• 0

    posted a message on Dia Blo - Mortal Shroud

    I haven't played this map yet, but I read what you said about monster respawn etc.
    I think it is fatal to have no concept for one of the most important aspects of your game. I mean you put so much effort into it already, it would really not be a big deal to write a good custom AI (that handles things like enemies alerting each other, maybe enemies fleeing for a short amount of time after you kill them etc) seeing how much it would benefit your game. I think the enemy part of your map is far too important to not make it as close to what you want as possible. And your AI doesn't have to do ridiculous amounts of stuff, so it will probably not get too complex.

    From my point of view not having a clear AI plan (what should enemies be able to do? How should they act?) and realizing it for a map as heavily customized as this one will always be a flaw of the map and can't be compensated in the long run :)

    Posted in: Map Review
  • 0

    posted a message on (Solved) Particles

    @zenx1: Go

    Wow, thanks man, I really like your projects so this means a lot to me :)

    I tried to play around with actor messages concerning animations and opacity, but so far I haven't achieved a lot with it. I will look at that Inherited Properties thing, that is a good advise.

    The problem about changing the animation time seems to be that the particles emitted (at least from the fire medium and smoke models) act detached from the model actor. So all an animation change does is either emitting more particles (because the animation period you chose is a period where the model emits a lot of particles) or less particles (because it is a period with less particles involved). That actually can be useful, but as far as I've seen it it is a pain to find out which animation period does what, and it is very hard to get a good looking result with it. But I might try to experiment more with it :) Also I'm not 100% sure if my statement above (that the particles are detached and either more or less particles are emitted during the animation) is actually true, so I'd be very glad if someone with experience could help me there. I also couldn't get Opacity changes to work and I think it is because of similar reasons. But I think I'll experiment a bit with single smoke/fire actors and see how they exactly react to opacity & animation changes.

    Also I'll definitely make it a Singleplayer WASD map, simply because I think it is much more awesome for the concept. As that doesn't work for a Bnet-Publish (at the moment), I'll release it as a downloadable map when I will get to something that is playable (I'm currently working on my first AI steps). Also as I'm teaching myself the different aspects of the editor with this and don't know about most of the editor possibilities yet, it will take quite a lot of time until I can achieve what I want, I won't even look into a lot of stuff until HOTS comes out (like the whole terraining and thinking about level design), all I want to do in that time is to get a good grasp of how I can get a good AI going (as much data & library as possible, so I can get to a point where I can just work with a lot of units and actually focus on level design with as little custom scripted AI as possible).

    It is a really long way to go though and I'll take it step by step, so my concept can very well change over time :) I'll probably open a project thread and just publish stuff that I've done as soon as I have a better pc (if i even try to run fraps on my current pc it will probably explode heheh). At the moment I always have to record these videos on my brother's pc and that is only possible when I'm at home on weekends, also I have very little time during this semester :( But I dedicate as much time as I can!

    edit:
    Also thanks at StragusMapster for the texture advise, I will probably do that if there is no other way around.

    Posted in: Data
  • 0

    posted a message on Erasmus

    Well, this probably doesn't help you a whole lot as I've never been to any of these cities personally, but from what I heard Prague and Warsaw are both really really nice cities with quite reasonable living prices. I haven't heard anything negative about them so far, and I know quite a lot of ppl who have been there as it is a popular choice in Germany for a not too costly holiday trip.

    Can't tell you too much about the other choices, and I definitely can't help you about how good the universities are. But I haven't heard a lot of good stuff about Athen some years ago (the city, no idea how it is to live there), and I'm pretty sure it is even worse now. Istanbul is a pretty cool choice though, I'd definitely recommend to take a close look at that one too :)

    And I don't know if these universities are your only choices, but I would definitely recommend to not immediately throw the universities in smaller cities out of the window. They are often well known universities and the cities have a great flair because they are full of students. If you desperately want to see some capital cities of europe it usually shouldn't be a big problem to make a 1 or 2 day trip to them.

