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    posted a message on To you guys that don't understand SOPA

    let me explain how it worked in Spain for some years. There was a tax called "digital canon" to protect authors and their work from piracy. Sound good right? what if i say that tax was added to every data support (hard disk, dvd, dvd recorders, mobiles, etc), just cause "maybe you will copy something"?
    not because you HAVE copy it, but because you MAYBE will copy something.

    lets say you work as programer or architect, and you ave your own work on cd. well, you have to pay the tax.
    let say you have a lot of photos on your camera (from your holidays, a friend weeding, your little cute child) and you want to save them on a flash memory. Of course, you have to pay tax for that flash ^-^
    not just that, SGAE (private company that controlled the canon) had inspectors whose work were go into pubs to make sure they didn't used pirated music (ok, that's good), went to weddngs for the same (WTF? what are they doing in my private wedding?) and even there were some asylums that were denounced for the use of TV!!
    don't look so good now, right?

    what is more, that agreement was aprobed without the involvement or presence of consumers and authorities.
    Several years latter that canon was revoked. by then it was public that the SGAE misappropriated near 15 millon euros per year (from 300 millons it recauded)
    there were no consumer support, no financial process to aprove the cannon and a full social negative since the first day, but it last several years before beng revoked. why? Taintedwisp said it: the rich wish to be richer. No matter the opinion of the rest, he will just be richer.

    AAAANNNNDDD that is how it works, SOPA is no different. It don't listen to what people think. The rich want to win 10 millons instead of 9, even if he have to cut rights

    Posted in: Off-Topic
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    posted a message on Give splash weapon a visible effect?

    every function within the weapon have its own effect/behaviour. So if you want every affected unit to have a behaviour (electric shock) you first need some effects:
    1. weapon call to a "search effect" (it will search all units within range)
    2. search call a "set effect" (this will allow you to add several effects)
    3. a. "Set" call a damage effect (all find units will take damage)
    3. b. "Set" also call to a "behaviour effect" (this will add the visual effect you are searching for)

    this way all units inside AoE range will suffer damage and had a visual behaviour (like fungal, etc). Also all units take same damage and beam will focus on any unit inside the area (not necesarily the targeted unit)

    • try to create or duplicate the effects that you are going to use, instead of use the already existing

    here is a little example i just made using a sentry with AoE and fungal visual effect (but no damage):

    Posted in: Data
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    posted a message on PiMP MY FOOTMAN

    i think that middle player should be removed. those maps have usually 8 players, being middle a "neutral zone" to fight (however current map need no neutral zone)

    i just play my first game on this map and it's really funny, but i don't like late game how it's right now:
    there was only 2 players left (me and another guy), having the other guy 9 bount and me 1. he had better units too so he should win, but i sucessfully defended until my unit were as powerfull as his thanks to bount.
    next he tried to backstab my bunker when my army wasn't near, but i split it to defende and attack at same time.
    well, it's true that when i had an army as powerfull as his i won thanks to the tactics, but i don't feel like i really won. the only reason i could have that army was because that 9-1 bount ratio

    maybe a siege weapon that can target only bunker, guardian shield with less defense but upgrade with bunker (It's extremly usefull)

    was my first time playing and my opnion can change with more plays, who knows xD but funny map anyway

    Posted in: Map Feedback
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    posted a message on Attack Speed Not Changing

    @DaBernMon: Go

    negative modifier are displayed in red. This way it's easier to figure if your unit have a positive or negative bonus
    no matter if this bonus came from an allied unit (or from equipment), if it is negative it will be displayed in red

    Posted in: Data
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    posted a message on (Request) Soul Hunter model (I posted detail!)
    Quote from TacoManStan: Go

    2 dark shrines = pro

    those are no dark shrine, are dark obelisk
    http://starcraft.wikia.com/wiki/Dark_shrine#Development

    Posted in: Requests
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    posted a message on Advance Wars Opinion SC2

    hi patrick, i readed this thread around 2 weeks ago but thinking it was abandoned i didn't reply. as you could recall i already answered you on tutorial section (and it was the same, no one replied so i stoped too)

    i will include the map i prepared for that tutorial. the map is very basic but it's enough to work as a turn based with movement and attack.
    the grid movement is not so hard when you are used to nested loops. On my map i used an array to create a "numeric radar":
    value -1 = init value/unwalkable position
    value 0 = select unit position
    values 1+ = numbers of turns used to move to that position

    • when using attack command numbers have different meaning*

    using nested loops you can check positions and save the result on that "radar", to finally analyze data and generate a chain movement

    NOTES:
    1. map have no AI. when you end turn you will take control of enemy units (play both sides)
    2. defense buttom is useless, have no effect (if i continue this map will probably remove it)
    3. stats are random and UI is just the needed to show stats, not a beautyfull one

    Posted in: Map Suggestions/Requests
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    posted a message on What language would be most useful to learn?

    http://en.wikipedia.org/wiki/Chinese_characters#Number_of_Chinese_characters
    i think its obviously easier learn 26 letters and 500 rules than 4000 hanzi with 200 rules

    the best choice depend on how you plan to use this know. If you only want to learn a new language i would bet for an occidental language, easier than learn a new alphabet.
    If you plan to travel to occident i would bet for spanish or german. As Mozared said, Spanish is one of the most used language in the world and will give you freedom to travel to several countries, but many students learn German because right now Germany have a high demand for graduates
    If you want to learn japanese... for god love, don't learn chinese for this reason xD well its true that hanzis and kanjis are similar, but English and Spanish are similar too and "no creo que puedas entender esto sin un traductor" xDD

    for my part i'm Spanish, i know English and, as you, i would like to learn japanese but neither offer it at my university (or the whole city). so i'm learning it on my own

    problem you can find with Spanish:
    1. verbs have a lot of conjugations
    2. you read what you write. Put another way, you can say that each letter has a single phoneme
    3. european spanish is different from american spanish. It keep being spanish but... is different

    Posted in: Off-Topic
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    posted a message on Must units be duplicated or created?

