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    posted a message on (Solved) Using Effect Model for Unit?

    So I have a unit that uses an effect model. The problem I have is that nothing can target/select the unit while using an effect model (if I revert it back to a unit model it works just fine). Is there a way to use an effect model for a unit and still have it be targetable/selectable? My experiments so far have failed me.

    Posted in: Data
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    posted a message on Mineralz Kickstarter

    I feel the reason the kickstarter isn't doing well is because most people don't see a game like Mineralz being worth more than what it already is, a free game on the SC2 Arcade. Also I am sure most of his player base doesn't even know his kickstarter exists. As for Map making only being feasible as a hobby? I'll wait until the Map Marketplace to make a firm answer, but yes it is very likely that a large majority (perhaps even all) of dedicated map makers will never be able to make a career out of it.

    Posted in: General Chat
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    posted a message on Mineralz Kickstarter

    I can see Blizzard trying to stop this but if they don't feel like it then I'm fine with this. Would I pay for a kickstarter for a SC2 map? Only if it were likely to be amazing. MineralZ didn't impress me. I am sure he is a decent editor but I wouldn't value a MineralZ sequel to be worth 18,000 dollars. It's not my opinion that matters though, if the community wants to give it $18,000 then by all means let him go through with it (as long as Blizzard is ok with it). For people that want to rely on a more full-time approach to SC2 map editing I feel people will need to rely on the Blizzard Map Market in the future if it ever comes out.

    Posted in: General Chat
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    posted a message on Diablo 3 Editor
    Quote from Nebuli2: Go

    Honestly, what I would much rather see, though doubt Blizzard will do, would be to nicely package up most of the models and textures from Diablo 3 into a Starcraft 2 dependency for us to use.

    And sound assets don't forget those too! Would be amazing $_$. One can dream....

    Posted in: General Chat
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    posted a message on Blizzard Allstars planned beyond 2013

    The good news about this is it means there could potentially be more upgrades to the SC2 editor because of this. Some more map space is always welcome in my books!

    Posted in: Heroes of the Storm
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    posted a message on Paid terrain artist questions.

    It will be hard for you to find work as a terrainer. One reason is because not many projects pay people for work since there is no money in map making at this point. Another reason is because there are a ton of people that enjoy terraining. Many people will join a project to do terrain work for free. Of course if you can make yourself stand out from the rest with exceptional work then you can get some paid terrain work when the openings are available. At this point full time income isn't possible. Part time is a possibility.

    Posted in: Team Recruitment
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    posted a message on What makes you scared of something scary?

    Yeah Amnesia is one of the best games for horror. You need to constantly make the player fear for their life, keep them second guessing their actions and wondering what is out there to get them. Need to bring variety and have a ton of ways to fail. I think there is a lot of potential for this category but it's difficult to make a good horror game. Also the atmosphere in which a player is playing in can heavily affect how fearful they get. Need to grab and hold their attention. Get them to concentrate hard somehow. Perhaps puzzles and minigames throughout to force them to focus and get absorbed into the game.

    Posted in: Off-Topic
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    posted a message on Kickstart StarCraft: Ghost?

    It's this simple; if anyone outside of Blizzard tries to do a kickstarter it will get shutdown. Blizzard doesn't need a kickstarter to complete the project, they scrapped it because they didn't like it. If Blizzard made a kickstarter it could adversely affect their already damaged PR. It just won't happen unless Blizzard decide to continue the project, no exceptions.

    Posted in: General Chat
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    posted a message on Dogfighters

    This looks well made. Has a Rogue Squadron type feel to it.

    Posted in: Project Workplace
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    posted a message on DotA 2-like selfcast ability

    @Fen1kz: Go

    Err I meant double tap when I said double click above.

    I don't see any way of doing this without separating the ability to 2 buttons or figuring out a way into getting data to switch between the two abilities somehow (this seems really hard to do without making players do something weirder than just double tapping). You could always do it hotkey based. Hotkey 1 is targeted and hotkey q is self-cast for example.

    Also what you could do instead is make single tap be self-cast and double tap be targeted. You would need there to be a slight delay (perhaps 1/4th of a second?) before the abilities would be casted though. This could potentially be done all through data but with the delay triggers would probably be more efficient.

    Posted in: Data
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    posted a message on DotA 2-like selfcast ability

    Perhaps there is a way to do this using data but it would likely be complex and inefficient in design. You could alternatively do this by having two separate abilities, 1 that targets units, and 1 that self-casts. If you want it to be a double click thing perhaps you could try using temporary behaviors in conjunction with validators to get it to work but the problem with that is you would still have to target someone else with the initial click. Overall I don't think there is an all data method that is efficient but I could be wrong.

    Posted in: Data
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    posted a message on decreases entire unit's movement speed in map every 5min.

    Yes use a trigger with <Pick every unit and do action> command. Then for the picked units use the <add behavior to unit> command. Now you just need to loop this in a trigger every 5 minutes. Just make the buff give a 10% slow for a minute. Keep in mind that this can cause lag when there are a lot of units on the map.

    Posted in: Triggers
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    posted a message on Rage inducing map problem

    It takes some time learning how to make units from scratch but once you learn it the possibilities you open are just so much greater. I recommend looking at some of the tutorials. Basically there are 3 main components for making a simple unit. Make a unit in the unit tab, link that unit with a unit actor, and linking that unit actor with a model. You can link the 3 together easily by having them all the exact same name but it's best to learn how to link them without having the same name. Like I said I suggest you look up some tutorials. Afterward you can learn to add custom abilities/behaviors/attachments and other things if you want.

    Posted in: General Chat
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    posted a message on Rage inducing map problem

    Eiviyn's theory seems likely here. It is best to learn to make units from scratch but if you don't want to go through the trouble you should do what Eiviyn suggests. Make a new unit then set the unit parent to the unit you wanted copied. When you copy units in the editor all manner of problems can occur.

    Posted in: General Chat
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    posted a message on Rage inducing map problem

    @Mrbush: Go

    It's hard to figure out what is going on without more detail. What type of map are you making and are you sure your map is making use of your edited units and not the default units? Does it get rid of your unit edits when you save your map?

    Posted in: General Chat
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