• 0

    posted a message on [SOLVED AT LAST] Building a better fireball (or any free targeted projectile)

    With your second method you can't shoot up/down ramps afaik.

    I don't know if anyone came up with a working solution for this problem by now. As far as I know it is way too complicated and you have to always take some compromises.

    Posted in: Data
  • 0

    posted a message on Patch 1.5: What can break your map?
    Quote from TheAlmaity: Go

    @Bommes: Go

    Go into your preferences, find the graphic settigs, make sure that "Shaders" are set to high (And "Lighting" possibly as well)

    Already did that :/

    No one else has this problem?

    Posted in: General Chat
  • 0

    posted a message on Patch 1.5: What can break your map?

    I just had a really weird error when I created several Doodad actors which had the same name, just different numbering (by the way, THANK YOU Blizzard for making copies named like "DataName02", "DataName03", "DataName04" instead of "Data01 Copy", "Data01 Copy Copy". Oh my god I think this change saves like 50% of my time). At some point (at number 10) I was unable to place the Doodad into the editor. When I changed the name to something completely different I was able to place it, and after changing the name back I was also able to place it. Just not right after creating it. Really weird. And it kept happening for freshly copied actors, always had to change the name first.

    Also, does anyone else have problems with Actor Lighting not showing up inside the Editor engine? Pre 1.5 I could easily see all the Omni Lights etc inside the Editor, right now I can't see any Lighting from actors and I don't know what to change.

    Posted in: General Chat
  • 0

    posted a message on Adding pathing with triggers?

    Is there an easy trigger way to remove or move Doodad Footprints?

    I thought thats only possible with units.

    Posted in: Triggers
  • 0

    posted a message on Beginner Difficulty - Tutorial WoW style hunter pet system

    @SC2Muse: Go

    Make sure to check "Show Advanced Values" on the top of the data editor.

    Posted in: Tutorials
  • 0

    posted a message on MechCraft (Working Title), Dev State & Progress

    Small new update, finally created some Attachment points for the small weapon slot which has no built in attachment points and created a Flame Thrower + a little Upgrade for it. :)

    Embed Removed: https://www.youtube.com/v/4AgDDSr_keA?fs=1

    No feedback for the last videos? Would really love some feedback about the Dash ability etc.

    Posted in: Project Workplace
  • 0

    posted a message on [Showcase]Ghostnova's models

    Really awesome job.

    Can't wait until we see some gameplay of your project :)
    How many custom models are planned? Are you going to make a custom model for that Goliath Portrait?

    Posted in: Artist Tavern
  • 0

    posted a message on MechCraft (Working Title), Dev State & Progress
    Quote from Ahli634: Go

    I really like your short progress demonstration. :D

    Did you use a texture change for the white damage indicator? I don't think tinting can be that effective with the colors. At least I failed to recreate it. :S

    Yea its an ordinary texture change with a Unit Damaged Actor Event.

    edit: Actually that thing about the glow effect I said was pretty nonsense, it looks different. But can be usable too.

    Posted in: Project Workplace
  • 0

    posted a message on MechCraft (Working Title), Dev State & Progress

    Okay, here's another update:

    Dash ability:
    I'm not sure about the look of this, but I worked a lot on it and it was really hard to get good because I can't work with a lot of animations without fucking everything else up. For now I'm okay with this, if anyone has a cool idea how it should look go ahead! :)
    I'm satisfied with the gameplay.

    Also notice the walking sound at the beginning. Not the best sound and I'll swap it as soon as I find a better fitting one, but its still pretty cool I think :)

    Embed Removed: https://www.youtube.com/v/_wcaLiNAi74?fs=1

    Overheat mechanic:
    Well, Mechwarrior style overheat. You shoot too much, you get shut down.
    Pretty much everything placeholder there, I'll probably finish it as soon as I work on the real Interface (with HotS).

