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    posted a message on LOS blocker for all cliff levels

    So I have 2x2 LOS blockers on the low ground and I want them to block vision even if units are standing on high ground over top of them. Although I want air units to be able to see over them. I tried checking the boost cliff on the footprint's shape and it didn't work. I also tried checking boost height, and shrub vision.

    Posted in: Data
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    posted a message on Dota 2 Workshop Tools vs Starcraft 2 Editor

    @abvdzh: Go

    The SC2 tools in no way even compare to the difficulty associated with professional tools such as Unity, Unreal or Source. The people who say the SC2 tools are too difficult weren't serious modders in Warcraft III and really didn't spend more than a week in the sc2 editor.

    Posted in: General Chat
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    posted a message on Dota 2 Workshop Tools vs Starcraft 2 Editor

    @abvdzh: Go

    The sc2 editor is a professional tool that pretty much stands with software like 3dsmax, adobe illustrator or unity in terms of complexity (+/-). That tools in opposite to the game editor could provide you with a work that will give you food for life and money to pay the bills.

    Anybody who has said this obviously hasn't spent any significant time in the Dota 2 workshop tools. The Starcraft II editor is BY FAR the easiest tool for RTS modding since the Warcraft III editor. You can make full fledged custom games without any knowledge of scripting, and although the data GUI is a clusterfuck it is by far less intimidating than scripting in Lua for Dota 2. The dota 2 terrain editor also requires you to subdivide quads and do a bunch of other real annoying professional shit that is simply not required in SC2. Even simple things like linking/importing assets is by far more streamlined and easy than the dota 2 tools.

    Want to make building construction in dota? hope you want to create an entirely custom library, want to do resource gathering? do your own library. want to have a command card? Do it yourself.

    There has been like a year and a half of development on the dotacraft library and even it feels super shitty to play and doesn't work well. Basically if you don't want to make a map that plays just like dota or something simple like a tower defense you're completely fucked. I'm pretty sure you still can't create a tilemap bigger than the default dota map without completely breaking the fog of war system.

    With the amount of time and work it takes to make something in Dota 2 you might as well just become an indie developer because it's not a comprehensive tool like the SC2 editor that does a bunch of the hard legwork for you.

    Posted in: General Chat
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    posted a message on [Solved] Pathing on cliff corners

    @ImperialGood: Go

    Great suggestion! I put slayn ramps on each corner and then set the "Visible to" option to all and the visible to opacity to 0 and now the stairs are there in each corner, solve the issue, and are invisible!

    It looks a little dumb in the editor, but it fixes the problem.

    Posted in: Data
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    posted a message on [Solved] Pathing on cliff corners

    So I know this question has been asked before, but it hasn't been addressed for years and I was wondering if anybody has found a good solution yet. How do I make it so my units can build on the corners of cliffs? I know I can paint a ground texture on the corners and it will work, but my units will bug out and be able to walk on the sides of the cliffs at that corner during game.

    Is there a solution that works without having units walk down the corners? Maybe a custom terrain cliff mesh?

    Posted in: Data
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    posted a message on Bug when air units drop inventory items

    When my air units drop items from the inventory the items float in the air on the same height as the unit. How do I make the unit drop the item on the ground level?

    Posted in: Data
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    posted a message on [Showcase] Taylor Mouse's Models

    Hey, do you plan on releasing your gnoll models? :)

    Posted in: Artist Tavern
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    posted a message on Repeat attack animation during the 'channel' phase of an ability

    I can't figure out how to do this. The 'play forever' on animation brackets doesn't seem to work. I would prefer to do this with triggers.

    Posted in: Data
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    posted a message on Cannot select other players units.

    I don't know how I caused this issue, but I've noticed now when I test my map I can only select units under my own control. Neutral units, hostile units, or units under control of other players cannot be clicked. They can be attacked or targeted, but not selected.

    Posted in: Miscellaneous Development
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    posted a message on Different Overlay/Hud/Console/w/e

    So I really want to have a custom UI for my map and my original plan was to just overlay an image much like streamers do, but I figured there would be problems doing this for different resolutions, 16:9, 4:3, etc. Is there an easy way to do this using an image file or do I have to use a model file like Blizzard does?

    Posted in: UI Development
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    posted a message on Loop animation during channel phase.

    @FunkyUserName: Go

    i still cant figure it out, maybe i dont know how to do it with data either.

    Posted in: Triggers
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    posted a message on Loop animation during channel phase.

    I'm trying to figure out how to do this via triggers so I can have units repeat their attack animation while channeling a specific ability. Everything I seem to try doesn't work as intended. I didn't think this would be so difficult to figure out.

    A lot of different units will share this ability so I don't want to have to do it via the data editor. Every answer I've found on the forum have been vague or data editor oriented.

    Posted in: Triggers
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    posted a message on Glitch with Warcraft III model "ammodump"

    This is an observatory building from Warcraft 3 and the lens of the telescope in Starcraft 2 seems to scroll over the texture of the building. Is there any way to fix this?

    Posted in: Artist Tavern
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    posted a message on Change bail time of an ability

    I don't know if this is possible, but I have an ability I want to enter the "bail" stage sooner than the default.

    The bail stage is when a unit gives up on casting if it cant reach the target. (aka, there are units blocking the path, cant reach, etc)

    Basically I want him to give up sooner.

    Posted in: Data
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    posted a message on Worker maintain with collision.

    @ImperialGood: Go

    I thought about doing that, but I don't know how I would make him resume construction after I trigger a stop action.

    Posted in: Data
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