There might not be an "official" model handler, but there are tools that work... near perfectly if I may add... Did you not see Helicopters in SC 2? Hah.
I see it boiling down to 'how satisfied am I with my game?' I've coded a lot of things, C+ +, mugen, and SC2 to name 3 going from "start with nothing" to "full engine+editor." My C+ + work, while fun figuring out mechanics, etc. becomes cumbersome if you havn't played with the language long enough to invent your own mechanics to help you code sections easier (similar to creating functions in SC2). Also, when I see things I want them to be pretty, I'm a perfectionist. My coding work could constantly be improved, so I kept going back leaving the visuals to rot while still spending immense amounts of time creating this program. I passed along my stuff to friends to spread it around, but it wasn't great... usually it was forgotten after a week. Needless to say after I stopped coding, I wasn't very happy with the end result.
MUGEN was a step in between. I could code an entire 2-D fighter from scratch, but using MUGEN language. So I had the freedom of freelance coding, with the structure and mechanics of a language built for games. Within a month or so of even hearing about the language I created the #1 most popular MUGEN character available. I really liked how this character turned out, but still... the visuals were lacking because I had to create a good chunk of the 2-D sprites on my own. MUGEN is free and (mostly) opensource so it was easy to spread around so others could play. I could reach a nice crowd of people with my MUGEN stuff, but not a huge audience.
The Starcraft II Engine as my last example is probably what I like creating in the most. The game comes with an instant audience of 1.25 mil (if you talk all of BNET or something under 1/3 of that if you're just talking SC II), a full scripting language with many mechanics built in, and limitations of how impressive one can make a game is based on their knowledge of the language (but what isn't?). There isn't as much freedom as coding from scratch of course, but with the ease of making great visuals along with being able to focus on the mechanics of my game rather than of the language I'm coding it in, SC II definitely picks up the freedom chains' slack. For almost everything I've wanted to create so far, I've found a way. If this
can be created in an editor made for creeps and Templar, I doubt a videogame company would look down upon you for submitting a map as a part of your portfolio.
But just to sum it up, don't quit either one. Scripting from scratch is fun and so is SC II ;D
Galaxy is just another language you can put down come that space on your resume that reads
"Fluent Languages."
Newayz, yea DrSuperEvil is right. Change the attachment points in the hydralisk attack that you gave the zealot (to maybe weapon attachment 05) and it might look more like what you want.
Got it, changed the way I detected this completely. I decided to go top down. I used the parents to detect the children. Each parent applies a buff that makes the unit suicide on expire of the buff. The buff is reapplied before it can expire as long as the parent unit is alive to reapply it :) This method also came with a free 10 ft. leash for the kids, which helps the effect not be OP :)
Decided to change the title since the enumerate area isn't working as I had hoped (yes I played with the values as you said) and now I'm looking for alternate ways of detecting if the Parent unit (creator) is dead.
So I have 3 units.
A creates B who creates C.
When A dies I want B to die. When B dies I want C to die. Basically I just want the unit to die if it's parent dies (or is farther away than 10 units).
To get this effect I put behaviors on B & C with instant kill effects. I put a disable validator on both behaviors that is an enumerate area with the following values:
This is the validator for B detecting it's parent (A), but the other validator is similar. CU1 & CU2 are the create unit effects.
Right now the validators detect if ANY of my units are in range 10 of the child units (B & C) instead of only their own parents.
So... why isn't this working? What am I not getting about Enumerate Area?
It might be a while before someone makes an exporter, BUT... you could import to Blender as .m3, export as .obj, and ask a friend to import into 3dsMax then export as .m3 for you.
@ZeldaRules, you got me :p
@TheAlmaity, I just liked how the Ð looked haha.
@Every1, thank you for supporting. Hopefully others join in too to help complete this wiki :)
& as stated, today I added Buildable. Let's keep this project rolling.
Starting with Queue, I will be adding one thing to the wiki every day whether it be a whole new page, or just filling in an unknown flag. Why? I personally don't use the SC2Mapster Wiki because it is so lacking even though I have the wherewithal to bring it up to par.
Join me.
1 a day is all it takes to fill the gaps in almost pro maps.
0
There might not be an "official" model handler, but there are tools that work... near perfectly if I may add... Did you not see Helicopters in SC 2? Hah.
