorial on levelable passive abilities, but I just can't watch a tutorial. I'd rather read.

    I overhauled my idea top to bottom twice and almost went a third time, but since it was working pretty decently already and (read the above paragraph), I just worked around some issues and got it done.

    The first version was vastly different than what is here, though the very basics are still there.

    Embed Removed: https://www.youtube.com/v/lJd1hd-SrsM?fs=1

    Hope you enjoy.

    Posted in: Data
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    posted a message on (Solved) Ability - Stats - Wait to Spend, semi-failure

    @DrSuperEvil: Go

    Hmm, I'll have to take a look and see.

    On the topic of the Wait to Spend... it now works today... very odd. All I did was give the ability to a zealot, and when I tested it on the Zealot, it worked fine. So I took it off the zealot, and now it works fine for the Nexus. Likely fixed because I restarted the editor hours later... weird editor.

    Solved... I guess.

    Posted in: Data
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    posted a message on (Solved) Help with Radar Filter

    @dragooness: Go

    If you try it and you cannot get it working, perhaps you can send me the map? I could tweak it and do some quick tests, go over it and see if you might have missed something. Trust me, it happens to everyone. I know I've spent too much time on one thing only to realize that one field was wrong. So easy to miss things :)

    Posted in: Data
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    posted a message on (Solved) Ability - Stats - Wait to Spend, semi-failure

    @DrSuperEvil: Go

    Why switch to a behavior? I got it working fine, it just takes the minerals right away and waits for the energy, no matter what I try. A behavior ability is a toggle, is it not? Like cloak?

    Posted in: Data
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    posted a message on InComplete Ideas

    Some old ideas I had. Some of these I started, but damnit... I can't trigger for crap, and I don't feel like setting up a team for nothing. I came to realize too, that I don't want to spend the time required to make a map. I'd rather keep my Data Editing as a hobby, no matter how good I get. Some of these are just "project titles" and were not meant to be the "final" map name, if I had ever gotten around to finishing some of these.

    Futuristic Urban Combat

    • 2 Factions(Protoss/Terran), Zerg neutral/commandables on the map
    • 3v3 or 4v4, throw back to the old CTF maps on BW. You roam around the map, fighting.
    • Rounds, kill off your enemies to win the round.
    • No actual weapons, abilities are your weapon, energy is your ammo, does not regenerate, pick up ammo crates on the field to get more energy.
    • Infantry classes/roles
      • Medic, Sniper, Light and Heavy Demolitions, Light and Heavy Assault.(per Faction, each have different weapons/stats)
      • Choose your role between rounds.
      • APCs allow ANY infantry to shoot from inside Cargo
    • Start with just your class at each round start.
    • Find "mercernary infantry" on the map to help you.
    • Ground Vehicles
      • 2 Tanks(for Terran)/2 Heavy Walkers(for Protoss), 2 APCs(Slow&Strong, less cargo/Fast&Weak, more cargo), 1 Artillery, 2 Specials. (per faction, each have different weapons/stats)
    • Air Vehicles
      • 2 per faction
    • Multiple settings -Straight Faction (Terran VS Protoss, Zerg Neutral in map only), -Random Vehicles (Terran Faction might receive a Protoss and a Terran vehicle one round, and then only Zerg vehicles the next round)
    • All bullets/weapons shoot in straight lines, so aiming/skill is required. Cannot shoot through cliffs(certain weapons/vehicles, like the Artillery vehicle, can shoot over walls, in an arc. Some weapons requires a Sniper to "laze" the target to enable heat seeking)
    • Terran Vehicle class: Massive, Armored, Mechanical
    • Terran Infantry class: Bio, Light/Armored, Heroic
    • Zerg Vehicle class: Massive, Armored, Structure
    • Zerg Infantry class: Bio, Light/Armored, Hover
    • Protoss Vehicle class: Massive, Armored, Robotic
    • Protoss Infantry class: Bio, Light/Armored, Psionic
    • All weapons receive bonuses/minuses to attacking some class type. Some classes could be all 3, or a mix. Never Light and Armored for bio.

