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    posted a message on Hero Learn & Adding a Behavior

    Alrighty, perhaps another question then - how does one add an aura, can someone point me to a tutorial or something that goes over how to make auras that are abilities? :)

    Posted in: Data
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    posted a message on Hero Learn & Adding a Behavior

    I am adding the Learn ability to my heroes, making all of their special abilities learned one at a time as they level up.  All works perfectly as long as I use an ability.

    So - I have a behavior called Leadership Aura, and I want to be able to make other auras as well.  My question - how do I assign this to the Learn ability?  It only has a dropbox for abilities.  So, I assume there is some way to make an ability that gives a behavior?

    My behavior is a simple aura that gives 10% to movement and attack speeds.  It has:

    - Ability:
    - Leadership (Effect Target)

    - Behavior:
    -- Leadership Aura
    -- Leadership Aura Buff

    - Effects:
    -- Leadership Search Area
    -- Leadership Persistent
    -- Leadership Apply Behavior

    I followed the tutorials here.  I cannot say I fully understand how all the above works together lol - I just followed the instructions and it worked.  Currently, my heroes all have this behavior on them.  I would like it if I could have it picked from the Learn menu I made of abilities, and once picked just be on with a passive icon, or something like that.

    Any help would be appreciated!

    Posted in: Data
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    posted a message on World Editor Lag Question

    I have a bizarre bug that affects my computer every time I use the editor.  When I close it, it takes anywhere from 5 to sometimes 30 seconds, and after that all my programs are permanently laggy until I reboot.  

    As an example, normally I am pegged at 60FPS in SCII, but if I load it after I close the editor, I get 12.  COD Black Ops feels it, shown by the mouse cursor jumping around instead of gliding in menus.  Firefox usually loads in less that 2 seconds, after the editor it takes 30.

    All this vanishes with a reboot.

    My system isn't bad - 2.8 Quad Core, 8GB Ram, Nvidia 260

    Any thoughts?  I don't mind rebooting my comp now and then, but during testing its a real pain.

    Posted in: General Chat
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    posted a message on Map Size limit - possible workarounds ?

    Has anyone tested this?  My mod has models in it, but it seemed like I needed to import them into maps as well.  Perhaps that was a different bug and I am mistaken (would be nice!), but can I use multiple mods with 10mb of models as dependencies?

    Posted in: Miscellaneous Development
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    posted a message on [Release] CFG Melee Expansion Mod

    Next update will include:
    - Dozens of new upgrades
    - Commanders abilities level like Warcraft 3
    - Commanders will revive with levels
    - New buildings including healing fountains and penalty structures (psi-disruptor, hivemind scrambler, bio-dampener)

    Posted in: Project Workplace
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    posted a message on [Release] CFG Melee Expansion Mod

    The CFG Melee Expansion mod is designed to bring more options to players with new units, upgrades, and powers.  Many are from the SC2 campaign, and others are completely new.In addition, the mod enables a few new gameplay elements such as Commanders (WCIII-ish heroes) and Vetrancy (units level up).

    The latest version of the mod, as well as maps with the mod enabled, can be found on Battle.net by searching for "CFG". I try to change up the maps each time I update the mod. Or, download it here: http://www.sc2mapster.com/assets/cfg-melee-expansion-mod/

    Units Added:

    Terran:
    •    Firebat
    •    Medic
    •    Spectre
    •    Vulture
    •    Wraith
    •    Science Vessel
    •    Goliath
    •    Predator
    •    Diamondback
    •    Perdition Turret
    •    Terran Commander
    •    Terran Battlecruiser

    Protoss:
    •    Pyrokineticist
    •    Biokineticist
    •    Scout
    •    Dark Arbiter
    •    Stone Zealot
    •    Twilight Zealot
    •    Protoss Executar

    Zerg:
    •    Aberration
    •    Brutalisk
    •    Flame Spitter
    •    Symbiant
    •    Tormentor
    •    Zerg Cerebrate
    •    Zerg Hivemistress

    General
    •    Commanders :  Each race has unique hero units (Terran Commander / Battleship, Protoss Executar / Mothership, Zerg Cerebrate / Hivemistress) of which only one of each type can be spawned at a time (similar to Mothership requirement).  This unit gives all allied units within its sight a 10% bonus to attack speed and movement speed, representing coordination between the commander and his units. Each commander has a number of powers as well.