0
Also:
http://www.sc2mapster.com/forums/resources/data-assets/25571-ability-psionic-nexus
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I didn't see any other data assets like this so I figured why not post it up :)
0
I see it boiling down to 'how satisfied am I with my game?' I've coded a lot of things, C+ +, mugen, and SC2 to name 3 going from "start with nothing" to "full engine+editor." My C+ + work, while fun figuring out mechanics, etc. becomes cumbersome if you havn't played with the language long enough to invent your own mechanics to help you code sections easier (similar to creating functions in SC2). Also, when I see things I want them to be pretty, I'm a perfectionist. My coding work could constantly be improved, so I kept going back leaving the visuals to rot while still spending immense amounts of time creating this program. I passed along my stuff to friends to spread it around, but it wasn't great... usually it was forgotten after a week. Needless to say after I stopped coding, I wasn't very happy with the end result.
MUGEN was a step in between. I could code an entire 2-D fighter from scratch, but using MUGEN language. So I had the freedom of freelance coding, with the structure and mechanics of a language built for games. Within a month or so of even hearing about the language I created the #1 most popular MUGEN character available. I really liked how this character turned out, but still... the visuals were lacking because I had to create a good chunk of the 2-D sprites on my own. MUGEN is free and (mostly) opensource so it was easy to spread around so others could play. I could reach a nice crowd of people with my MUGEN stuff, but not a huge audience.
The Starcraft II Engine as my last example is probably what I like creating in the most. The game comes with an instant audience of 1.25 mil (if you talk all of BNET or something under 1/3 of that if you're just talking SC II), a full scripting language with many mechanics built in, and limitations of how impressive one can make a game is based on their knowledge of the language (but what isn't?). There isn't as much freedom as coding from scratch of course, but with the ease of making great visuals along with being able to focus on the mechanics of my game rather than of the language I'm coding it in, SC II definitely picks up the freedom chains' slack. For almost everything I've wanted to create so far, I've found a way. If this
can be created in an editor made for creeps and Templar, I doubt a videogame company would look down upon you for submitting a map as a part of your portfolio.
But just to sum it up, don't quit either one. Scripting from scratch is fun and so is SC II ;D
Galaxy is just another language you can put down come that space on your resume that reads
"Fluent Languages."
0
Hmm, looks fine to me o.o
Newayz, yea DrSuperEvil is right. Change the attachment points in the hydralisk attack that you gave the zealot (to maybe weapon attachment 05) and it might look more like what you want.
0
Got it, changed the way I detected this completely. I decided to go top down. I used the parents to detect the children. Each parent applies a buff that makes the unit suicide on expire of the buff. The buff is reapplied before it can expire as long as the parent unit is alive to reapply it :) This method also came with a free 10 ft. leash for the kids, which helps the effect not be OP :)
Oh & I applied a few validators ofc.
0
I coulda swore I watched the last EU Map night on SC2Streamster *shrug*
Then if that's the case we just need players.
0
Decided to change the title since the enumerate area isn't working as I had hoped (yes I played with the values as you said) and now I'm looking for alternate ways of detecting if the Parent unit (creator) is dead.
Open to suggestions :)
0
As soon as we get someone with access to the streamster we can get this rollin'
0
So I have 3 units.
A creates B who creates C.
When A dies I want B to die. When B dies I want C to die. Basically I just want the unit to die if it's parent dies (or is farther away than 10 units).
To get this effect I put behaviors on B & C with instant kill effects. I put a disable validator on both behaviors that is an enumerate area with the following values:
This is the validator for B detecting it's parent (A), but the other validator is similar. CU1 & CU2 are the create unit effects.
Right now the validators detect if ANY of my units are in range 10 of the child units (B & C) instead of only their own parents.
So... why isn't this working? What am I not getting about Enumerate Area?
0
Video fixed (New channel, etc.)
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@yukaboy: Go
I didn't know we had one. I was watching the EU one a few minutes ago. How do we get access to the streamster? I don't mind streaming our play time.
edit: The current sc2mapnight channel
Where is every1!
Also, the information on the first page is wrong... Aaaah *needs ability to edit first page post*
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It might be a while before someone makes an exporter, BUT... you could import to Blender as .m3, export as .obj, and ask a friend to import into 3dsMax then export as .m3 for you.
0
@ZeldaRules, you got me :p
@TheAlmaity, I just liked how the Ð looked haha.
@Every1, thank you for supporting. Hopefully others join in too to help complete this wiki :)
& as stated, today I added Buildable. Let's keep this project rolling.
0
Starting with Queue, I will be adding one thing to the wiki every day whether it be a whole new page, or just filling in an unknown flag. Why? I personally don't use the SC2Mapster Wiki because it is so lacking even though I have the wherewithal to bring it up to par.
Join me.
1 a day is all it takes to fill the gaps in almost pro maps.