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    posted a message on (Solved?) Quick Question regarding Augment Ability

    @dragooness: Go

    Let's say you give a unit an ability with a range of 4. You make it Time Use. Cast the ability on a unit at 10 range, your unit approaches and casts the spell, and THEN the cooldown begins.

    If you had made the cooldown with Time Start, the minute you target a unit regardless of range, the cooldown begins. This essentially forces a player to "commit" to the ability or suffer a cooldown period.

    I would imagine it might not work with Zealot Charge because it's an autocast ability... ??

    Also, are you sure you Cost > Time Start in the Cooldown section and not the Charge section of the Cost?

    Posted in: Data
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    posted a message on Weekly Data Exercise #11 - Whats a Magazine?

    If only the Wander behavior had Validator(Remove) and Validator(Disable) fields, I wouldn't need a Dummy behavior that acts as a timer.

    EDIT: OMG... that's it! Remove the Duration from the Duration Dummy Behavior, Validate it instead, that if it fails, removes the Wander behavior.

    Wander behavior is removed when the Dummy Behavior fails to validate if/when there is no Sieged Tank in Range OR receives an order... I'll do that later, though. I'm starved.

    Posted in: Data
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    posted a message on Weekly Data Exercise #11 - Whats a Magazine?

    @DrSuperEvil: Go

    Yes, that's what I did with the Dummy Behavior having a 10 second duration and then removing the Wander behavior. Otherwise, there's no real way to tell when to stop patrolling without doing something overly complex. As it was, if the unit is out of range when the tank auto loads the units, then that behavior would keep the wander behavior infinitely.

    Posted in: Data
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    posted a message on BorgDragon's Asset Compendium

    In this post I will be uploading all my maps I've done, consodliate them all into one thread, instead of Necro'ing old WDE threads. Some of the maps are the defaults from when they were first created(some over a year ago), I will be marking them as <filename>.v1 or .v2. V1 is default, haven't been checked fully. I will re-attach as V2(or higher) once I've gone over it and worked out any tiny little bugs/made sure it's adequate.

    All my assets can be used without permission in any of your maps. Credit would be nice, especially if you base most of your work on something I've done, but not necessary.

    • Read the file Description.
    • Final require no more updates, working FULLY as intended(as far as my testing shows)
    • If you find a bug in any of the "Final" maps, please let me know in this post.

    Video Links

    Update April 26th 2012

    -Added NukeDefenseTower, Final
    -TankInfantryDefense is Final
    -FrozenOrb is Final

    Update May 1st 2012

    -Added HyperSpace, Final

    Posted in: Data Assets
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    posted a message on Weekly Data Exercise #11 - Whats a Magazine?

    @nevjmac: Go

    Nevjmac, all that I would need to do is remove the validator on the Cargo behavior that allows only marines to enter the Siege Tank, and add other Terran infantry to the map. The Cargo ability does everything, it's not a specific set of marines, if I understand what you are saying.

    @DrSuperEvil: Go

    I will take a look at the Wander Behavior sometime later today. And yes, I guess I can go over my maps and make an assets post.

    EDIT:: Ok, took a quick look, Wander is nice, it's very random the pattern that they patrol in.

    • Moved the Bio units away from the Tank so that when the map begins, it doesn't auto load them.
    • Increased total Cargo to 8 from 6.
    • Start with 2 Marines, 1 Reaper, 1 Ghost, 1 Marauder.
    • I removed the IsMarines Validator on the Cargo ability, so any Terran unit can now enter the Tank(Added is Terran and Unit Is Biological validators).
    • When unloading during Tank Mode, previous cargo occupants will not Wander.
    • When unloading during Siege Mode, previous cargo occupants will Wander for up to 10 seconds and then stop.

    I added in the 10 second duration Dummy Buff because once a Wander behavior is on the unit, it is permanent(It has no duration). Plus, I have the Wander behavior leashed to the unload area, otherwise they might Wander off too far to protect the Tank(and when manually moving units away from the area with the Wander behavior, they would wander back to its initial point of unload)

    Posted in: Data
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    posted a message on Diablo 3 Open Beta

    @progammer: Go

    True enough I suppose. There's a solution to it, of course. Why can't they have a filter for potions, quickly accessible on the main bar. You just click it and select which potions you do not want picked up. They are all enabled on character creation, and as you progress to higher difficulties, you can remove the lower potions from auto pickup.

    Posted in: Off-Topic
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    posted a message on Diablo 3 Open Beta

    Oh! One thing that I think they should have done.... Heal Potions should be auto pickup just like gold? I mean... having to click a Potion to pick it up is lame. They're beneficial. It's not like it's random loot that you don't want to pick up.

    Posted in: Off-Topic
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    posted a message on Weekly Data Exercise #11 - Whats a Magazine?

