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    posted a message on Visibility Like Warcraft 3

    Don't think so, there's no shroud like in WC3 AFAIK.

    Posted in: Data
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    posted a message on Rearranging dependency "layers" | Making text references in tooltips

    Hmm. Looks like it doesn't allow you to pick non-number fields to insert via data references for tooltip strings... A curious restriction.

    Posted in: Data
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    posted a message on Do not Reply!!!

    @zenx1: Go

    Half the reason for that is the lack of matchmaking >.> SotIS would be more than worth buying if it had a matchmaking system, plus the money might actually get the devs interested in balance instead of creativity :P

    Posted in: General Chat
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    posted a message on Race properties for melee design

    I'm gonna fiddle around with a melee map or two, and I've decided to start by contemplating the properties of each race and what map features lend themselves to an advantage for a given race. While I'm not good at ladder and I don't play it often, I've theorized the following:

    • Protoss are most at home in a lot of narrow terrain and chokes, so they can force-field and manipulate the enemy army to obtain victory. They're the most gas heavy, and are ambivalent towards expansions.
    • Terrans can deal reasonably with open terrain or chokes, though they favor chokes slightly (due to having no melee units). They are best suited to turtle up and harass remotely via high speed units or drops. They are the most mineral intensive (due to heavy utilization of a mineral-only T1 unit and a gas-light tier 1.5 unit).
    • Zerg rely on expanding quickly and often, and keeping a 1+ base advantage and associated worker bonuses over their enemy. They rely heavily on open areas to engage, having mostly melee or short ranged units. They consume roughly proportionate amounts of minerals and gas.

      Is this a correct summary?
    Posted in: Melee Development
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    posted a message on Playing an animation in reverse?

    Yeah, but even if they only had it compile to the same thing they could have given us an SC2 editor event script so the UI wouldn't be as obtuse...

    Posted in: Data
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    posted a message on Weekly Data Exercise #20 - Whirr, Clank and Thunk

    @DrSuperEvil: Go

    How did you get that >.>

    For me it's because the first one doesn't sound interesting, the other 3 I would have no clue how to do, and I can't think of anything I might make myself. I might fiddle a bit more with the forward vector site ops and see if I can't come up with something, but it isn't exactly appealing to me...

    Posted in: Data
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    posted a message on Weekly Data Exercise #20 - Whirr, Clank and Thunk

    Who else is surprised that this has no comers? :P

    Posted in: Data
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    posted a message on [Blizzcon 2011] Arcade and Editor Improvements

    @zeldarules28: Go

    • smacks forehead* How did i miss that?

    Good to see they're coming. Maybe that will help shut up all the pop system whiners ;)

    Posted in: General Chat
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    posted a message on [Blizzcon 2011] Arcade and Editor Improvements

    Is it safe to assume they're just showing the battle.net changes in WoL as testing and not something they plan to give us before HotS?

    Posted in: General Chat
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    posted a message on Stunning without sideeffects.

    One can get something that's effectively a stun if you reduce the unit's timescale to 1/400th of normal (basically, apply a timescale debuff of 0.1, then one of 0.25, or a single one of 0.025). I think this is about the lowest you can go without the SC2 engine catching on and just immobilizing the unit. I know for a fact that stuns (at least the ones I'm used to) disable cooldowns, and you can easily make buffs or debuffs ignore timescale by setting the behavior's timescale setting to Global (unless you _absolutely_ need them based off of target timescale).

    The part I'm puzzling over is that Zeratul in SotIS has an ability which reduces all units Time by 10000% in an AoE, but it doesn't run into that same issue :S

    Posted in: Data
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    posted a message on Playing an animation in reverse?

    @adovid: Go

    Pretty sure it is. Lemme go check...

    Edit: yeah there shouldn't be a problem with doing that, but the issue is that there's no way to base the AnimSetCompletion's percentage off a reference (so you could decrement the value each loop). :( I mean, one could do it with a looong list of events that do a TimerSet (0.0625, MyAnimationReverseLoopX) then TimerExpired(TimerName MyAnimationReverseLoopX) to fire the AnimSetCompletion at the appropriate state,but uh no thank you.

    I'm starting to wonder why they didn't just make a really simple scripting language for actor events and call it a day. What they have now is very similar but stuck behind an obtuse and hard to work with UI (even by my standards).

    Posted in: Data
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    posted a message on Previous WDE and Ideas

    Would be cool to see a(nother) WDE based on movers. Maybe something with the Flock or Null types (if those can be used?). Stuff like fancy missile effects too (using things like motion overlays, the various types of phases, powerslides, etc.)

    Posted in: Data
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    posted a message on Playing an animation in reverse?

    Is it possible via actor messages to get an actor to play an animation in reverse?

    Posted in: Data
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    posted a message on How do i play my custom made mod? I REALLY NEED HELP!

    first, CALM DOWN!?!?!

    Second, it depends on what your "mod" is. Is it a full map? Then just publish it, and when you want to play host it and invite your friend. Otherwise, publish your mod file, then import whatever map of choice (presumably a melee one) and add the newly published on battle.net version as a dependency (along with any trigger wiring that may need to be done).

    Posted in: Miscellaneous Development
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    posted a message on Blizzcon 2011 All-Around Coverage

    @b0ne123: Go

    Not sure if trolling or serious....

    Posted in: General Chat
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