    Posted in: Off-Topic
  • 0

    posted a message on (Solved) Particles

    Hey guys,

    Is there any way to influence the particles emitted by a model? I mean something like color, density, how long it takes until they fade away and stuff like that. Without modifying the model itself.

    Embed Removed: https://www.youtube.com/v/nB5u9qCyPII?fs=1

    For example the smoke trails used by these rockets, for the small ones I use the smoke model, for the big one I use the Fire Medium model, and both emit particles. A good way to color the black smoke to anything from grey to white is to modify the HDR multiplier with a tint message, but this isn't very versatile as I can't change the color of the fire or the orange smoke without influencing the color of the particles. Also the model itself will always be brighter if I want to use white smoke, as I have to increas the HDR multiplier. I would like to have some more versatility, is that possible somehow? I only found the actor message to destroy them all, but thats a pretty hard measure and doesn't look very good. My main problem is, that with modifying animations etc. I only influence how many particles are emitted, but I can't influence how these particles act once they are there (for example I can't tell them to fade away faster). As far as I know they don't react on opacity changes of their host model, is that correct?

    Posted in: Data
  • 0

    posted a message on [SOLVED] Making a unit hanging when loaded, like Thor

    Okay, I'm not sure I understand your first problem totally right. Is it a rotation problem (civilian is for example facing the wrong direction or hanging head to the ground under the transporter) or just a position problem (civilian flying with the transporter but at the wrong spot)? Either way it is a Site Operation problem. You want to go into your ThorTransit-like actor and check the "Hosting" settings. The right way to do this would be to go into the model previewer and check out which attachment points you can use for your transporter. Then you take the one which is closest to where you want to have your civilian, and after that you go into the Transit actor and add a value into "Hosting: Host Site Operations +". The value should be something like "SOpAttachYOURATTACHMENTPOINT", so for example "SOpAttachCenter" (this should be the custom one which is already in your actor). After that you create a new actor of type Site Operation (Offset) and also add this actor into your Host Site Operations field. This actor will move the transit model in a 3d-space according to a vector you apply to it. Z-axis is vertical movement, Y is backwards movement, X is sideway movement (left? I'm not sure if they use right or left hand system). So if your unit is shown at the side of the ship and also not high enough, you could try a local offset vector like (-1, 0, 0.5) and see if that works. It's all trial & error at that point :) If the rotation is wrong you do the same thing just with a Site Operations (Rotation) actor.

    The Variations thing is a bit more tricky, I have never used something with variations yet. I don't know, maybe there are actor events for something like this, try to get into the civilian actor, make a new Event of type ActorCreation and see if you can get it to work with events. Else I'd try to create a completely new model and just delete every variation except the one you want to use. I also don't know what the deal is about the helmet or whatever you said there :) Maybe someone else has help for you.

    Posted in: Data
  • 0

    posted a message on [SOLVED] Making a unit hanging when loaded, like Thor

    It is really easy to do (on a basic level), don't overcomplicate it.

    You need just a new actor which is a modelactor of your civilian. You don't need a new unit, because it is a purely visual thing and has no effect on gameplay. You can copy "ThorTransit"-actor and change the model to your unit model. After that go to the Medivac Actor into Events, copy the AbilLoad ThorTransit Event and change the Create ThorTransit into your newly created actor and the AbilLoad Term (which says "Thor") to your Unit.

    Thats it, this should at least work on a very basic level. You will have to create a new Site Operations Actor (Offset) and apply the values that work for you (replace the one in the ThorTransit Actor. If you already read the Uberlisk tutorial you should know how that works). It will probably make some issues when your Medivac gets killed while it carries the Actor under it, because thats what all the ThorTransitDeath and Signals are about. Also it will probably cause problems if you have multiple units in that medivac which should be shown under it (because if you just copy ThorTransit it will probably destroy all the ThorTransit Actors when you unload the unit). I'm too lazy to figure that out atm (and I don't know what you want to have), but I hope I helped you and you will figure it out yourself if you look at it again :) You can also ignore the ThorTransit thing and everything and just create everything from scratch, because that might be easier to apply to your needs if you want to have complicated stuff be shown under that medivac (and you will 100% understand it instead of having a vague idea)

    Just don't overcomplicate it and don't get intimidated by all these signals and stuff, the basic thing (show a model under a unit when Ability xy is used) is really easy to do and exactly like explained in the Uberlisk tutorial.