    Sorry guys, I'm going to be the Necro King(of WDEs) every once in a while. As you may know, I have been/am going back over some WDEs and redoing/tweaking things, seeing how much my thinking around problems have gotten better, or just in general. And I figure it's better to Necro the WDE which is what the subject of the post is, than to make a new Topic everytime I make an ability. Or do you think I should just make 1 consolidated post of my stuff and just update in there??? *shrug*

    Nevjmac issued me a challenge to have the Marines patrol around the Tank when it sieges up(after I had done the initial challenge), and I had started, but at the time I guess, it was just too far out of my ability. I randomly loaded the map up, went "WTF was I thinking" and fixed it right up in about 10 minutes(really, it was that simple). I don't use the hacky method of having the Tank Mode have Cargo and the Siege Mode not having Cargo like my past uploaded map - Previously this meant that a loaded Tank Mode going into Siege Mode, would eject all Cargo, because it could not carry any. I have addressed this method.

    The Siege Mode now has Cargo, however it still automatically ejects the Marines as a defense from close combat units. Re-uploading the map. It's been cleaned up,(perhaps not much cleaner than the previous map upload because I had worked on the Nevjmac's second challenge after the upload, but when I loaded it up there were 6 validators, 5 behaviors, remove behavior effects... it was a disaster)

    I hope you enjoy, and that some people may learn from this.

    Two slight issues... Number 1 : The AutoLoad behavior is default on the Tank Mode, so at map load/Tank unit built, it will try to load any marines around it. There is a method of having it not do this at these specific times, however it's just too much work to fix such a minor issue. Validating on the Remove/Disable fields of the AutoLoad buff would do so at all times, thus disabling the auto loading feature, and validating a secondary Dummy buff would entail too much work, since Morph abilities cannot apply behaviors prior/during. Like I said, too much work to fix such a small issue.

    The second minor issue, if Sieging during an attack(like at the end of the video), the Marines will attack the Zerglings first, patrol once, and then stop moving. I'm not sure why, the Issue Order effect preempts all orders, and normally units that patrol will fire/attack anything close to them and then return to patrolling once the threat is passed.

    Embed Removed: https://www.youtube.com/v/2VSoxz7DqUg?fs=1
    Posted in: Data
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    posted a message on Using Charges to build structures?

    @LitePollution9: Go

    To display the charges on your building, you could give the ability to the building and put it on the Command Card. Just make sure the ability Arc is set to 0 and that the building cannot turn, otherwise it will be able to plant if it doesn't have to move/within the Arc(if your arc is set to 15 or whatnot).

    Posted in: Data
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    posted a message on Remove Behavior Specification Help

    Go the the Behaviors Tab, find each Negative Buff you want to be removable, and set their Behavior: Categories+ field to Temporary(or whichever).

    Next, create a Remove Behavior effect, DO NOT specify a Behavior in the Behavior: Behaviors field, simply modify the Behavior: Behavior Categories+ field to Temporary(or whichever Category you set your Negative Buffs to).

    Then, you may want to double check on your Positive buffs(or any not-removable-by-Purge behaviors) and make sure those aren't set to the same category as the Negative buffs.

    Have your Purge ability use the created Removed Behavior effect.

    Profit!

    Posted in: Data
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    posted a message on Diablo 3 Open Beta

    @Neonsz: Go

    Scared? Of?

    I do not direct the rest of this post at you, Neonsz.

    At the core, it is still Diablo.

    Graphics are different, skill trees(...) are different, no need to waste time figuring out the exact dexterity I need to get more block, or Strength minimum needed to use a weapon...

    It is still Diablo, and people who say it's been toned down for the masses are just people who want to play Diablo 2 over and over, even after 12 years.

    Cartoony graphics? They are better than Diablo 2, which was WAY more cartoonier than Diablo 1. Sure, some of the edges are a bit blurry, but you should just install the graphics filter which doesn't change Diablo 3 in anyway. It doesn't modify the exe or anything. It makes a difference yes, but not enough to go say the default graphics are bad in any way. Personally, I have a great Samsung TV and didn't feel I needed the filter, except maybe in the cathedral with all that orange...

    Games(and it's series) evolve. Just look at the Final Fantasy series. And they're still making them after 20+ years.

    Posted in: Off-Topic
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    posted a message on Data For Team Genesis Koth

    @Diploise: Go

    .... Each team has their own private forums. Can you see any of the posts? Do you know if they have or haven't talked about the issues? The posts are just talking about needing some members. Shit happens, people join with the intention of doing full time/part time work, and then they find that life gets in the way and it(life) has priority over editor for alot of people. Some people might feel overwhelmed if there's a "deadline" or expectations of them if it's just for a hobby. (I myself do Data work as hobby only, and I hate the idea of a deadline for a hobby... I will finish what I started when I want, or just drop it)

    Editor-Drama? I see no one from Team Genesis stirring any drama.

    First link is fine, there's no drama in there in the slightest.

    Second link CLEARLY states that DarlD suggested he be replaced because he's got too much stuff to do. Staying on the team as the lead/full time Triggerer and being unable to do it because of time/whatever else, and not saying anything about it, would just be bad on DarlD's part, and would delay the project longer than it needs to be. No drama.

