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    posted a message on [Solved] Changing detection effective area/shape?

    Afaik you can enter an arc for detection, so for detection, this should be perfectly and easily possible. For sight in general dunno.

    Posted in: Data
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    posted a message on Progammer is hiring !!!

    Data editor knowledge about 50% of ProzaicMuze? Are you sure, such a person actually exists?

    Posted in: Team Recruitment
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    posted a message on Data editor workflow/best practices?

    Well, I try to keep things organized by making great use of the editor pre- and suffixes. Everything unique related to a specific unit gets the unit name as a prefix. This way I can utilize the search very well, just search for the prefix and you can switch the data tables at will, you always get everything of this data type, which belongs to that unit.

    Dunno if this is a good way, but works nice for me ;)

    For learning: The tutorial section is your friend. Most tutorials offer nice step-by-step examples, which you can easily adapt to your specific needs. Not following the tutorials blindly but experimenting should be the key, though (at least for me)

    Posted in: Data
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    posted a message on Command Card Problem

    Argh... the 2nd useful thing just invisible when using struct values I found out today...

    Thanks, I really need this ;)

    € works perfectly btw

    Posted in: Data
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    posted a message on Command Card Problem

    Maybe use morph abilitys to simulate a command card switch. This way the building stays the same, but the unit type changes and you would always be on command card 1. Add a cancel button, which morphs the unit back to normal. Maybe this could also be done for deselect, if needed.

    Posted in: Data
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    posted a message on [Solved]Problem with Tassadar skin

    @progammer: Go

    Yes, I am aware of that. As I said, if you change these 3, the unit should behave like your standard ground unit.

    I just did this for tassadar (changed only flying height and these 3) and I encountered no problems at all. Dunno, what the problem is.

    Posted in: Data
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    posted a message on [Solved]Problem with Tassadar skin

    For the movement:

    Movement - Collide: Ground

    Movement - Mover: Ground

    Movement - Plane Array: Ground

    If you set these 3, tassadar should move and be treated like any other ground unit.

    Posted in: Data
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    posted a message on Using kills as a resource??????

    You can also just base the costs of the ability on charges and add new charges to the ability via trigger (either add 1 charge per kill and let the ability require 15 of its charges or give 1 charge after 15 kills)

    Posted in: Data
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    posted a message on [solved][Actor]Play secret animations of specific models using Actor Events

    Strange, I did not found this using search. Thanks, anyway :)

    Posted in: Data
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    posted a message on [solved][Actor]Play secret animations of specific models using Actor Events

    Hey

    I found this cool animation for the marauder model recently, where he fires both weapons at once and would like to use it. It can be found, if you watch the model in the previewer and you switch through the animations until he fires both weapons. The animation name showed is blacked out, but the animation list contains an animation called Attack0ld, which I assume to be this animation.

    However, I was not able to play this specific animation. Attack0ld is obviously not selectable in the animation properties when trying to play an animation. I tried using raw code for this, but when I enter a non-standard animation name, it gets deleted instantly.

    Any way to do this without editing the model?

    Posted in: Data
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    posted a message on [solved] Removing siege breaker's range indicator...

    Actors -> SiegeBreakerSiegedRange (unnamed) -> Events + -> delete every Event, which has a "create" in it (or just delete everything ;) - you cannot delete the actor itself, though).

    Posted in: Data
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    posted a message on [Release] The Sorcerer's Defense
    Quote from RileyStarcraft: Go

    Thanks for the feedback. A lot of issues should be fixed when the newer versions are uploaded to EU.

    May I ask when this is supposed to happen?

    Quote:

    Removed them in 1.1 because people found them annoying.

    Good news :)

    Quote:

    In the later waves, the creeps are absolutely HUGE and barely fit in a 2x2 gap. I felt that having creeps be inconsistent in their sizes would make mazing much too complicated so I decided the maze would have to be designed around the largest creeps. The newest version tries to improve this by making the pathing radius of all creeps too large to fit in a 1x1 gap and increasing the visual size of all creeps so they look too large to fit through. Definitely open to feedback in this area still, as I'm aware it's one of the most unintuitive aspects of the game.

    Well, I would do just the opposite of what you did: Make creeps smaller. For bigger creeps you could adjust the z-scaling a little more, so the creeps will become taller, but not actually bigger in terms of footprints. Dunno what it will look like, but I prefer slight compromises in visuals if the gameplay feeling improves.

