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    posted a message on [Project] Footmen Wars based map

    @naeven: Go I pretty much agree with you on most of your points. Also, I automatically started with marines but it always felt somewhat wrong and, now that you say it, I think it's indeed that at least the starting units should be melee.

    The thing is, however, that I'm actually proving to be terrible incompetent with using the GE's ability system. I spent literally a whole afternoon creating a god damn blink ability. There are indeed some good tutorials out there, but it seems they don't allow me to do completely what I want. It doesn't seem that complicated to me, it's just that I have absolutely no "feeling" for the effect/behavior type thing, and therefore the whole system seems pretty overcomplicated (compared to WE) and frustrating for me. Also, in my state of complete inexperience at the beginning, I created a terrible mess with tons of unnecessary copies of abilities, effects and units, so I'm thinking about completely restarting from scratch. If someone feels like doing heroes, feel free to do so, just pm me or something. The whole units/tech/item shouldn't prove to be too much of a problem even for me ;)

    I'm probably deciding during the next few days how to continue from here on, but since there also doesn't seem too be alot of interest for my little project here, I might also bury it until I get a better feeling with the GE.

    Posted in: Project Workplace
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    posted a message on Hero Designs

    Reserved for future designs!

    Posted in: Miscellaneous Development
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    posted a message on Dynamic Leaderboard Icons

    Very nice, even got it to work with my custom units without problems.

    Thanks alot, you really helped me out there!

    Posted in: Miscellaneous Development
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    posted a message on Ability Create Unit At Target

    @wOlfLisK: Go

    uhm, isn't that what I did? :S
    edit: nevermind, I see you suggested and actual fix instead of a sloppy workaround :p

    Posted in: Miscellaneous Development
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    posted a message on Ability Create Unit At Target

    @ajilejay: Go

    What you can do is create the following trigger:

    Event - Ability used (your ability)
    Action - Create unit at point (Target Point for order) facing...

    Posted in: Miscellaneous Development
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    posted a message on visibiltiy in an area cant figure it.

    @Scorpians: Go

    I dont know about the beacon, but if I understand it correctly you want to reveal a certain area to a player?
    I used regions for that:
    Create a new region on whichever map region you want to be visible.
    Create a new trigger:
    Event - Map Initialization
    Action - Create Revealer
    - > Create a Visibility Revealer for player X whithin region Z

    And done.

    Posted in: Miscellaneous Development
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    posted a message on Hero Designs

    I already posted this at my project but I figure here is probably the better place to get help. What I have here are two hero designs I want to implement into my map. I already have a functioning experience and stat system, so I don't need those. I'm still not really feeling comfortable with the GE (as opposed to the WE), but that's probably cause I'm not really good with stuff like this, so ANYthing that spooks your mind is welcome. More concrete, I'd love any of those:

    • Thoughts about overall concept and balance
    • Ideas about which effects/animations I could use
    • Conceptual and actual ideas on how to implement those spells
    • General tips on triggered spells

    On a side note, I also still have some problems with the ability learning. If I got that right, if I want to use the "learn" ability to base my spelllevels, I can only change costs/cooldown etc but not things like damage or range of a spell? Can I still use the learn ability whit multiple, manually created levels of a spell or do I have to do a workaround for that (like in biffus tutorials)?

    No more talking now, here are the designs:

    Hero Designs

    Shadow Walker

    Type: Single Target DPS
    Model: Zeratul
    Attack Type: Melee
    Primary Attribute: Agility

    Abilities

    Blink: Teleports to target area. Cooldown and energy cost decrease with level. Range increases with level.

    Fury: Adds a charge to Shadow Walker every time he attacks the same target he attacked before. Increases Shadow Walkers attack speed for X% and gives a Y% crit chance for every charge. Maximum of Z charges. Attack speed, crit chance and maximum charges increases with level.

    Not yet decided

    Ultimate: Devastating Blast
    The Shadow Walker takes a moment to charge the mystical energy around him. During this time, he cannot move or attack. If he receives more than X amount of damage, his concentration is disturbed and the following effects are halved. Deals Y amount of damage, slows targets movement speed by Z% and increases all damage dealt to the target by the Shadow Walker by J%. Lasts K seconds. Also sets cooldown of blink to 0. Charge time decreases with level. Damage, slow, effect and duration increase with level.

