Yeah they added bland generic unhelpfull tips to the editor instead of releasing documentation. Hah, I've just stopped expecting anything useful from them.
Will cover everything you want to do. If you need some help with setting these two up send me a PM, I manage my corporate team's Dropbox Folder with an SVN in an enterprise situation for doing exactly what you're wanting everyday.
Left 2 Die was the biggest fucking disappointment since battle.net 2.0, I barely seee anything that had changed from the campaign map except random creation of easily killed "special infected" and oh noes another player and some crappy tech tree stuff.
Tbh it's a waste of their time to make these shitty maps when so much other stuff is broken.
That's actually a really good idea, makes sense, because I update a Variable everytime the mouse is moved and store the position I can then use that to do the offset movement. Thanks for the idea man :)
Thanks for taking the time to comment. It's kind of a mesh between the two, I decided against item based classes because I think it would feel to much like dota with the rts engine limitations. With class based tiers I can kinda balance better and it gives more pressure on the commander for picking what the group needs, new classes or upgrades to the current classes. Nothing is set in stone yet, once I release a playable version and get feedback I'll make adjustments to the system.
The end goal here is to make a game that brings the fun and excitement of Playing Savage to a new format, so whatever is needed to make that happen I'll be working on it.
As far as the combat goes It's being hashed out as I go. I'm definatley trying to keep the intense fast paced combat feeling of savage though with all my abilities and weapons planned out. But with lag being a big factor in SC2 It makes it hard as you said to get that kinda micro on the combat so I have to deal with what I have to work with. The way I'm working around this is making the ranged weapons require you to stop for a second to shoot and allow melee attacks while moving, just slowing you down some, to try and even the playing field. But again, nothing is set in stone and combat will probably be reworked during beta.
I've got alot of awesome features instore for this map aswell and progress is being made daily, I'll be doing alot of alpha testing and documentation of the project from here on out so keep checking back for updates :)
1. About
Ruthless is a Starcraft 2 Mod that is aimed at fast gameplay, strategy and skill. The game concept is loosely based on the RTS/FPS Hybrid, Savage by S2 Games.
Development is being focused on making this mod polished and a contender in e-sports gaming as well as ridiculously fun.
2. Setting
Ruthless takes place in the Starcraft Universe for now, the three waring factions fight for dominance all over the galaxy.
3. Gameplay
Two Teams of 7 fight to be the last ones standing.
Gameplay consists of 2 parts,
Quote:
Commander Gameplay,
Similiar to SC2's native gameplay 1 member of each time will command from high above the battle field.
-Custom build mechanics, must build close to an outpost, buildings are auto constructed, but can be sped up by a worker class player.
-2 Types of resources to collect, Minerals and Vespene Gas. Gas geysers need an extractor, but automatically mine the resources. Minerals require Commander Workers, or Player Based Worker classes.
-Full tech tree and upgrades for the Class based players are researched and bought by the commander.
-Custom Commander abilities will be available for use with limited energy.
-Players are able to see orders given to them from the commander, (Move To) (Attack) (Secure Area) etc.
Quote:
Class Gameplay
Class gameplay is a mix between Diablo 2 style controls and skill based TPS's.
-Camera is low and locked to a class unit.
-You start with 2 Class options, more are unlocked as your commander techs up.
-You can specialize your class with custom attributes (To be announced)
-Each class has 2 weapons and 4 abilities, though most start locked and are only unlockable through the tech tree.
-Class characters earn Vespene by killing enemy players and buildings which can be used to buy items from your main base at loadout.
-Combat is fast paced and skill based. There are no auto targeting skills or attacks.
-As you level your character you'll start to see custom model improvements to let everyone know you're a badass.
-Fully customized UI designed to make the gameplay easily pickup and playable.
Quote:
4. Races
Ruthless will contain 3 factions.
Terran, Zerg and Protoss, each faction has their own classes of units, towers and buildings unique to them.
Quote:
5. Classes
Race Terran:
Melee | Ranged | Support | Worker | Siege
(Class Information and Pictures will be updated as they are put in the game.)
Quote:
6. Buildings
Race Terran:
(Buildings and Tech Tree's will be updated when I have them finalized.)
Information will be updated as It's added into the game.
Open beta for the Terran race will begin as soon as they are done.
I was running into this problem the other day, I unchecked player and it stopped hurting my caster, but I don't know if that doesn't let it damage other player units.
0
Lol. Very nice Rodrigo :D
0
@Sixen: Go
Oh Sixen you silly man.