    Third link is to this post... clearly stated that the Data guy, though good, perhaps is slow(for reasons currently unknown), and they disagree on alot of stuff and that Darc feels he will be the one to have to finish the Data work. At the most, negligible drama.

    Seems like you are blowing things out of proportion.

    Posted in: Team Recruitment
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    posted a message on Diablo 3 Open Beta

    I am sad... Open Beta is over :(

    Level 13 Barb, 13 Demon Hunter, 10 Witch Doctor, 10 Monk, 10 Wizard, 11 Barbarian(yea, 2 of them), Got the blacksmith to level 3, was just short of the last upgrade to get to level 4.

    My class thoughts.

    • Pre beta Faves: in order, most to least. Demon Hunter, Barbarian, Wizard, Witch Doctor, Monk.
    • Barbarian : seemed really strong against groups of stuff, could just obliterate entire groups with Cleave+Exploding Rune. Rend+Range Increase Rune... deadly combo when surrounded from every angle. Shockwave and Pillar of the Ancients... meh. Bash is a no go overall. LOVE Ancient Spear. Fury system is great, plays well into the character. Leap attack and Ancient Spear gives a nice amount of fury for a quick Rend or Shockwave. Remains 2nd Fave.
    • Demon Hunter : Started off weak, but quickly escalates into a bringer of pain. Chakram is amazing, Rapid Fire without the Cost reduction rune was just... not feasible. Hungering Arrow once you get 2 hand crossbows tears everything to bits. Vault's great for dodging and getting around. Discipline/Hatred system is also great, Smoke Screen seems like a great utility, but costs too much Discipline for 2 seconds... just Vault away instead. Remains 1st Fave.
    • Monk : Saw my friend playing one and I thought it seemed rather cool, so I made one next game. Seems like a mostly support-type class, with Breath of Heaven(Heal) and Blinding Flash, even his abilities with Runes seemed entirely too weak compared to Barbarian and Demon Hunter. Felt weak through most of the playthrough... only class I came close to dying with, in a 1 player game no less... Note to self: Do not play a Monk on Hardcore. His charge/run ability is just ridiculous(as in stupid/useless). Having that much Spirit at first seemed like a good thing, but all the Spirit Costing abilities require entirely too much Spirit. Takes too long to fill it up from Empty. Still remains in last place.
    • Wizard : Weak as hell until you can find a good weapon to boost your abilities. Good weapon + Arcane Orb = meat paste and bone dust. Shock Pulse with the first exploding rune turns the Wizard into a veritable point-blank 1hit killer of groups, as long as 1 dies, they should all die. Cannot see myself devoting a skill slot to Diamond Skin... I hate recasting short buffs all the time on ANY game. I'd accept less effect for longer duration. Wave of Force, only really used it to destroy rooms with jars. If surrounded, just Frost Nova & Shock Pulse/Arcane Orb the mobs into Ice Cubes. Arcane Energy system seemed balanced, though I thought(just a few times) that Arcane Orb cost a bit much. Remains 3rd-ish place overall.
    • Witch Doctor : As I first played the WD I wasn't sure what to think. Slow start, Zombie Dogs didn't really seem to do much. Corpse Spiders... didn't really like it, other than the fact it LOOKED awesome. Firebats drains entirely too much mana for the short range that it gets. If I had gotten to level 11 and unlocked the rune for it, I'm sure I would have liked it a bit more(longer range, more damage, fewer bats). Poison Dart didn't really like it until I unlocked the Triple Dart rune. Pwnage city with Triple Dart and a good DPS weapon. Soul Harvest! Gain X intelligence per enemy(up to 5 enemies) for 30 seconds. Could see some real use for this and Firebats. It adds an INSANE amount of Maximum Mana for 30 seconds. Grasp of the Dead is good only because it has such a large area of effect. Great crowd control. Mana regenerates fast enough overall, like I said, Firebats was the only problem with it. I can see the Witch Doctor becoming more powerful as you go on, so that's a plus in my book. Also, not as weak as the Monk. One thing I did not like about the Witch Doctor(I made a male WD) when standing around, it looks like he has the shakes and should go see a doctor. I just kept laughing... Give that WD some Diazepam damnit! Brought this from 4th fave and tied it with the Wizard.

    In Short: Monk is weak and sucks. Demon Hunter and Barbarian are power houses, Wizard and Witch Doctor will likely be power houses later on in their "career".

    The prospect of being a Super Saiyan Barbarian makes me laugh, in both a good way and a bad way.

    Posted in: Off-Topic
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    posted a message on [M] (4) Lush Jungle

    Where is the Lush Jungle??

    Posted in: Melee Development
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    posted a message on Diablo 3 Open Beta

    So yea... I can run D3 on Max Settings, 1600x1200 no problem.\

    Here I was, all worried for nothing...

    Posted in: Off-Topic
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