    Comments:
    The Shadow Walker is all about taking out a single enemy hero as effeiciently as possible. However, I made the experience that such heroes are generally pretty strong in games like, that, especially when having crit abilities. To prevent that, I tried to create a set of abilities that, while still being strong in the hands of a skilled player, needs a bit more thought than just autoattacking a target. In line with that, the focus of the ult will be on the effects rather than on the damage, which will be relatively minor.

    Commander Shepard

    Type: Disabler, Tank
    Model: Jim Raynor
    Attack Type: Ranged
    Primary Attribute: Strength

    Abilities

    Cryo Munition: Shepard increases his munition with cryiotic effects, slowing movement and attack speed of all units hit by it by X%. If I find a good way to to this, I might also create multiple munitions that can be switched between. This might include fire munition (burns enemies), armor piercing munition (ignores armor) and/or biotic munition (deals additional damage to shields/might burn energy). Might also skip this however since I dont want him to be a primary damage deal, rather a disabler. Might also introduce a manacost with each attack.

    Concussive Shot: Shepard fires a concussive shot, causing a small explosion at target area. Deals X damage to all units in effect area as well as stunning them for X seconds. Damage and stun duration increase with level.
    OR
    Warp: Shepard fires a powerful biotic blast, stunning the target as well as dealing X Damage. Deals additional damage to shields. Damage and mana burnt (see ultimate) increase with level.

    Regenerative Shields: Whenever Shepards shields are depleted, Shepard has a X% chance to instantly increase his shields back to 100%. Chance increase with level.

    Ultimate: Biotic Storm
    Shepard releases a powerful biotic storm at target area. Slows all units inside it for X% as well as dealing Y periodic damage during the duration. Using warp (if implemented) on any target inside the area of effect will cause a feedback to the target, destroying K energy. Lasts Z seconds. Slow, damage and duration increase with level.

    Comments: This hero is all about disabling enemies His abilities, while already strong on their own, can prove devastation if chained together, causing almost complete immobility for a few seconds in a large area of effect. In addition to that, Shepard will be quite hard to kill with his regenerative shields. To balance that, Shepards damaging potential will be largely limited, relying heavily on his units or allies, to use his spells to the greates effect.

    Thanks in advance, Wightnish

    Posted in: Miscellaneous Development
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    posted a message on Dynamic Leaderboard Icons

    @Helral: Go

    Getting a syntax error. Is there an API or any place where I can look up the syntax to try and find the error? If I enter the script in script validator (galaxyvalidator), all I get is unexpected token and since all I can do about this is understand it of someone else did it, I'm a bit at a loss.

    Posted in: Miscellaneous Development
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    posted a message on Dynamic Leaderboard Icons

    So what I'm trying to do is when a certain unit is created, the level of that unit (done) as well as the icon of that unit showing up in the leaderboard. However, I see no option to do that, as I can only add preset icons. Is there any way to do that? Or is there any other way I can add the icon/button/portrait of that unit (any will do) to the leaderboard?

    Wightnish

    Posted in: Miscellaneous Development
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    posted a message on Sharing Of XP

    There is actually a comparison "distance between units", so rather than doing it with regions, you could do something like this:

    Variables:
    Global Array of Unit "Hero Array"
    Global Variable "Number of Heroes"
    Local Variable "Hero"

    Actions:
    Pick each Integer
    For each Integer

    Conditions:
    Comparison: Get Relationship
    Comparison: Distance Between Points

    Any Unit dies
    - > For each Integer "Hero" from 1 to "Number of Heroes" do
    - - > If player (killing player) treats player (Owner of Hero Array[Hero]) as ally == true
    &&
    - - > If player (Owner of Triggering unit) treats player (Owner of Hero Array[Hero]) as enemy == true
    &&
    - - > If distance between (Position of (Triggering unit)) and (Position of (Hero Array[Hero])) <= 10
    Then
    - - >Give Experience

    e.g. I used the give experience effect mentioned above and made the experience received depending on the amount of kills the triggering unit had, which would look like this:

    Pick each Integer from 0 to ((Triggering Unit) kills (current)) and do
    - > Execute Give Experience on Hero Array[Hero] from Player (Owner of Hero Array[Hero]

    Posted in: Miscellaneous Development
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    posted a message on [Project] Footmen Wars based map

    @CherubDown: Go Pretty much, but like I sad, I'm mainly doing this for my own entertainment. Also, my map should have a larger focus on heroes, like providing a wide array of items and recipes.

