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    posted a message on How do I recolor these textures?

    Same thing as other lights that are parts of models, like the campaign search light models (raynor, tychus etc) or the marauder attack animation that has a spot light linked directly to a specific spot in the animation.

    Can't be altered/removed inside the editor as far as I know, it's a part of the models.

    Posted in: Artist Tavern
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    posted a message on Editor in real life

    Everything you do or not do contributes to your future.

    The question is if working in the editor is important and brings happiness to you. The video games industry is full of people who entered it by contributing to mods and/or being passionate and interested about mods and the process of making a game in particular. So chances are if you put time and passion into it you will make contacts sooner or later (probably later) and/or might meet someone who already works in the industry who is genuinely interested about your SC2 editor work. Of course that is beneficial to getting a job.

    And a lot of video game developers are also actively searching for people all the time and having made a finished mod project for a game could easily be the tipping point that gives you a job interview for an application over someone who has no such qualification, even over people with degrees in some cases. But many other roads have a good chance of leading to your destination as well, it's not like there is this one secret knowledge or trick to get what you want, life doesn't work that way. Be passionate about what you do and put energy into it and by time you will get what you ask for. Even if you don't always like the answer.

    Also, "working for a couple of years" could mean anything, all that counts in the end is what you created and of what quality that content is. You might "work" for multiple years in the editor but never put real energy and work into it and only create sub-par stuff, or you could create the most amazing mods in one year. The time period in which a creative product was created doesn't say much about what it is worth.

    Posted in: General Chat
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    posted a message on [Solved] Projectile flight time

    If you want to use a standard ballistic type mover that has a constant speed then you can also use the "Flight Time" value within the mover. Note that this only works if the mover has no speed (maximum, minimum or actual speed) configured. The speed for that type of mover is constant and gets automatically calculated depending on how far the target point of the projectile is away from the caster.

    For more complicated movers you can use the Timout value as DrSuperEvil mentioned, note though that the mover doesn't necessarily arrive at the Target Point if it times out and might just get removed/impact on target without having to be moved there first. If one mover phase times out, but there is another mover phase coming afterwards, then it will skip the mover phase that timed out and go straight to the next phase. Only if the mover phase that timed out is the last one in the list it will actually remove the projectile. That also means that the projectile is allowed to impact before timing out and therefore having a shorter flight time than the timeout duration.

    Posted in: Data
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    posted a message on Unit Micro
    Quote from penguinwars: Go

    Is there anyway to get the current range? because an upgrade can change it. I also need a way to check if a unit is air.( I know there is a way to do this I just cant find it )

    I'm pretty sure the catalog gets updated every time an upgrade changes a value in it (that's the main reason why every player has a different catalog), that means the function I talked about should always return the current range of the weapon.

    I'm not 100% sure because I haven't needed something like this yet, but I'm pretty sure. Have you tried it?

    edit:

    http://www.sc2mapster.com/forums/resources/tutorials/1250-triggers-catalog-field-value-get-set/

    Quote:

    When a player trains an upgrade, it actually modifies the Catalog data to apply the changes listed in that upgrade.

    So yeah, it does definitely work that way.

    Posted in: Triggers
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    posted a message on Unit Micro

    Do I understand correctly that the problem is that you can't find a way to reference the range value of a weapon from the data field to use it in the Trigger Editor?

    Try using the Catalog functions, mainly this one http://www.sc2mapster.com/wiki/galaxy/triggers/catalog-field-value-get/. I think there is also a "Catalog Field Value Get As Integer" function which might be even more handy for you since range is already an integer value and you don't even have to convert it from the catalog entry value.

    Keep in mind though that some units have multiple weapons.

    Posted in: Triggers
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    posted a message on Rainbow Archon Remake [Data]
    Quote from TheSC2Maniac: Go

    @Bommes: Go

    The attack color and the Archon color is the same if you look closely: I used and Inherited Properties on the beam attack to inherit the Tint Color from the Archon. The Portrait is the one which doesn't follow this rule, since I can't get itworking with Inherited Properties.

    I don't see the attack having any special color at all to be honest, visually it's just the normal archon attack and completely independent from the color change? At least it looks like that to me.

    Posted in: Data
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    posted a message on Out of curiosity... Is this normal?

    Posting a screenshot like this and not following it up with a screenshot of the actual health bar in question should automatically disqualify you from participating in any future conversations. For humanitarian reasons.

    Posted in: General Chat
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    posted a message on Rainbow Archon Remake [Data]

    Another difference between the original Rainbow Archon and your version is that the one made by Blizzard has his attack model synched up with his current color, so the attack model actually changes color as well and always uses the same cycle as the Archon itself.

    Posted in: Data
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    posted a message on Modelling event

    Hey guys, that sounds awesome!

    It would be awesome if you could make a specific particle effect during the event, I would definitely use it.

