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    posted a message on Community Project #2- Brainstorming/Design Thread

    @AtikLyar: I'd give it more direct combat abilities than economy abilities. Maybe that can be used by the spellcaster flyer?

    Posted in: Project Workplace
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    posted a message on Custom UI for Custom Race.

    @ShuckBeam: Make your new race id name match the abbreviation (I'll use New). Open the assets.txt (There are lots of them but one holds the strings you want). Copy the string for one of the races, let's say protoss. Protoss specific strings will end with _prot= and then the path. change it to _New= in the copied string and change the path to your asset. I've been learning about it I could help you with that. I actually have an Assets.txt with only the strings that need to be changed for the new race (at least for all DDS files I believe).

    I also know how to create new glossary categories, you will need it ;-)

    Posted in: UI Development
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    posted a message on (Solved) Morph model when units around it

    @DrSuperEvil: Model swap wont work in this case. As I said both units use the same model with different animation groups.

    Posted in: Data
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    posted a message on Canceling Persistent Effect - Need Help

    Check Nova's Domination. All you need to do is to apply a behavior to the caster and give the persistent a validator that checks for that behavior. The caster unit has a Cancel ability (instant type) that can only be used when the caster has the behavior and what it does is to remove that behavior.

    Posted in: Data
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    posted a message on (Solved) Morph model when units around it

    The problem is that the behavior doesnt make your unit morph. It just disables the turret, and the unit is still a Planetary Fortress. You have to decide if you want it to actually morph back (its not a good idea, you would have to create a new morph ability PF to CC, and because of morph cost and the CC would have to be upgraded again). Change your event to Behavior DisableTurret On -> Animation Play and Behavior DisableTurret Off -> Animation play

    Edit: You will also need to add some events to remove/apply the correct Anim Groups. The CC and PF units use the same model but each uses a different group. You have to add 2 new events when the behavior goes on (remove PF anim group and add CC group) and 2 when the behavior goes off (remove CC and add PF).

    Posted in: Data
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    posted a message on Can't think where is the problem

    @ mansnicks: I told you that because it will never truly be faster in game speed just like when you select game speed in the lobby. Game speed actually affects a huge amount of stuff in the game, some you can't even touch by editing data like that. Maybe someone who knows about game variants can help here? I dont know what Game Variants can do but maybe its possible to make the game faster.

    If you want go to the data way I suggest reducing build time instead of buffing time scale. You can turn the buff behavior off if the building isnt finished.

    Posted in: Data
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    posted a message on SC Expanded: melee mod

    The problem is that so far the Dominion gets 4 changes from standard tech tree: Nova, Thors, Ocuplar Implants for Ghosts and Holoboards, as well as 2 'visual changes' I don't know players noticed ;-) and those are not enough for such a powerful faction.

    And it made me remember of an idea I had: Maybe Ocular Implants can increase weapon range as well so Dominion Ghost would be at least a little better than normal Ghosts.

    Posted in: Map Feedback
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    posted a message on (Solved) Morph model when units around it

    @Narvs: Glad you explained you're not a Dominion Ghost watching us that long ;-)

    Does the model have proper animation to go back to CC? You need to add an event to the unit actor so it will play the animation. Make the event be the same that disables the turret. It can be a Behavior Add. Ability Start or anyone you used.

    Posted in: Data
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    posted a message on SC Expanded: melee mod

    I feel the Thors needs to go back to standard tech tree. But the Dominion faction has Nova as the hero unit and I don't want to give any faction more than one hero, since this is not the focus of the mod. Do you think the Odin should replace nova?

    Posted in: Map Feedback
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    posted a message on SoulFlitcher, have I got a SC Expanded map for you!

    Well, I won't work on additional maps for now. I'm focusing on the mod itself and on the AI changes to fix it and improve it. Also I need to come to a "release" version for EU servers, as Exaken agreed to publish it for me. Feel free to contact the map author and check if he's willing to share his map.

    Posted in: Map Suggestions/Requests
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    posted a message on Zeratul (without cape) Someone help

    @Nebuli2: Wow that's great! Some units look very different. I tried using it with HTs and Corruptors ;-)

    Posted in: Artist Tavern
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    posted a message on Can't think where is the problem

    First: Welcome to SC2Mapster. :-) Second: Start over. This is not the way to do what you want. I'm not sure what is the correct way of doing it, since I've never tried it, but the way you tried will give you only headaches.

    Posted in: Data
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    posted a message on EDIT: imported AI files wont work! Need help fixing it!

    Sorry for bumping it but I really need to edit the melee AI. And doesn't matter what I do I can't get imported files to work, I simply get the error message: "script load failed synstax error" and players don't get their starting structures or workers, the map won't end as it should be in case of no structures in the map. I can move the files to the path I want and it changes nothing, I get the same result.

    I've seen mods with edited AI files so what am I doing wrong?

    Posted in: Miscellaneous Development
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    posted a message on Map of the Week [Waiting new system before complaining]

    @Nebuli2: Its because it will take so long to release it they renamed it to Map of The Decade. Just kiding, I'll use this signature.

    Posted in: General Chat
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    posted a message on Releasing unfinished maps

    I kind of feel this way too. But you say they look 75% done, I'd say many times they look 50% or even 25% done. And we know many of them will never get "finished", because their authors don't even feel there's need to work on them anymore. I am perfectionist and I always think aobut some things you said (tooltips, icons, visuals and so on). In my opinion its not the end of the world if one map isn't finished, but it can't be that early in development.

    And now I give the reasons I released my own map before it could be finished. In my case it was clear I couldn't come with all the ideas I needed to finish it. Also I couldn't balance it and balance only comes from players' feedback. So I worked on everything I could by the moment, released it, got a few players giving me feedback and gathering more players. But the main difference is that I'm still working on it non-stop, so players really feel their gaming experience is going to be improved. It grew to be a lot better than if I had kept it for myself.

    My conclusion from the maps I've played and from my own map is that maps can be unfinished upon release, but they still have to stick to some standards and most map-makers and many players don't care about it. That's why you see "fastest map possible" and other ridiculous maps high-ranked in that popularity system.

    Posted in: General Chat
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