    I added 2 hero designs to the main post, I'd be happy if anyone feels like reviewing them!

    Posted in: Project Workplace
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    posted a message on [Help] Dependencies and other stuff

    I'm a tiny bit annoyed right now. Either I'm just not getting it, or the dependency system isnt working the way it's supposed to. For the map I'm working on right now, I wanted to have the models and spells used in the campaign, so I added the 2 dependencies for the campaign. So far, so good. However, the additional units regularly VANISH from the data editor, leaving me only with the copies I created. So far, I could solve that problem by deleting the local files of that dependency and then restart the editor, which is annoying enough. This time however, doing this messed up pretty much everything. It RENAMED pretty much anything I created to "blablabla (unnamed)". This destroyed pretty much any links created. Actors dont belong to units anymore, spells and behaviours cant be found anymore, which sets me back alot. On top of that, renaming these Objects will often not work, only after multiple tries the name will be accepted(?) Is there any way I can prevent this from happening in the future, am I doing something wrong?

    On a second note, I was working on abilities and stumbled across a few problems, so if you have any tips regarding this, feel free to post: 1. I was working on abilities and because I wanted to be able to create more freely and even more because I feel alot more comfortable with the trigger editor than with the data, I decided to create triggered abilities. However, this didnt really work very well. Any general tips about triggering abilities with the editor, aswell as how I can deal damage to a unit WITHOUT workarounds (I googled some, but I stil hope that I'm just too dumb to see it) would be appreciated. I especially found it to be alot easier to create custom effects with the old warcraft editor.

    2. When creating multiple abilities (think hero system) there is a neat "learn" ability which can be created to manage learing different ability levels. However, I only seem to be able to change cost and duration of an ability, not any other factors like range ore damage. Am I once again too blind, or do I have to create a workaround with one ability for each level?

    Thanks in advance, Wightnish

    Posted in: Miscellaneous Development
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    posted a message on The Cloak GFX?

    I'd be interested in that too now. It seems the cloaking effect is strictly bound to the flag "cloak", since removing it from a else unaltered copy of the permanent cloaking copy will always remove the glow. Is there a way to create custom flags?

    Posted in: Miscellaneous Development
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    posted a message on [Project] Footmen Wars based map

    Alright, since I've already registered here to ask for some help, I guess I can just aswell introduce my little project to anyone who might be interested.

    -----------------

    Progress:

    Hero system has been implemented and is fully functional

    There might not be the biggest interest here, but I'll still keep this up to date. I am right now trying to design some heroes, but I'm not really feeling comfortable with the ability editor so I guess I'll trigger them. I'll post hero designs here and describe what effect I have in mind, and would be happy if you could share your ideas on how to implement them!

    -----------------

    The Plan

    Back in the old WC3 days, me and my buddy, when we didnt feel like playing something serious, we often played a few rounds of Footman Frenzy. Footy was fun, fastpaced and, more than anything, terribly inbalanced. The idea is to recreate the concept with the galaxy editor, while trying uphold a better balance. I am aware that i'm certainly not the only one atempting this, and, even more, certainly not very good with the editor, but I'm doing this more because I think it's fun, if it sucks in the end...well, shit happens.

    Concept: Footmen Frenzy based map Size: 96*96 Races: 3 (maybe 4) Players: 2-12 Recommended Teams: 2vs2vs2vs2 / 3vs3vs3vs3vs3

    What's Done Already

    • Rough terrain (walls, areas, some ground textures)
    • Spawn Triggers
    • Victory/Defeat Triggers
    • Upgrades
    • Player Starting points
    • Hero Attributes (Strength, Agility, Intelligence and Primary)
    • Inventory

    What Comes Next

    • Introduce different tiers
    • Heroes
    • Items
    • Terrain improvements

    Hero Designs

    Shadow Walker

    Type: Single Target DPS
    Model: Zeratul
    Attack Type: Melee
    Primary Attribute: Agility

    Abilities

    Blink: Teleports to target area. Cooldown and energy cost decrease with level. Range increases with level.