    Quote:

    I am thinking of adding a small feature when you build with an essence and it disappears, another random essence is selected. A LOT of the current building mechanics are based on limits in the Sc2 game engine; for example, there is not enough command card space for a single builder unit to list every available tower.

    Yes, I noticed a bug when playing again. If I have many different essences, I was not able to build some towers, even though, I had all needed essences (recall trap for example). Dunno if I did something wrong or this was a bug of some kind.

    You could maybe use the system of Gem TD in warcraft 3, or use custom dialogs to build towers (for a much more customizable and less limited command card - would require some work, though) You could also limit tower building only to their basic buildings. Only way to get better towers would be upgrading, which is not a big deal, but you have much more available space on your builder.

    Quote:

    You can view a tower's tooltip by selecting it and mousing over the big green icon in the selection pane (e.g. where the wireframe would be for a SC2 unit.)

    Yes, noticed that myself, so I edited my previous post ;)

    Quote:

    Glad you enjoyed it and thank you for the feedback. Still working on the crashing issues, they're my #1 priority right now.

    Hope, you find it. I got crashes quite consistently either in the first 5 rounds, when I pause the game or after leaving the game. Somehow I doubt, one single issue is causing all this :(

    Posted in: Project Workplace
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    posted a message on [Release] The Sorcerer's Defense

    Would be nice, I enjoyed the first 5 rounds of your map, but was never able to go past that. 10 crashes in 10 tries.

    Also I noticed, whenever I pause the game, it crashes instantly (at least 3 out of 3 tries)

    In EU, only version 1.0 seems to be available, correct?

    Some thoughts:

    -Cinematics when levels start or finish are extremely annoying. A simple notification message would be better imo (or toggleable/cancelable cinematic)

    -Is there a specific reason for the 2x2 pathing? Its quite counter-intuitive imo. Also there is no notification about this; I needed some time to figure out why I was not able to build the way I wanted. If possible somehow, I recommend to use 1x1 pathing.

    -While the essence system is quite nice, the selection becomes annoying after a while. Try to think about another method of realizing this, so we can build multiple barricades with shift (maybe 1 hero builder thing which gets charges for abilities representing the elements? Or an auto pick all elements? something like that) Shift building works sometimes; however not always.

    -I would like the changelogs to be added to the first post, since in EU only 1.0 is available, I am not aware of the issues you already fixed. Maybe my whole post is pointless, because you changed everything already ;)

    I will probably edit this post for more suggestions.

    Very nice map, btw ;).

    Posted in: Project Workplace
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    posted a message on Data-only Method of Recharging multiple charges?

    Go to ability, open Cost+ (assuming you have combine structure values switched on), add a new cost value or edit the existing one

    Charge:

    Count (max) = (your desired maximum amount of charges)

    Count (start) = 0

    Count (use) = 1

    Hide Count: disabled

    Link = (something, must not be empty)

    Location: Ability

    Time Start = (your desired recharge time for 1 charge)

    Time Use = 0 (this increases the recharge time, each time a new charge was finished. If you wish your recharge time to be constant, this needs to be 0)

    Note that most of these values are reals, so you can handle things like 0.5 charges as well.

    Posted in: Data
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    posted a message on Looking for Fireball with Push-back ability

    Well, you would need to construct one for yourself, I guess. Depending on what you actually want to achieve, this will be very different.

    Ask yourself: How exactly should your fireball work? Fly straight forward and collide with first hit target? Home a picked target? Singletarget or AoE-Damage? How much Pushback in which direction? Etc etc...

    Then you would need to explore the data editor and some tutorials (search for the Force Effects and the Line Missile tutorial in Tutorials secktion for example)

    Most likely you want a fireball exploding on contact with the first target, dealing aoe-damage and knocking units back from the impact point. Effect chain would be something like this:

    Ability -> launch missile effect (pick a mover without guidance and target check) -> behavior for the missile -> behavior has a periodic search area efffect, checks every 0.0625 seconds for impact -> kill missile, search area which should be affected by explosion -> apply damage and a persistant effect, which applies force several times, again at 0.0625 interval.

    Something like that... not exactly easy for starters, though ;) Dont forget the actors :p

    Posted in: Data
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