    •    Vetrancy : Units gain experience in combat, up to level 3, commanders up to level 5.  Levels give a bonus to damage, shields, armor, movement to units, with commanders gaining regeneration from levels as well:
    o    Level 2: Life, Shields, & Damage +10%, Movement Speed +5%, +1 regen life/energy (regen commander only)
    o    Level 3: Life, Shields, & Damage +20%, Movement Speed +10%, +1 regen life/energy (regen commander only)
    o    Level 4: Life, Shields, & Damage +30%, Movement Speed +15%, +2 regen life/energy
    o    Level 5: Life, Shields, & Damage +40%, Movement Speed +20%, +3 regen life/energy

    •    Autocast: Most abilities are now available for troops using Autocast.  Right click the ability to toggle it on and off. Note that some abilities function better than others, as the computer does not use powers that require targeting correctly at times.

    •    Resource Trading : Players can trade minerals and gas from the beginning of the match, enhancing teamwork.

    •    Higher Ground: Units and combat-related buildings (photon cannons, bunkers, etc.) on the highest cliff level deal 15% more damage and take 15% less damage to/from lower units. Units and combat-related buildings on the lowest cliff level deal 15% less damage and take 15% more damage to/from higher units. (SC+)

    Protoss
    •    General: Chronoboost can be used on all buildings. (SC+)
    •    Unit: Pyrokineticist - Flame unit, similar to the Terran Firebat.
    •    Unit: Biokineticist - Healer, similar to the Terran Medic.
    •    Unit: Immortal - Shields/Health changed form 100/200 to 200/100. (SC+)
    •    Unit: Scout - Air unit, can attack ground and air units.
    •    Unit: Stone Zealot  - Ground unit, anti-infantry armored unit.
    •    Unit: Twilight Zealot - Ground suicide unit, explodes when killed.
    •    Unit: Dark Arbiter - Air unit, can cast Stasis & Cloak of Darkness.  (SC+)
    •    Commander: Protoss Executar - Resilient melee combat warrior that inspires his troops.  Does extra damage to structures. Can use Blink and Void Prison as special abilities, as well as warp in pylons for warpgate use.
    •    Commander: Mothership - as normal campaign.
    •    Structure: Dark Shrine - Now spawns with 50 energy and 100 max energy.  Dark Shrines have Cloak of Darkness. This ability costs 100 energy and cloaks all friendly units and structures within a small area for a short time. (SC+)
    •    Upgrade: Scout - Gravitic Thrusters - adds to the Scout's movement speed and acceleration.
    •    Upgrade: Warp Prism - Gravitic Plating - Doubles Warp Prism's shields.
    •    Upgrade: Observer - Enhanced Sight: Makes Observers's sight radius larger.
    •    Upgrade: Photon Cannon / Dark Arbiter - Energized Plasma: Adds +1 range and 20% attack speed to Photon Cannons and Dark Arbiters.
    •    Upgrade: Stalker - Sharpshooter: Gives Stalkers +1 range and +1 sight.
    •    Upgrade: Pyrokineticist - Pyrokineticist Plasma: Enlarges the area of Pyrokineticist's attacks.
    •    Upgrade: High Templar - Phase Shift: 50 energy to use, the targeted unit will phase out for 15 seconds. Phased out units can move, but can't take or deal damage, and can't use abilities. (SC+)
    •    Upgrade: High Templar/Dark Templar - Argus Talisman: Doubles the energy regeneration rate of high templars. (SC+)
    •    Upgrade:  Phoenix - Disruption Web: 75 energy to use. It creates a small area where ranged attacks cannot be made by ground units or structures. (SC+)
    •    Upgrade:  Phoenix - Overload:  This ability takes 2 seconds to cast, costs 100 energy, and does up to 150 damage to nearby enemy fliers. Using overload causes the Phoenix to go offline for one minute. (SC+)