    @Kabelkorven: Go

    remember that proyectiles (like viking's missiles and stalker's laser) are "units" too
    when you create a new map, go to "data > units" and search stalker, there should be 2 results: the unit and the weapon (as i said laser is a unit too)
    if you have another one is because you have created/duplicated it, and should be displayed in green (custom data)

    blue name = original unit
    green name = custom unt

    Posted in: Data
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    posted a message on Must units be duplicated or created?

    as far as i know there shouldn't be any problem modifying the original unit, you only lose the original value

    you can try it easyly creating a new map with 2 start locations and some minerals. active player 2 as computer and modify any unit (like worker's attack).
    play normally until you obtain the modified unit and check it. there should be no problem with it
    remember that to change damage you only need to change the weapon's effect

    Posted in: Data
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    posted a message on Must units be duplicated or created?

    i'm with bone. if you are going to create a (custom) melee map i guess you are not going to use the original ones, so can do the "minor changes" over them

    Posted in: Data
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    posted a message on Needing ideas for my map, last two classes, zealot and ghost

    i was going to reply about the psionic power and add a hint about how to make a supporter to play alone, but i just read the story and think it's more important:
    the story you wrote is completly altered from the original. if you are going to make your own history feel free, but i recommend not to say it is "based on starcraft" when the history is so twisted:
    terran have no relation with xelnaga
    protoss were created before zerg
    on the same way, psionic power is no force, nor vital energy, etc.. You born wth it or without it, but can't develop it from scratch

    that is the real starcraft universe
    if you are going to use your own story then there is no problem, but the only relation wth starcraft universe is the name

    -
    about the supporter: when playing solo he can buff himself (what equal his attack to warrior's) and debuff enemies (instead of a direct dmg skill). This way he can solo, while when he is in party he play a perfect supporter rol, giving allies a double dmg bonus (buff + debuff). A very simple example:
    warrior:
    100 base dmg
    skills: 2 direct dmg skills that deal 120 dmg
    supporter:
    80 base dmg
    skills: 1 buff (+20 dmg) and 1 debuff (enemy's unit recive +20% dmg)

    Posted in: Map Suggestions/Requests
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    posted a message on Needing ideas for my map, last two classes, zealot and ghost

    ghost has the perfect appearance for a ranger (lonely, invisible and a long range rifle) so it would be difficult make it into a melee assasin
    ghost could also be a supporter, using several psionic abilities like stun, drain, confusion, etc
    the only way i can think of a ghost as assassin would be if you add him a reaper-like ability, like plant bombs while cloak. BUT you are already using reaper on this exact way :(

    cant understand why a reaper have psionic abilities sorry xD. canĀ“t understand why the worst of the worst, a human that can't be controlled with neural resocalization and have been "chemically altered to heighten their aggression even further" will "fight for a cause". is like expect that tosh will become a farmer after kill mengsk xD

    on my opnion the reaper should be the short range assasin while ghost is the longe range supporter. it's not only about fit units on your history, but also fit your history on the already existing background of those units

    Posted in: Map Suggestions/Requests
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    posted a message on [Triggers] Turn Based Strategy Grid Movement Setup (Looking for Feedback)
    Quote from Molsterr: Go

    You dont want to use points either. You use math to make grids, like in any 2d game.

    tell me i shouldnt use points, but plz dont tell me what i want or not.

    of course you must use math to make a grid, have said nothing about that. But once you have it you store it on a point array. Because no matter if you are using square or hexagons, can use a normal array to calculate moves without recalculate positions.

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

    when using regions you probably will depend on the function "center of region", so if all units on map were [b]perfectly[/b] moved using triggers you can forget about regions and only use a point array.
    something like:
    -if any unit is on "center of region[2][2]" then cant walk to that region
    -move unit to "center of region[3][3]"
    can be the same than:
    -if any unit is on "point[2][2]" then cant walk to that point
    - move unit to "point[3][3]"
    points are enough to make a grid, however i think regions can give more posibilities, like special effects or something

    about the tutorial with 2d grid is not much different from this one. just create a nested FOR to use Y coordinate:
    for x from 1 to 5, increment +1{
      for y from 1 to 5, ncrement +1 {
        create region[x][y] }
    }

    for the momment i have solved pinzu's problem in my free time. if i have enough free time (and luck) i will try to finish and explain it

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

    what you need to do is play with the grid position: imagineyou have a grid with 5x5 dimensions, every square numbered since 1 to 25 and every 5 squares start a new column. the marine is on squad 18, or 3x4 position. to follow the arrow you need check position 17 (2x4), 16 (1x4) and 11 (1x3). if there is any unit on those positions the marine can't move

    if you are using programmer's method you need to check same positions but using map coordinates: (x, y-3), (x, y-6) and (x-3, y -6) where (x,y) is the position of the selected unit

    this is a simple solution that work with only 1 corner. For example it wouldn't validate the top right square for your marine. a more efficient solution is possible, but is more complicated and would need a tutorial, not just a reply

    Posted in: Tutorials
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