So pretty much the data editors types are classes?
Yes, but they are more strict. Although under the hood there are classes, they are also fairly immutable, you notice that values are static, they can not take functions (I can't put a damage effect value to be some combination of other values). This is called Data Oriented Design.
I think the fact that they are working on support for something that no one has ever asked for, and then proceeded to not use, kinda puts into perspective their priorities.
Nothing any of you suggest will matter, if it did, they would have simply put the effort into looking at the literally thousands of suggestions made.
Chase that carrot though, its getting closer.
Ermm.... I'm sure you are aware that 1) There first priority will always be to their inhouse teams and 2) This is actually rather useful, my terrain guy loves it, makes whipping up more complex doodad arrangements much easier.
Also, they are adding data entries for data wizards... which can only be to help modders (I guess it could be used in house... maybe).
I will state one unfortunate truism: Those who make tools, almost always, make money then those who use the tools.
Modding, especially the technical aspects, will never be financially rewarding compared to a normal job. Decent coder will always collect more doing other work. We can cite the extreme examples of indies making millions, but those are statistical noise in the face of indies that never start and indies that go bankrupt.
SCU crowdfunded 80k. That sounds like a lot. It is basically nothing. Average software developer gets paid 60k+, and good ones are easily 6 figure. So 80k over 2 years over 2 people = barely above minimum wage. This doesn't cover the costs of acquiring anyone or anything (assets, voice work, etc.)
Frankly, making games for money is one of the worst ways to make money as a technical person, since almost every other industry either A) Pays more or B) More stable. This doesn't even get into the ethics behind many games, that the game is borderline just a glorified slot machine in digital form.
To answer the base question: I don't mind, but anyone who is looking for modding to be financially rewarding will be disappointed, it is no different then ANY other form of entertainment, where 0.1% will collect the vast majority of the money (See Sports, Hollywood, Music, etc.).
Data entry. And I do not mean the data editing. In general, I've abstracted things so the only major work is literally typing stuff into User Types, which amounts to plugging data in, nothing more.
As for those who find Dialogs tedious: Yes they are, and you should learn UI XML, you can live experiment with that.
Renee's War 3 Mod wins by near default, sadly because most people locked their mods, if they even knew how to make mods and separating stuff from a main map file.
Also, sadly, mods are not well promoted, and the only real mod that I think could get major traction would be a gigantic asset mod, but due to file size limits, most people just directly post assets here to be used, and its easier to just pick and choose the models/sounds/images you need.
As others have mentioned, although dota exists, it certainly can be redone.
I would note that much of what DOTA consists of, in terms of mechanics, is born out of the hardcoded limitations of the Warcraft 3 engine. Only recently (within the last year or so) did DOTA 2 finally stop doing parity with Warcraft 3. Even then, the Dota 2 tools reveal that many of those limits were ported straight over (limited armor types, hardcoded hero types, among other things).
Free from those constraints, you can certainly do something different, which is what Blizzard did with Heroes of the Storm.
Cameras can be defined in data and then applied to a player. However, there are triggers to directly modify the current applied cameras properties (distance, target, fov, and so on).
Probably not, but I was not assuming anything, and providing a generic answer that would be the most flexible. 99999 sounds like a lot. right up until we let 100 workers mine a single patch, or return more the standard values of resources.
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Yes, but they are more strict. Although under the hood there are classes, they are also fairly immutable, you notice that values are static, they can not take functions (I can't put a damage effect value to be some combination of other values). This is called Data Oriented Design.
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This is almost certainly one of three things
1) Model with animation
2) Cutscene being played (UI supports cutscene frames now)
3) Image being moved left to right with animation
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Ermm.... I'm sure you are aware that 1) There first priority will always be to their inhouse teams and 2) This is actually rather useful, my terrain guy loves it, makes whipping up more complex doodad arrangements much easier.
Also, they are adding data entries for data wizards... which can only be to help modders (I guess it could be used in house... maybe).
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Can you post the trigger code?
My off the cuff guess is that somehow, the wave believes not all its members have arrived at the point.
How large are the waves, both in count and in collision size (roughly).
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This is a complex topic.
I will state one unfortunate truism: Those who make tools, almost always, make money then those who use the tools.
Modding, especially the technical aspects, will never be financially rewarding compared to a normal job. Decent coder will always collect more doing other work. We can cite the extreme examples of indies making millions, but those are statistical noise in the face of indies that never start and indies that go bankrupt.
SCU crowdfunded 80k. That sounds like a lot. It is basically nothing. Average software developer gets paid 60k+, and good ones are easily 6 figure. So 80k over 2 years over 2 people = barely above minimum wage. This doesn't cover the costs of acquiring anyone or anything (assets, voice work, etc.)
Frankly, making games for money is one of the worst ways to make money as a technical person, since almost every other industry either A) Pays more or B) More stable. This doesn't even get into the ethics behind many games, that the game is borderline just a glorified slot machine in digital form.
To answer the base question: I don't mind, but anyone who is looking for modding to be financially rewarding will be disappointed, it is no different then ANY other form of entertainment, where 0.1% will collect the vast majority of the money (See Sports, Hollywood, Music, etc.).
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Oh, the lock capture stuff? Yeah, just check the original Ulnar mission (Ulnar_01 or something like that).
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Data entry. And I do not mean the data editing. In general, I've abstracted things so the only major work is literally typing stuff into User Types, which amounts to plugging data in, nothing more.
As for those who find Dialogs tedious: Yes they are, and you should learn UI XML, you can live experiment with that.
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Really depends on the genre
For example, NOTD is about an hour long and can stretch longer.
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Renee's War 3 Mod wins by near default, sadly because most people locked their mods, if they even knew how to make mods and separating stuff from a main map file.
Also, sadly, mods are not well promoted, and the only real mod that I think could get major traction would be a gigantic asset mod, but due to file size limits, most people just directly post assets here to be used, and its easier to just pick and choose the models/sounds/images you need.
0
As others have mentioned, although dota exists, it certainly can be redone.
I would note that much of what DOTA consists of, in terms of mechanics, is born out of the hardcoded limitations of the Warcraft 3 engine. Only recently (within the last year or so) did DOTA 2 finally stop doing parity with Warcraft 3. Even then, the Dota 2 tools reveal that many of those limits were ported straight over (limited armor types, hardcoded hero types, among other things).
Free from those constraints, you can certainly do something different, which is what Blizzard did with Heroes of the Storm.
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UI XML. Problem solved.
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Cameras can be defined in data and then applied to a player. However, there are triggers to directly modify the current applied cameras properties (distance, target, fov, and so on).
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Custom tab is for custom mutators. Up to 10. Party only, because matchmaking would have been impossible.
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Alaraks capabilities were datamined with Nova Mission Pack 2
https://www.reddit.com/r/starcraft/comments/4wa2hs/alarak_commander_data_found_in_editor/
He is basically a one man killing machine, who can readily sacrifice his army to unload his abilities non stop and keep himself permanently alive.
Specifically the following ability
Strongest Survive - [PH] When near death, Alarak steals life from his own Tal'drim units. There is no cooldown; he will be the last one standing.
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@Bilxor: Go
Probably not, but I was not assuming anything, and providing a generic answer that would be the most flexible. 99999 sounds like a lot. right up until we let 100 workers mine a single patch, or return more the standard values of resources.