    Posted in: Data
  • 0

    posted a message on Cannot check for keyboard modifiers on mouse click event

    I have the same problem, has anyone found out anything about this?

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Stormbolt / Flying Projectile Spell

    Your ability works as intended, but you used changeling-zerglings in your map, which die after taking > 1 damage.

    (I actually didn't know that <1 damage doesn't kill changelings, that is pretty funny to know lol)

    Posted in: Data
  • 0

    posted a message on Stormbolt / Flying Projectile Spell

    If you are really new to the data editor and have absolutely no clue what to do, the most important thing imo is to know what the different types of data exactly do. I'm by no means an expert, but the most important thing is to order the stuff you want to do in your head and think about what types of data could accomplish that.
    The easiest and fastest way to get what you want is to do what Kueken explained, but if you want some understanding of how abilities work and how it links together you should first know what abilities, actors and effects do and what they are good for. For getting more deep effects on a target after the impact, like stuns or slows, it will also be necessary (or at least advised) to look into Behaviors. For the purpose of learning how the editor works I'd advise to build everything (with the exception of the models) from scratch and start with very basic looking and working abilities and projectiles, and work your way up from there.

    As I said, I'm probably the wrong person to try to explain it to you, because I started working with the editor like a month ago, but I'll try to explain to you in a nutshell what the datatypes you will need do and how you should logically link them together to get what you want. The most important tabs for you will be Actors and Effects. Effects DO things, like applying damage, behaviors, or being a trigger condition for actors to show up. Effects can move, have a duration, fire multiple effects, search for units that are in an area around them and tons of other stuff, they are probably the most useful datatype in existence. Actors on the other hand are a bit more difficult to explain (at least for me, maybe someone has a good explanation in a short sentence), so I'll give you an explanation that is probably wrong but will at least be helpful for what you are trying to do. Actors are just the things that you see and hear. They have no impact on how the game itself plays out, they are just a necessary link between effects, units and the raw game data which consists of the different 3d model and sound files. They can also trigger other stuff with Events, which are basically exactly this, just triggers in the data editor.

    So lets see with this explanation what we will probably need to get an ability like the one you described:

    1. An ability which is later applied to the unit. You can change the cost of the ability (cooldown, mana/health cost etc), set cast time etc. Explore it yourself. The most important thing about this ability is, that it can fire an effect. You want it to fire a "Launch Missile" effect.
    2. Noteworthy fields in the Launch Missile Effect types are "Impact Effect" (Effect which is fired when the Missile impacts), "Launch Effect" (You will not need it in your case of a following missile, because you will already fire this effect with your ability, but it can be very helpful in other cases), "Validators +" (Check about what Validators are yourself, won't explain this too long here), "Movers +" (check out the Blizzard Mover tutorial for reference, not the most important field but a very fun one to mess around with. And it is required to have a mover so your missile works) and the Launch and Impact Location.
    3. We will need an Impact Effect. This is triggered above from your Launch Missile Effect. For a very basic ability you could just use a Damage Effect, note that if you want to fire multiple Effects you can't put them all into the "Impact Effect" field but you have to use a specific effect type called "Set", which is specifically designed to fire multiple Effects at once (one of the most important Effect types).
    4. So, once your Impact Effects are properly set up (for getting stuns, slows and stuff like that you should look into Behaviors and "Apply Behavior" Effect types), it is time to get into some neat visuals and audio for your missile/ability. It is time for getting some actors going! For a flying missile you will need an "Action" type actor and a "Missile" type actor. Very important fields in the Action type actor: The "Impact Effect" and "Launch Effect" Tokens at the top. Insert your Launch&Impact Effects there. This is were the magic happens and actor & effect get linked together. The "Launch Attachment Query" orders where your missile will be fired. Every Model has various attachment points with different names, here you can say which attachment point your missile uses. If it is not set your ability/missile will fire from the ground under your caster unit. For testing purposes you can use for example "Center", pretty much every model has this attachment point. Also you should look into "Launch Assets", in this field you can control which animations, sounds and Arts are fired with your Missile. If the ability you use should play a soundfile when it is used, you can apply it here. There are other ways, for example you can trigger it with an Event, but it is very neat to do it in the Launch Assets & it is easily findable for everyone if you do it this way. There are other ways to do it, but this is pretty neat and makes everything clean and easily findable for other people :) (or for you in a couple of months)
    5. The missile actor you created includes the Model of your missile, things like scale, you can experiment with setting an event in the "Event"-field like "ActorCreation -> SetTintColor (255,0,0)", which would be a trigger that tints your missile red after its creation. A really really important thing about this actor is, that you HAVE to create a unit in the unit tab of type "Default Settings (Projectile)" and link your actor to it in your Missile Actor under Token "Unit Name".