    Terran
    •    Unit: MULE - Can now harvest minerals and vespene gas.  (SC+)
    •    Unit: Firebats - Flame unit from original campaign.
    •    Unit: Medic - Healer from original campaign.
    •    Unit: Spectre - Stealth unit from original campaign.
    •    Unit: Vulture - Armored unit from original campaign.
    •    Unit: Wraith - Flying unit from original campaign.
    •    Unit: Goliath - Armored unit from original campaign.
    •    Unit: Diamondback - Armored unit from original campaign.
    •    Unit: Predator - Anti-infantry unit from original campaign.
    •    Unit: Dropship  - Can hold other player's units and heal like a Medivac, enhancing teamwork.
    •    Unit:  Science Vessel - Requires Starport Tech Lab and Fusion Core. Has Defensive Matrix, Nano-repair, and Irradiate. Can research EMP at Fusion Core. (SC+)
    •    Commander: Terran Commander  - Resilient ranged combat warrior that inspires his troops.  Can use Defensive Matrix as a power, as well as summon various Terran mercenaries for a high cost in minerals and gas.
    •    Commander: Terran Battleship  - Resilient airborne strategic warrior that inspires his troops.  Can use Defensive Matrix as a power, as well as Yamato Cannon and Missile Pods.
    •    Structure: Bunker - can hold other player's units, enhancing teamwork.
    •    Structure: Perdition Turret - Defensive structure from the Campaign.
    •    Upgrade: SCV - Advanced Construction: Allows multiple SCVs to work on construction of a single unit together.
    •    Upgrade: SCV - Micro-Filtered Resources: Adds 1 to the resource gathering rate of minerals and vespine gas.
    •    Upgrade: Firebat - Bearclaw Nozzles: Enlarges the area of Firebat's attacks.
    •    Upgrade: Ghost - Lockdown:  This 75 energy spell renders a single mechanical target immobile and unable to attack or use abilities for 30 seconds. (SC+)
    •    Upgrade: Marauder - Life Support:  It gives all marauder suits a life support system that can be activated to give the marauder an additional 100 HP for 10 seconds. (SC+)
    •    Upgrade: Firebat - Juggernaut Plating: improves armor for Firebats. (SC+)
    •    Upgrade: Medic - Restoration and Optic Flare available. (SC+)
    •    Upgrade: Wraith - Banshee Cloak: now available for Wraiths. (SC+)
    •    Upgrade: Vulture - Speed upgrade increases speed by 50%; Spider Mines upgrade available. (SC+)

    Zerg
    •    Unit: Drone - Has Transfusion as the Queen ability, it heals 50 hp.  Recharge is slow for Drone energy.
    •    Unit: Queen - Transfusion: Amount reduced to 50 hp
    •    Unit: Symbiant - Healing unit, similar to a Terran Medic.
    •    Unit: Flame Spitter - Flame unit, similar to a Terran Firebat.
    •    Unit: Aberration - Heavy infantry from the original campaign.
    •    Unit: Brutalisk - Armored massive unit from the original campaign.
    •    Commander: Zerg Cerebrate - Resilient flying combat warrior that inspires his troops.  Can create Mutalisks and Corruptors as well being a formidable combatant.
    •    Commander: Zerg Hivemistress - Resilient infantry combat warrior that inspires her troops.  Can use Razor Swarm and Implosion powers.
    •    Structure: Nydus Worm - can hold other player's units, enhancing teamwork
    •    Upgrade: Drone - Biological Refinement: Adds 1 to the resource gathering rate of minerals and vespine gas.
    •    Upgrade: Baneling - Abdominal Fortitude: Gives Banelings +20 life.
    •    Upgrade: Spore and Spine Mutations: Gives Spore Crawlers +1 range and Spine Crawlers 20% attack speed.
    •    Upgrade: Hydralisk - Sharpshooter: Gives Hydralisks +1 range and +1 sight.
    •    Upgrade: Mutalisk - Sharpshooter: Gives Mutalisks +1 range and +1 sight.
    •    Upgrade: Flame Spitter - Flame Gout: Enlarges the area of Flame Spitter's attacks.
    •    Upgrade: Hydralisk Dens require a Spawning Pool instead of a Lair, and can morph into lurker dens for 100/100. (SC+)
    •    Upgrade: Mutalisk - Can now morph into Corruptors for 50/100. With a Greater Spire, they can also morph into Brood Lords for 200/150. (SC+)
    •    Upgrade: Corruptor - Each corruptor attack puts an Acid Spore on the target, up to a maximum of 9 spores. Each spore increases the damage that unit takes from all attacks. (SC+)
    •    Upgrade: Roach Warren - Organic Carapace upgrade added. Provides 3 regen to unburrowed  roaches and 5 regen to burrowed roaches. (SC+)