    Embed Removed: https://www.youtube.com/v/Ll6996oW1RI?fs=1

    Artillery Rockets:
    I like them :) And they are probably the first special ability that I will definitely use for the public release. They look cool and they are fun to use, needs some balancing though. Already fixed the little bug with the disappearing rockets btw.
    edit: Also already added a sound effect, which I for some reason forgot initially.

    Embed Removed: https://www.youtube.com/v/JkFBS9bC5EA?fs=1

    Update video with fights:
    Yeah, just some fights, a little script which shows my little banker actor experiment (although its barely visible from the point I am in in this video). Also I experimented a bit (don't ask what...) and the Zergling death animation is missing in this video. No big deal, only noticed it after I uploaded it.

    Embed Removed: https://www.youtube.com/v/RoSXnXLrUCY?fs=1
    Posted in: Project Workplace
  • 0

    posted a message on MechCraft (Working Title), Dev State & Progress
    Quote from zeldarules28: Go

    Looks really great :P

    I absolutely love how fluid your movement and camera are. I almost never play single player maps, but this may be an exception ;)

    Thanks! :)
    Also thanks for bringing it up to the front page.

    Big major update inc as soon as I have converted & uploaded the videos. Had a really good chunk of time the last couple of days, finished a lot of little things, 2 new abilities, a lot of sound stuff and had even time to play around with banker actors a little. Also implemented a first Overheat mechanic to be able to "balance" the different weapon types a little bit better. Would be nice if you could add 1 or 2 of the updated videos to the frontpage as soon as they are up, because I think they really change a lot in terms of viewer impression etc.

    If you like fluid animations you will probably like my new artillery ability! ;) And also added a Dash for some more Movement versatility.

    Next thing up will be making the level design a little bit more like an actual level (and finishing the terraining) and making the enemies more versatile. I'm currently thinking if I should add enemy structure defenses or not. Also if you have any wishes what kind of unit I should add as the next enemy type just say it. I'm open for requests (doesn't have to be necessarily a standard unit, I'm also open to glue different actors together to create units, but standard units would be easier, faster to make and look more natural of course).

    Sadly I have some exams coming up in 1 1/2 months followed by a vacation, so there will probably be less updates for the next time.

    Posted in: Project Workplace
  • 0

    posted a message on Vote Which would you prefer?

    I'd like a "Name your price!" kind of concept, simply because I don't like the word donation for something like that.
    But I don't see how they are in contrast to each other, I want both. The possibility for "Name your price!" and fixed prices. I was really surprised when I heard about how well you can actually sell stuff in the Real Money Auction House in Diablo, so I think a marketplace would be really really great for the mapping community. Simply because it will encourage many people to put a lot of more work into their projects or learn the editor to begin with (and don't stop projects in the early development stages all the time).

    Posted in: General Chat
  • 0

    posted a message on New unit from scratch?

    Googled for a minute (the SC2Mapster search bar still doesn't do good things for me) and found this.

    Not about a unit, but about a shooting structure. Fair enough I think, should give you at least most ideas on how it is done.

    Posted in: Data
  • 0

    posted a message on Missile Issue
    Quote from Fukle: Go

    Thank you for the replies, I tried both ways but couldn't get either of them to work. I should have mentioned this, I am fairly new to the data editor. Is there any way I could get these translated into a dumbed down/simplistic version?

    Fukle

    Just take Kuekens Colliding Projectiles Tutorial for reference. If you follow it step by step you should get exactly what you want, he explains different Missiles/Projectiles there and if you play around with it it should be no problem to change them in the way you want them to be.

    Posted in: Data
  • 0

    posted a message on Missile Issue

    Alternatively you can Create an additional Persistent Effect that fires the Launch Missile Effect and set the Target: Location to Source Point. Then set the Offset to for example (0, 5, 0) and your missile will fly exactly with range 5 forward where it impacts (if you set the effect that is fired by the ability to the freshly created persistent). You can use a mover however you want, although it has to be Guidance as the last used driver because otherwise it will glitch visually.

    Thats the method Küken uses in his Colliding Projectile tutorial. Check it out, its really good.