    The Vikings - Urban Jungle

    • 2 Vikings brothers from 12th century Earth are trying to kill a Warlock when he escapes into a Vortex. They follow him, intent on dispensing Viking justice for what he's done. They end up in the current SC2 Universe with just their sword/shield and axe/shield. They must now track down the Warlock to return to their time.
    • 2 Player Co-op RPG.
    • Just a few WoW models/weapons to begin the game.
    • Eventually they acquire technology(guns, shields, grenades, etc etc).
    • One brother becomes a "Marine" and the other a "Marauder".
    • Take over giant mechs in certain "sequences/chapters".
    • Required Tactical gameplay, not always Brute Force.
    • Good / Evil choices affecting quests and story line.

    Kerrigan Must Die

    3rd person combat game, something along the lines of Devil May Cry.

    • multiple difficulties
    • Play as Tassadar, who can transform into Hybrid Maar
    • or Play as Zeratul, who can transform into Hybrid Reaver
    • 2 Secret unlockable characters & alternate costumes
    • Keyboard-based gameplay
    • Block == H
    • Jump == SPACE
    • Evade == SHIFT
    • Taunt == i
    • Attack 1(melee) ==J
    • Attack 2(range) == K
    • Super Power(Transform) == N
    • Up == W
    • Down == S
    • Left == A
    • Right == D
    • All based on timing.
    • Would probably be too laggy for online play.

    The Death Creed

    (abandoned because it seemed too much like NOTD, except medieval vampire/horror themed)

    • 6 player, Story driven RPG.
    • 30 levels.
    • 7 unique classes:The Ordained(Healer), The Consecrator(Buffer), The Exorcist(Control/AoE), The Exalted(Melee), The Saint(Tank), The Shackler(Control/Minion/Monster Tamer), The Hunter(Ranged)
    • 4 Unique skills per class. Skills levelable to 6, minimum level requirements.
    • 1st Unique unlocked at level 1, 2nd Unique unlocked at level 6, 3rd Unique unlocked at level 15, 4th Unique unlocked at level 25.
    • Leveling system - 2 Skill Point every level, 1 extra Skill point every 5 levels, 1 Class Point every 2 levels, 1 extra Class Point every 10 levels, 1 Stat Point ever 2 levels
    • Class Points upgrade Unique Class abilities(4 Unique x 6 levels = 24 needed to max out, only receive 18)
    • Skill Points for upgrading damage, defense, health regen, etc(115 total Skill Tree upgradable, only receive 66)
    • Skill Trees identical for all characters, except the Class Tree(obviously)
    • Combat Skill Tree - Damage, Defense, Attack Speed, Move Speed (each up to level 10)
    • Healing Skill Tree - Health Regen Speed, Health Regen Amount, Mana Regen Speed, Mana Regen Amount (each up to level 10)
    • Spells Skill Tree - Reduce Cost, Reduce Cooldown, Increase Damage (each up to level 10), Increase Range(up to level 5)
    • Stats - Health, Mana (up to level 15 each((and you only get 15 stat points when you reach max level))
    • Save Character progression, or if you messed up on Skill/Stat/Class Points, "Reset" to level 1. Start fresh, no forgiveness.