    That's basically it. You will probably encounter some problems while you are creating your own ability, because my explanation wasn't really detailed. For this I'd recommend crosschecking everything with Kueken's "Colliding Projectiles" tutorial, which is great and introduced me into the topic & explained everything to me. Also you will want to create an Impact Sound Effect, which I didn't mention how to do. Try to figure it out yourself & ask if you have problems at some point :)

    Maybe my explanation wasn't useful at all because you already know most of that stuff, but in this case it might help some other people. Maybe some stuff I got into is also plain wrong, in this case I hope someone else will correct me so I don't spread my stupid thoughts heheh

    Posted in: Data
  • 0

    posted a message on [Triggers] Turn Based Strategy Grid Movement Setup (Looking for Feedback)

    Nice work :)

    I personally don't have particular use for this atm, but I'm sure many ppl will find this very helpful. I also love text tutorials and hate video tutorials, so your plans on making both is really cool and I like that.

    Posted in: Tutorials
  • 0

    posted a message on Hive Keeper - Dungeon Keeper Mod

    I really like this project, keep it going :)

    Posted in: Project Workplace
  • 0

    posted a message on Goku Firebat BETA - released (EU)

    I like the idea of giving every hero very strong abilities but also a very strong avoidance ability (=teleport/jump/whatever) on low cooldown, but I think it is not a good multiplayer gameplay design that you have to exactly aim where you want to jump and if you click too far (out of range) your hero will run until he is in range to teleport, leading into you getting killed just because you overclicked the range circle. Such a fastpaced core ability which you use all the time shouldn't require absolutely exact input to use properly imo.

    But that is just my opinion on a core ability to make the game a little more playable :) Wasn't able to play it in multiplayer anyway, but keep it up, looks like a great map.

    Posted in: Project Workplace
  • 0

    posted a message on StormKeep Alpha (Now Live)

    Yeah, I wanted to know the Laser models+movers, but thanks anyway for the fast help :)

    Really nice map and video btw, looks very polished. Are there any plans for an EU release in the near future? Because I couldn't find anything when I was searching for it.

    Posted in: Project Workplace
  • 0

    posted a message on StormKeep Alpha (Now Live)

    I have a specific question and I'd be really grateful if you could answer me, but I won't be mad or anything if you don't want to tell me.

    What are the exact configs you used for your attack turret (Plasma Turret, Energy Turret) projectiles? I mean especially the model, but also the tint color, the scale and the mover :) Would be really cool if you can tell me this detail, because I really like these weapons, and there are so many models that I wasn't really satisfied while trying to reproduce something similar.

    Posted in: Project Workplace
  • 0

    posted a message on Spellstorm (Beta) (EU) - Wanted: US Map Publisher

    This is a really nice, well made map. Too bad it looks 90% like Magicka which I already played for DAYS. I appreciate the effort, but at the same time I'm really disappointed that such a polished and well made map is not really playable for me, because I will always compare it to Magicka and after that comparison I feel sad playing it.

    On a sidenote: Make QR - QR - E - A - S and QR - E - A - S - A stronger man! Best spells ever!

    Posted in: Map Feedback
  • To post a comment, please or register a new account.