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    posted a message on How to make Geysirs and Mineral Patches infinite?

    Add a behavior to the unit that runs a modify unit effect periodically that increases the resources on the unit. See the Resource field on Modify Unit effect.

    Posted in: Data
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    posted a message on [solved] Instant Deploy of AddOn Reactor

    @TerraAzure: Go

    When you duplicate, it copies everything. However, this also means it copies the name fields.

    ANY field that is text does NOT have the value you see. It has a key instead. So something like Unit/Name/Marine

    The Unit and Name part are for categorization, but the key thing is that it is a key, with a value you must then provide for every language. This is how localization works. The game sees Unit/Name/Marine. It then looks up that key for whatever locale your game is set to, and then uses the value for that key.

    So by duplicating, you know are telling the game, your new unit has the exact same key as the Blizzard unit. So when you change the value, it changes for both. So you need to make a new key.

    Let me be clear: This is NOT a bug. But it isn't obvious either, and most modders do not bother with localization, so they get burned by this.

    Posted in: Data
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    posted a message on My Thoughts on Nova Pack 2
    Quote from Hockleberry: Go

    Also, I didn't realize you could move the briefing map around and see al the little bits of lore until this mission. That is a very nice touch by Blizz.

    This is more then a nice touch, it is a new property for all UI frames, you can make any UI element draggable. You then can make another frame to serve as the restricted area for movement, but the default allows you to move the element anywhere.

    Posted in: General Chat
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    posted a message on My Thoughts on Nova Pack 2
    Quote from DeltaCadimus: Go

    - Only unbalanced 'tech' so far was giving railguns to Marines, AND still having bunker stim pack when there's no stim pack for marines. Liked making the Raven a medic-spawner.

    - Biggest complaint is the mastery achievements, especially the first mission. The timer for mothership charge could use a bit of a slow-down and an interval before starting to recharge.

    1) The Stimpack ability on the bunker doesn't actually give the marines stimpack. It does a redirect, so when it is used, it issues an order to all units within. So if the unit within doesn't have it, it won't do anything. They left it on the bunker for this reason, plus with aliasing, it means it gets sent to whatever unit has stimpack (marauders). Plus, unless I forgot something, the marines come with stimpack built in, they just can get the super one that heals instead of hurts.

    2) Slight spoiler/tip. You can build multiple ghost academies and queue up multiple nukes. So the apparent strat is to have 5-7 nukes so you can chain nuke/push down each generator, allowing quick reset of the mothership.

    Posted in: General Chat
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    posted a message on How to make damage effect to cause ragdoll death?

    @Zolden: Go

    It is a mix of the action actor and the unit actor

    In the unit actor, you can set custom deaths. One key property is that you can set the death to use a specific model actor. In that actor, you can add events for creating force actors on that model actor on creation. There is a template/default called Unit Death Ragdoll, so you will want to use that when creating you custom model actor.

    So you need to send a custom death. What Blizzard did is add a macro to cover most of the common things, like siege tanks. These are found in PhysicsDeathsSwarmGround.

    Now, you don't need to create force actors in the ragdoll model actor. The action actor will have a message that creates force actors on the target, and those force actors can be specified in the action actor under Impact Physics.

    So for your damage effect to cause ragdolls, you need to make sure the marine actor is set to use its ragdoll model when it is killed by your effect.

    Posted in: Data
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    posted a message on Please help!

    @HGWU: Go

    You must also have the textures for the model, they are stored separately from the model.

    Posted in: Off-Topic
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    posted a message on Modifying Ability Flags with Catalogs

    @NeroClaudiusDrusus: Go

    If I remember correctly, they did add a new action/native for this. It is called Set Catalog Flag as Int. I'll double check when I get home.

    Posted in: Triggers
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    posted a message on Two Editors open at once!! What madness!!

    Yes, I posted about that a while ago, it came in 3.3. I launched a bunch to see how it would play out, was quite nice . I do it nowadays, but sometimes difficult to keep track of what is open.

    Do note, it DOES take a beefy machine to do this. I can get away with it since I have a quad core overclocked to 4.6 GHz and 32 gigs of ram, so I can spawn many instances, and not run into memory issues.

    Posted in: General Chat
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    posted a message on Starcraft 2 coop Upcoming commanders
    Quote from Forge_User_83057911: Go

    @ArcaneDurandel: Go Especially if they contain almost no new thing we can not recreate in the editor.

    With all due respect, that means that anything and everything Blizzard does with the editor is essentially worthless? So the people who made the campaign maps (not the voice actors, not the engine guys, or writers, but the actual guys who wrote data and triggers), shouldn't be paid?

    Posted in: Miscellaneous Development
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    posted a message on Where are co-op maps located?

    All maps are in the B.net cache. They are always stored with an S2MA extension, so search for that, pull everything out, then use MPQEditor to examine them.

    They will be small, simply because most of the main logic/assets are in the different dependencies. I also am guessing that the mutators are being applied as dependencies to a slightly renamed version of the coop map, or they are using them as extension mods.

    Posted in: General Chat
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    posted a message on Starcraft 2 coop Upcoming commanders

    Sounds good, that jives with what I've seen.

    Out of curiosity, do people think DLC = bad, by default?

    I can understand not wanting to get nickel and dimed, but I fail to see the issue with more granular content with more granular payments.

    Posted in: Miscellaneous Development
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    posted a message on How Blizzard company made their maps

    Blizzard uses Perforce. The inhouse editor can directly connect to their repository, as well as to battle.net. They have the capability to publish map clusters (think all the ladder maps), as well as generate map packages (think the campaigns). Their preferred text editor is sublime, the inhouse editor can directly launch it.

    Perforce is used because it is better at handling large numbers of, and large versions of, binary files (textures, sounds, art files, models). Traditional version control is best aimed at text only. It however does have support for multiple front ends (SVN, CVS, Git, Mercurial). If you look at the main companies listed on Perforce.com, you will notice nearly all of them deal in large binary content (Disney, Pixar, Samsung, Ubisoft, EA. Adidas). Random aside, you may wonder why Adidas made the list, logos and ads are their main content.

    As for how I know this. If you data mine the core data, there is 2 sets of string localization's for the editor, one for normal functions, one marked as dev only. I presume much of this functionality is hardcoded, so the inhouse editor is compiled with this added functionality.

    When you want to work with version control, you resave the map as the SC2Components option, which makes the map into an open folder, not a packed up MPQ archive. This means you can browse the contents of the map like any other folder, and directly manipulate things. This is how my project is done.

    I would note the editor does support some of this functionality natively. You can create sections, and mark triggers/terrain objects with a given section, and have a main map import all this together. Furthermore, Void added direct merge support, so you can do non destructive (the original base file is not the destination file, so the merge results in a fourth file), 3 way merges of SC2Map/Mod files, it will basically unpack all of them in memory and do a merge.

    Posted in: Off-Topic
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    posted a message on Full Screen Dialog to fit all screen sizes?

    @DarcZaFire: Go

    Set the dialog full screen or develop the dialog item in XML, and set its anchors to be the same as the GameUI element (which is always full screen).

    Posted in: Triggers
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    posted a message on Make a unit spawn from a dead unit?

    @Kabelkorven: Go

    Use Death Response from a Buff behavior.

    Posted in: Data
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    posted a message on Demographics

    28, Male, Software Engineer/Staff Engineer I/Programmer (pick your favorite version), Southern California (aka Paradise).

    Posted in: General Chat
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