0
@Tolkfan: Go
Yeah they added bland generic unhelpfull tips to the editor instead of releasing documentation. Hah, I've just stopped expecting anything useful from them.
0
@SouLCarveRR: Go
Dropbox + SVN (Github etc)
Will cover everything you want to do. If you need some help with setting these two up send me a PM, I manage my corporate team's Dropbox Folder with an SVN in an enterprise situation for doing exactly what you're wanting everyday.
0
@Sneakervek: Go
Oh I gotcha, sorry I misread the first thread.
I'd keep my dialogs and just show/hide as needed and update when needed.
Constant creation and destruction of dialogs seems like it would be more loadbearing on your map.
0
There's not alot else you can do to setup custom hotkeys.
And I'm not sure if keydetection registers while typing. I'll check it out.
I do this method on my map with 6 players spamming keys I didn't get a single bit of lag. So the footprint isn't that big at all.
0
I'd do something like...
Variable - Ability - AbilityBarSlot[]
Variable - String - AbilityBarHotkeySlot[]
AbilityBarSlot[1] = Chain Lighting
AbilityBarHotkeySlot[1] = C
AbilityBarSlot[2] = Fireball
AbilityBarHotkeySlot[2] = F
AbilityBarSlot[3] = Sprint
AbilityBarHotkeySlot[3] = S
MaxAbilitys = 3
For Each integer i from 1 - MaxAbilitys
If Pressed Key = AbilityBarHotkeySlot[i] then
cast AbilityBarSlot[i]
End If
End for each
Just a rough example, but that's how I'd set them up.
0
Left 2 Die was the biggest fucking disappointment since battle.net 2.0, I barely seee anything that had changed from the campaign map except random creation of easily killed "special infected" and oh noes another player and some crappy tech tree stuff.
Tbh it's a waste of their time to make these shitty maps when so much other stuff is broken.
0
@Beffyman: Go
My Laptop editor did that, my desktop did it, but stopped. So I don't know wtf is going on there either, it is hella annoying though.
0
@vjeux: Go
I remember when the first "YOU CAN GET A VIRUS FROM WC3" vulnerability was found. Hopefully Blizzard will deal with this speedily like last time.
0
@Kanaru: Go
That's actually a really good idea, makes sense, because I update a Variable everytime the mouse is moved and store the position I can then use that to do the offset movement. Thanks for the idea man :)
0
@Challenge80: Go
Thanks for taking the time to comment. It's kind of a mesh between the two, I decided against item based classes because I think it would feel to much like dota with the rts engine limitations. With class based tiers I can kinda balance better and it gives more pressure on the commander for picking what the group needs, new classes or upgrades to the current classes. Nothing is set in stone yet, once I release a playable version and get feedback I'll make adjustments to the system.
The end goal here is to make a game that brings the fun and excitement of Playing Savage to a new format, so whatever is needed to make that happen I'll be working on it.
As far as the combat goes It's being hashed out as I go. I'm definatley trying to keep the intense fast paced combat feeling of savage though with all my abilities and weapons planned out. But with lag being a big factor in SC2 It makes it hard as you said to get that kinda micro on the combat so I have to deal with what I have to work with. The way I'm working around this is making the ranged weapons require you to stop for a second to shoot and allow melee attacks while moving, just slowing you down some, to try and even the playing field. But again, nothing is set in stone and combat will probably be reworked during beta.
I've got alot of awesome features instore for this map aswell and progress is being made daily, I'll be doing alot of alpha testing and documentation of the project from here on out so keep checking back for updates :)
0
@progammer: Go
The new Z Offset on Effects is not affected by Environment -> Create Effect at Point (XYZ)
Makes me sad :(
0
Ruthless - SC2 Mod
1. About
Ruthless is a Starcraft 2 Mod that is aimed at fast gameplay, strategy and skill. The game concept is loosely based on the RTS/FPS Hybrid, Savage by S2 Games.
Development is being focused on making this mod polished and a contender in e-sports gaming as well as ridiculously fun.
2. Setting
Ruthless takes place in the Starcraft Universe for now, the three waring factions fight for dominance all over the galaxy.
3. Gameplay
Two Teams of 7 fight to be the last ones standing.
Gameplay consists of 2 parts,
Information will be updated as It's added into the game.
Open beta for the Terran race will begin as soon as they are done.
0
I was running into this problem the other day, I unchecked player and it stopped hurting my caster, but I don't know if that doesn't let it damage other player units.