This time, I'm making skillshots. The spells works nicely, but i find the targeting cursor quite disappointing. It's actually a Quad type actor based on the one used for Kerrigan's psi dash or whathever. The problem is that the end of the cursor is locked on the mouse, and the start is not locked on the caster.
I'd like it to work like Raynor's penetrator round cursor, which means end locked on maximum distance and start locked on target, but with HotS Quad visual (to make different sizes).
Oh gawd, i'm dumb as hell. I choosed the wrong effect for the impact, the one that applies the stack to the caster instead of the one that applies the "on kill" debuff on the target.
I'm trying to make a caster hero. All his spells, when they hit an enemy but don't kill it, add a buff to the hero which increases all his spell's damage. When he kills something, all the stacks are removed. The stacking buff is fine, the problem is for the "on kill" effect.
At the moment I use a crappy buff system for each damage part of the spells. Basically, each time the spell should damage, a behavior is first applied on the target and the damage is applied right after.
The behavior is a very short buff based on the damage response ("fatal" checked) to trigger the effect that removes stacks, but if the buff expires, it adds one stack. Due to its short time, the buff should expire before another spell hits the target.
I need to know if that's a viable way to do. Everything I saw was from 2010, and the editor quite changed since.
Is it possible to make a neutral shop where we can buy not units (items) but upgrades ?
I insist on the "neutral", I don't want the player to see the shop from anywhere. That's why a player-controlled shop can't be used.
So, This map is about Georges R. R. Martin's Game of... Oh, wait.
Nope. It's just Conway's Game of life done with SC2 engine.
For thoses who don't know anything about that, go here.
You may... Oh, wait.
You will encounter some lags (depends on your computer).
The map is 64*64, but the useable field is actually 56*56, so you can place up to 3136 cells instead of 4096.
The map is in english with frFR locales, so I have no idea how it will render for other locales. Sorry.
Done in about 3-4 hours (I didn't looke at the time when I started), which includes about 1 hour of polishing. For a nicer look, y'see. Okay, that's ugly anyway.
I should add moar polishing, someday.
As you may guess, if you see any bug or something else, just post here.
Well, bumping is bad, but since I solved my problem, I guess that can be useful.
The solution was simple : I duplicated the unit's actor, set the copy to be created when the unit have the behavior and destroyed when it goes off (and the inverse for the original actor), and I added my site ops on the copy. And that's fine.
The behavior is applied/removed by a periodic trigger that checks for the ground height at the unit's position, and do the appropriate action.
I made some fast texture edits for the 4 hydralisks and zergling variants. Including emissive.
... Quite bad for the green hyda, I admit.
Maybe you can use them with the Texture select by ID while waiting for a proper model ? Or just import them with Assets/Textures path. It will replace the original ones.
(Note that I didn't added team colored parts, I just changed the green/purple color to red)
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Okay for the start, but the end is still on the cursor's position. I'll continue to search a bit.
And the caster still moves to have the target point visible before casting.
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Hello again, gentlemen.
This time, I'm making skillshots. The spells works nicely, but i find the targeting cursor quite disappointing. It's actually a Quad type actor based on the one used for Kerrigan's psi dash or whathever. The problem is that the end of the cursor is locked on the mouse, and the start is not locked on the caster. I'd like it to work like Raynor's penetrator round cursor, which means end locked on maximum distance and start locked on target, but with HotS Quad visual (to make different sizes).
Is it possible ?
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Oh gawd, i'm dumb as hell. I choosed the wrong effect for the impact, the one that applies the stack to the caster instead of the one that applies the "on kill" debuff on the target.
Classified ! (Oh, and it works fine)
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@TheSC2Maniac: Go
I'm not sure about what you think...
@zaysite: Go
I'll try, but as it may be a multiplayer game, I don't want to remove stacks on everyone. I'll search a bit around that.
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Bumping, because it seems that it don't work. Stacks are applied correctly, but I can't find why they aren't removed on kill.
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Hello gentlemen.
I'm trying to make a caster hero. All his spells, when they hit an enemy but don't kill it, add a buff to the hero which increases all his spell's damage. When he kills something, all the stacks are removed. The stacking buff is fine, the problem is for the "on kill" effect.
At the moment I use a crappy buff system for each damage part of the spells. Basically, each time the spell should damage, a behavior is first applied on the target and the damage is applied right after.
The behavior is a very short buff based on the damage response ("fatal" checked) to trigger the effect that removes stacks, but if the buff expires, it adds one stack. Due to its short time, the buff should expire before another spell hits the target.
I need to know if that's a viable way to do. Everything I saw was from 2010, and the editor quite changed since.
0
Is it possible to make a neutral shop where we can buy not units (items) but upgrades ?
I insist on the "neutral", I don't want the player to see the shop from anywhere. That's why a player-controlled shop can't be used.
0
Set the "Damage response location" to Attacker.
Btw, if you need only some effects to trigger it, put them on the "Require Effect Array".
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So, This map is about Georges R. R. Martin's Game of... Oh, wait.
Nope. It's just Conway's Game of life done with SC2 engine.
For thoses who don't know anything about that, go here.
You may... Oh, wait.
You will encounter some lags (depends on your computer).
The map is 64*64, but the useable field is actually 56*56, so you can place up to 3136 cells instead of 4096.
The map is in english with frFR locales, so I have no idea how it will render for other locales. Sorry.
Done in about 3-4 hours (I didn't looke at the time when I started), which includes about 1 hour of polishing. For a nicer look, y'see. Okay, that's ugly anyway.
I should add moar polishing, someday.
As you may guess, if you see any bug or something else, just post here.
0
Well, bumping is bad, but since I solved my problem, I guess that can be useful.
The solution was simple : I duplicated the unit's actor, set the copy to be created when the unit have the behavior and destroyed when it goes off (and the inverse for the original actor), and I added my site ops on the copy. And that's fine.
The behavior is applied/removed by a periodic trigger that checks for the ground height at the unit's position, and do the appropriate action.
0
Any news ?
0
I made some fast texture edits for the 4 hydralisks and zergling variants. Including emissive.
... Quite bad for the green hyda, I admit.
Maybe you can use them with the Texture select by ID while waiting for a proper model ? Or just import them with Assets/Textures path. It will replace the original ones.
(Note that I didn't added team colored parts, I just changed the green/purple color to red)
0
Clearly better, thanks for the tip.
Is it possible to have the map back in order to make the other isles with yours as a reference ?
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Paramount mountain, here I come !
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Yup, that's awesome.