    Fury: Adds a charge to Shadow Walker every time he attacks the same target he attacked before. Increases Shadow Walkers attack speed for X% and gives a Y% crit chance for every charge. Maximum of Z charges. Attack speed, crit chance and maximum charges increases with level.

    Not yet decided

    Ultimate: Devastating Blast
    The Shadow Walker takes a moment to charge the mystical energy around him. During this time, he cannot move or attack. If he receives more than X amount of damage, his concentration is disturbed and the following effects are halved. Deals Y amount of damage, slows targets movement speed by Z% and increases all damage dealt to the target by the Shadow Walker by J%. Lasts K seconds. Also sets cooldown of blink to 0. Charge time decreases with level. Damage, slow, effect and duration increase with level.

    Comments:
    The Shadow Walker is all about taking out a single enemy hero as effeiciently as possible. However, I made the experience that such heroes are generally pretty strong in games like, that, especially when having crit abilities. To prevent that, I tried to create a set of abilities that, while still being strong in the hands of a skilled player, needs a bit more thought than just autoattacking a target. In line with that, the focus of the ult will be on the effects rather than on the damage, which will be relatively minor.

    Commander Shepard

    Type: Disabler, Tank
    Model: Jim Raynor
    Attack Type: Ranged
    Primary Attribute: Strength

    Abilities

    Cryo Munition: Shepard increases his munition with cryiotic effects, slowing movement and attack speed of all units hit by it by X%. If I find a good way to to this, I might also create multiple munitions that can be switched between. This might include fire munition (burns enemies), armor piercing munition (ignores armor) and/or biotic munition (deals additional damage to shields/might burn energy). Might also skip this however since I dont want him to be a primary damage deal, rather a disabler. Might also introduce a manacost with each attack.

    Concussive Shot: Shepard fires a concussive shot, causing a small explosion at target area. Deals X damage to all units in effect area as well as stunning them for X seconds. Damage and stun duration increase with level.
    OR
    Warp: Shepard fires a powerful biotic blast, stunning the target as well as dealing X Damage. Deals additional damage to shields. Damage and mana burnt (see ultimate) increase with level.

    Regenerative Shields: Whenever Shepards shields are depleted, Shepard has a X% chance to instantly increase his shields back to 100%. Chance increase with level.

    Ultimate: Biotic Storm
    Shepard releases a powerful biotic storm at target area. Slows all units inside it for X% as well as dealing Y periodic damage during the duration. Using warp (if implemented) on any target inside the area of effect will cause a feedback to the target, destroying K energy. Lasts Z seconds. Slow, damage and duration increase with level.

    Comments: This hero is all about disabling enemies His abilities, while already strong on their own, can prove devastation if chained together, causing almost complete immobility for a few seconds in a large area of effect. In addition to that, Shepard will be quite hard to kill with his regenerative shields. To balance that, Shepards damaging potential will be largely limited, relying heavily on his units or allies, to use his spells to the greates effect.

    I would be grateful for ANY tips or opinions on general design, abilities, ability creation or balance. Also if you think you have the one and only effect for any of my skills, feel free to post those aswell. Thanks in advance

    I'm open for suggestions and tips. Finally, if someone feels helpful, these are the problems I'm having trouble with right now:

    • upgrade bars dont show up when purchasing an upgrade[x] Had to add the queue ability to the building!
    • costs and duration of any upgrade are not displayed[]
    • Armor/Weapon upgrades each increase cost and research time for both instead of just themselves. Should be an easy fix, though I might also keep it that way...opinions?

    I'm also having a bit trouble creating abilities: what I want is a slowing ability that costs energy with every use, can be autocasted and increases slow and added damage with every level (think frost arrow). I tried to base it on marauders slow, but I havent found a way to change the slow depending on the level.

    Cheers, Wightnish

    Posted in: Project Workplace
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