    Hound Souls

    Mech RPG/Action Adventure

    • do missions to acquire money, parts & upgrades for your mech(s). Some missions on foot. Steal/hijack, infiltrate, sabotage, chase/escape
    • basically an Armored Core-type map
    • Biped base - use Goliath/Goliath Merc
    • Track base - use the Siege Tank(s)
    • Quadruped base - use the Immortal
    • Hover base - use the Diamondback
    • remove the turret through the actor, so you can attach whichever cockpit you like onto the base
    • Basic Cockpit(2 weapon attachment spots, Left/Right)
    • Wide Cockpit(3 weapon attachments, Left/Right/Back)
    • Advanced Cockpit(4 weapon attachments, Left/Right, Left Back/Right Back)
    • Engines(Light, Heavy, Adaptive - (any engine class can be Supercharged, increasing power output and weight allowance, but engines overheat quicker)
    • Machine guns, Cannons, Beam Cannons, Sniper Cannons, Energy Rifles, Beam Rifles, Rifles, Rocket Launchers, Grenade Launchers
      • Some can only be attached to the back, some take 2 spots(2 Front, or 2 Back)
    • Accessories - Radar Jammers, Energy Drainers, Sensors, Flares, etc. Attached to the Back attachments.
    • Rifles, Cannons, Machines Guns, Sniper Cannons can be Atomic(slightly increases Damage, decreased velocity, Damage over Time component)
    • Beam weapons can be Overcharged(greatly increases Damage, reduced distance, requires more Power to equip & use.

    Magedrake Wars

    • 5 player Free For All.
    • More monster kills = more loots = better skills
    • Each is a Dragon(WoW models) that can cast spells(which are not unique to the Dragon model).
    • Start off in your own sectioned area, which exits into the center, a giant battle fields.
    • Each start area has varying monsters which can be beaten and captured for the Magedrake to be able to summon that creature into battle. Some are stronger than others, requiring better skills.

    I have some files for Death Creed(fully worked out skills, except 1 for 3 different classes), and Future Combat(Terran Vehicles all done, barely started Protoss Vehicles), if anyone would like them(they are OpenOffice documents. Sorry, no maps, ended up deleting them while cleaning out the folder.

    Most of the work I had done on the maps(Death Creed, Magedrake Wars, Future Combat) was basically all the visuals and for Future Combat, I ended up making all the vehicles for Terran. I like messing around with visuals. Normally, you make the basic game first, get it going good, then really go for the visuals... not me. It's why I think I prefer to just keep doing this as a Hobby.

    Posted in: Map Suggestions/Requests
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    posted a message on Equipment Array issues

    Looks like I must use a weapon, if I want an upgradable icon in the UI, showing the power level. So I just updated the tooltip saying to basically ignore the stats, and now I can 'ugprade' the Power Level just like you can with Weapons and Armor(the little # in the bottom right corner showing the level of the weapon/armor).

    Posted in: Data
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    posted a message on (Solved) Ability - Stats - Wait to Spend, semi-failure

    EDIT:: Solved. It was likely just a stupid glitch. Seems to have fixed itself after I rechecked hours later(basically I think reloading the editor did the trick).

    So, I'm working on my How you Build map(still, did an overhaul since Upgrading Power Level behaviors is impossible) So I went the route of Using An ability with a channeled Cast Time, cost, etc, and at the end it removes power behavior, replaces it with higher power behavior, issues an order to "upgrade" the UI's Equipment Array to show the proper Power Level by just selecting the Nexus.((Too many damn overhauls for this...))

    Anyways, uncancelable ability(Effect- Instant), cost 100 minerals and 100 shields, test it out... it uses 100 minerals instantly, waits the 30 seconds to remove 100 shields.

    Went and unchecked "Wait to Spend", I want 100 minerals and 100 shields taken right away. Test again, still takes 100 minerals right away, still waits 30 secons to remove 100 shields.

    Cross referenced the Wiki since it seems pretty darn obvious what "Wait to Spend" means, and sure enough my "obvious" conclusion matches that of the Wiki.

    • Wait To Spend only uses the cost resources/vitals after casting the effect. WRONG.

    Was this even checked? Or am I just semi-retarded? :P

    I decided to test with 101 shields, Wait to Spend checked. Start the ability, attack the Nexus, ability cancels immediately, minerals not returned. Real nice... you start upgrading the last level, get EMP'd a bunch, you just lost minerals for good.

    Same test, Wait to Spend not checked, same results.

    Anyone ever run across this problem themselves and have a work around?

    Posted in: Data
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