    Posted in: Data
  • 0

    posted a message on MechCraft (Working Title), Dev State & Progress

    Thanks for your great feedback guys! That is awesome :)

    Quote from ScorpSCII: Go

    The new video actually looks really great with that lighting, it adds a lot to that feeling you're trying to achieve through your terrain. With the LoS mechanic implemented as well, I can already imagine how fun and engaging this map will get. Imagine running around a corner, then seeing a big group of zerg forces shooting directly at you.

    Yeah, that is exactly where I want to get at some point! I'm not quite there yet with the AI, but thats something I want to improve with small steps and hopefully get there eventually. I also try to comment as much as possible of my triggers so not only other people can hopefully figure it out if they want to, but also so I don't forget how all that stuff was planned and/or works. Man, it gets complicated fast!
    Also that LoS thing is kind of illusion right now, because the AI doesn't react to it as much as I would like. Some Visibility problems there, but I'll get it fixed I think (or the AI will just have more information than the player, we'll see).

    Quote from ScorpSCII: Go

    Now, onto your question about races. I think you should try build up a story for the map, and then figure out what to put in when you've got a proper story. If you would like to stick to that dark and mysterious feeling, I think protoss units simply don't fit in; it's more of a zerg environment. You could also put up a story, at which you (a small group of terran forces) have to infiltrate another terran force's base and perhaps destroy a dangerous research or something like that. And you could even mix it up, so that zerg has invaded the planet, and you then have to infiltrate the terran base to steal their research in order to build a strong weapon for your own forces to survive the zerg.

    Hmm, yeah, that would be one way to design it. My "master plan" would be to eventually get units for all the three races and to have the basic AI triggers for all of that done, so you can actually create ALL of these scenarios. Well thats the plan anyway, I doubt I'll get there but one can dream! ;)
    The point is, at this moment I'm more thinking about what race would have the most style in general and the most "Wow!" effects in particular. Because thats what it will come down to when people see a map, you have to provide them with an awesome looking first impression if you want them to play your map.

    But I realized that I will have to create terran units anyway to have some allied units. Besides that for now I decided that I will probably go with mainly Zerg units first, although I haven't really created any more units so far (but I got a lot of ideas and I'll get to it soon).

    Quote from Slarti: Go

    Looks awesome. Reminds me very much of Alien Breed (the new ones since it's 3D) or Shadowgrounds, only with mechs (which I like).

    Never played them, but YES!! :)

    Quote from Slarti: Go

    May I suggest a "dash" type ability, which increases movement speed for a short duration in a specific direction? Could be implemented as a "jetpack" style ability. This would make the movement much more important/interesting and would allow for enemies that are a lot faster than you without making them imbalanced. Think of enemies that jump at you. You could dash away do evade them. Could also act as a kind of "panic button" when enemies are suddenly appearing next to you.

    Near the top of my To-Do-List! Also giving the enemies more abilities which make them charge at you and/or burrow and appear out of nowhere and stuff like that. Of course I have also to be careful to not make it too overloaded and give every enemy type 10 different abilities. I'll test some and see how it feels, it should always be intuitive and once the player faced a certain unit a couple of times he should know what abilities he faces.

    Quote from Slarti: Go

    I really hope to play this one day.

    Man, I hope it too! But I already invested so much time and thoughts into it, and right now my plans are that I release my first playable map really early although it will have only a tiny amount of the features that I want eventually. Just a cute little scenario on a small map with some enemy encounters, ambushes, scripted events and maybe one not too fancy boss. Probably with lacking UI because I plan on making the UI later on when HotS is already out.

    I also removed the last video from Youtube and fiddled around a lot with Video Converters and Video Editing stuff today (which took more time than I expected). As a result I uploaded a video which should give a little better impression of the lighting (less contrast, also changed some little things) and is also a bit longer and in HD with 60 FPS!!

    I realized my PC can't quite handle that and there are some FPS drops, but it sure looks HD! :D

    Embed Removed: https://www.youtube.com/v/9gy_o-ACwrM?fs=1
    Posted in: Project Workplace
  • To post a comment, please or register a new account.