    Basically it would be the SmokeMedium.m3 model that is already in the game assets, with some slight but crucial modifications:

    1. Every particle should react to the SC2 physics forces. Zolden told me that's basically a matter of just checking some boxes in terms of what they react to. I don't know what type of force the standard force actor set up in the Editor is, so if you don't know either just check all the boxes. I want this model to experiment how Forces + Particles interact and use it if it looks cool.

    2. Remove the red color that is currently part of the model if possible. Alternatively make it the way it is now, but teamcolor it instead, that would be even better. If all of that is annoying and not worth it, just replicate it the way it is now and use the same textures, it's not that important anyways. The crucial part is the physics interaction with SC2 Forces.

    I hope you can make this, I think it would be a pretty neat way of showing how particles work to people and I think it shouldn't be extremely complicated. I also extracted the textures SC2 uses for the smoke and attached them in the zip file below (the actual model actually consists of multiple particle "types", there is the actual smoke and the small red dots that spawn at the bottom of the effect. I don't need the dots and I didn't include them in the textures, if you want to replicate these as well go ahead of course!)

    Posted in: Artist Tavern
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    posted a message on TeamLiquid.net removes custom map forum

    You can still access it through the forum button and then in the main frame, under all the Strategy Forums (under the BW Strategy forum in particular).

    Posted in: General Chat
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    posted a message on (Solved) [Actors] Water Splash

    Thanks for documenting the steps and updating the Wiki and everything. Appreciated.

    Another interesting Squib type are "Body Squibs", they are related to Ragdoll Death Models and can spawn different kind of models on the ragdoll. But it's similarly cryptic, with seemingly hardcoded reference words used etc.

    The data fields related to them seem to work without the reference words though.

    edit:
    The Terrain Squibs seem a little bit more straight forward though :)

    Posted in: Data
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    posted a message on [Q] Random colors?

    (A) You can change color options by going into the Data Editor, open the tab "Edit Advanced Data -> Gameplay Data" and change the field UI: Team Color for the Default SC2 Gameplay Settings. Whether or not a color can be selected depends on whether or not it is Enabled and what the Minimum Player Count is for it to be visible.

    (B) There is an action in the Trigger Editor "Set Player Color", the best approach to randomize player colors is probably to create a new Trigger with the Event "Map Initialization", loop through all players and just assign the colors to each player based on a random integer. Have some kind of algorithm to make sure that no same color gets assigned to multiple players.

    Posted in: Melee Development
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    posted a message on Why hasn't there been a DOTA styled game with SC2 like Squads?

    @Sovern: Go

    That's awesome!

    If you have any questions about how to accomplish something come into the #sc2mapster IRC channel on freenode, there are always people around and usually at least some are active in the chat at any time and happy to help with problems regarding the editor.

    Posted in: Map Suggestions/Requests
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    posted a message on Effect to Instant Teleport (Solved)

    @Mugen245: Go

    Looks cool, I don't notice any lag! Do you still have the problem that it lags?

    Posted in: Data
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    posted a message on Why hasn't there been a DOTA styled game with SC2 like Squads?
    Quote from Sovern: Go

    The skies the limit and I think the concept has a ton of potential.

    I personally don't really see the difference between this and any other MOBA despite it being squad based. Which is pretty cool, but I think having squads is not such a game-changing difference that you have a ton of differences to other MOBA maps/games. It has a ton of potential, but so does every other MOBA game with their slight differences.

    WC3 (and SCBW as well) had a lot of these Aeon of Strife variations out of which Dota originated, where you could upgrade the lane units, buy new lane units, do all sorts of shit. There is a reason why Dota stood out and is what it is now, because the gameplay works and has been improved very iteratively over the span of the WC3 lifetime, not only by the Dota creators but also by all the people who worked on other maps in this whole Aeon of Strife category, showing the Dota devs which gameplay elements are fun and which ones are not so fun. With that I don't mean to say that Dota is the end of the MOBA genre and there is no room for improving or changing it, I think it's just always fun to see where games came from and out of which ideas they originated, because there were a lot of smart people who thought about the issues before and could save me work to not make the same mistakes again and end up with a not so fun game concept :)

    As for your last point, very few people have genuinely fun by just learning. If you detach the process of learning from the content and purpose of what you have learned it becomes quite clear that the process isn't very fun. Learning is tedious and boring. Learning something ultimately means getting more freedom to do what you want to do though, because you get lifetimes worth of knowledge and work from other people out of it. Learning something can "streamline" your imagination, since you don't waste time imagining things by yourself that probably won't work in the way you imagined and are worthless, and instead gives you room to imagine other things that are in the bounds of what other people have imagined before but still go into a new direction.

    You clearly have a lot of cool ideas and passion thinking about game design, but it will be hard and would be relying on pure chance to just stop there and hope to get something out of writing a text about it. I hope you don't stop there, we always need more people!

    Posted in: Map Suggestions/Requests
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