    Credits:
    - ShardFenix for his StarCraft+ mod and the many upgrades included from it, and for his Leaderboard UI for maps as well
    - Sepraphim for his Nullifier model
    - k10forgotten for his Reaver model
    - mParfait and UltiDrgn for their models and icons

    Known Issues
    - Some animations are imperfect, once I understand actors and models more completely I hope to eliminate this bug.
    - Computer AI does not use new units. I am not capable of programming the AI to use them, if someone is and wants to help that would be great!  
    - A SCV icon appears in the queue now and then, it does not affect the unit being built.
    - New upgrades and units might have their stats adjusted as time goes on and I get more feedback on their balance.

    HOW TO ADD TO MAPS:
    Very simple.
    1) Open the map in the editor, go to File - Dependencies.  Add the mod as a dependency, move it to the top.  Save.
    2) Import (F9) and import the models file included (everything in the folder).  Import ALL the files EXCEPT the .m3 files. Save.
    3) Close the editor, every window. Double check it's fully closed.
    4) Re-open the map, import the .m3 files. Save.
    5) You are done!  I do this with new maps all the time while friends are waiting in the lobby, it takes less than 5 minutes!!

    Purpose of this thread:
    I made this mod for me and my friends, and decided to release it.  This mod can be used by anyone for anything, and it can be released without giving me credit (although the work of others listed above should be acknowledged). I seek no internet glory for my ability to edit a few data fields :)

    I want to hear about:
    - Bugs, from things that don't work to typos and spelling - posting a link to a fix is even better!
    - other units, upgrades, powers, or features people might want to see

    I do NOT want to hear about:
    - Balance issues or thoughts about anything like that, unless the unit is bugged (doing 500 damage instead of 50, etc)
    - Complaints, negativity, or flames
    I will just ignore these two things.  No offense.

    Sadistic Leprechaun
    http://coldfusiongaming.org
    http://www.sc2mapster.com/assets/cfg-melee-expansion-mod/

    Posted in: Project Workplace
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    posted a message on Moving Items from a Map to a Mod

    Nvm, think I got it. :)

    Posted in: Data
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    posted a message on Moving Items from a Map to a Mod

    How can I move it from a map into a mod? This might work from a mod into a map, but how do I copy it the other way?

    Posted in: Data
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    posted a message on [Model Showcase] Warcraft 3 Heros Revamped

    Please, please release those models!

    Posted in: Artist Tavern
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    posted a message on Moving Items from a Map to a Mod

    I have a mod I am working on, using it as a dependeny in a map enables all sorts of new units, powers, etc. I am now adding items for heroes, and I was wondering if there is an easy way to open a map and move files (units, abilities, upgrades, items) from the map into the mod.

    Moving from mod to mod is easy, since if they are dependent on each other you can just copy the file.

    How would I do this, any thoughts?

    Posted in: Data
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    posted a message on [Galaxy Noobs] Wow to SC2 in 30 seconds! NO 3dmax!

    How do I do this with characters? Their textures are all named "Body.tga" when I go to Export Textures but if we need to put them all into the root folder and there is more than one custom character, they will have the same file name . . see my point? Without the directories, it won't work, unless you rename the texture file perhaps? Anyone know what I mean, how to bypass this problem?

    Posted in: Tutorials
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    posted a message on Ghost Echo

    Isn't her name Nova in the editor? I think it is, I made her the model for my ghosts.

    Posted in: Data
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    posted a message on [Tutorial] Creating a SC2 Mod File for Custom Data Edits

    I don't understand this thread. My melee expansion mod is almost done, and I started with a mod. It works fine, and can be added to any map and boom it works. Did I miss something in this thread?

    Posted in: Tutorials
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    posted a message on Warping in an Archon

    On the "Archon" actor, I changed the Art - Model - Build to ArchonMerge. When they warp in, it plays that and looks fantastic. The only problem I still have is there is no transparent Archon for the Art - Model - Placement slot. For that I use something the same size, my custom Protoss units not having proper placement animations. The Archon, for example, uses a Templar Placement. Its not perfect, but I am not a modeler so not much I can do! Gotta work with what I got.

    Posted in: Data
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    posted a message on Warping in an Archon

    I used the ArchonMerge animation for all my new Protoss units, and it looks pretty good!

    Posted in: Data
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