Another wonderful tutorial from OneTwoSC. I hate to beat a dead horse, but given that there is still some lag with this system, would you say its playable on Bnet?
I'm curious what people's thoughts are on perma-death in a banked, cooperative SC2 RPG? In this RPG death would mean deletion of the player's hero from the bank. Would such a feature discourage you from playing? Are there RPGs for SC2 that have a feature like this?
I'm working on a map that uses the Medic model for a hero unit. The model needs to be edited to match the hero's motif. I am interested in paying a cash reward for this work, but I need to know if my edits are feasible. Here's what I'm looking for:
Job 1:
[Remove shield; animate right arm to match left arm; change color of medic doodad from green to fluorescent blue]
Job 2:
[Remove shield and animate right arm (as in Job#1); remove medic jetpack doodads; remove medic arm doodad; change base color from white to match the Marauder's black]
The map will be setup as an action RTS and will use projectile-based abilities for the hero's main attack. Being able to rapidly fire the attack is a key concept and the only way I know to do it (without triggers) is to set it up as a smart-click ability.
Yes, but they have to hit the Move hotkey every time they want to issue a new move order. If I can disable the fire ability with a hotkey, then the player can click-move as many times as they want before enabling the ability again.
A unit has a targeted ability with the "smart-click" flag enabled. As long as the unit is selected, if the player right-clicks on the map, the unit will automatically fire the ability at the target point. This is great because it lets me simulate right-click firing without the need for a trigger.
The problem is that as long as this ability is enabled the player cannot move the unit normally, because firing the ability cancels out the move order.
I want the player to be able to disable this ability instantly with a hotkey, so that he can move the unit, and then enable it instantly so the unit can fire the ability.
I want a player to add or remove a specific ability from a unit by pressing a hotkey. I don't want to use a trigger. Is it possible to do this using the data editor?
I'm going to position invisible units inside cliffs and doodads to stop projectiles from passing through. This should have an effect similar to a pathing validator, but I get to choose which cliffs and doodads will stop a projectile.
The missile's target point is the offset point you specified for the initial persistent. If you want to extend the range, choose a bigger offset. If you want it to travel indefinitely, change the used mover's target checking to never.
I'm still having trouble with this. I would like for the Fireball to travel indefinitely until it "hits" a unit. I changed Arrival Test Type for the PunisherGrendadesWeapon mover to Never. Now when I fire the ability, the Fireballs travel the normal distance, STOP, and then spin rapidly in the air until the mover times out.
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Another wonderful tutorial from OneTwoSC. I hate to beat a dead horse, but given that there is still some lag with this system, would you say its playable on Bnet?
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@ZombieZasz: Go
Thanks, kinkycactus. $30-40 was what I expected.
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I'm curious what people's thoughts are on perma-death in a banked, cooperative SC2 RPG? In this RPG death would mean deletion of the player's hero from the bank. Would such a feature discourage you from playing? Are there RPGs for SC2 that have a feature like this?
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I'm working on a map that uses the Medic model for a hero unit. The model needs to be edited to match the hero's motif. I am interested in paying a cash reward for this work, but I need to know if my edits are feasible. Here's what I'm looking for:
Job 1:
[Remove shield; animate right arm to match left arm; change color of medic doodad from green to fluorescent blue]
Job 2:
[Remove shield and animate right arm (as in Job#1); remove medic jetpack doodads; remove medic arm doodad; change base color from white to match the Marauder's black]
If this is doable, what would be a fair reward?
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That works perfectly, Eiviyn, thank you!
The system is fairly intuitive because the player only controls one unit on my map. Controlling multiple units would be unintuitive with this setup.
But why can't map-makers simply bind functions to the mouse buttons in the data editor? :(
edit: This works better than I had hoped :)
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@Snappybean: Go
Thanks for the input. :)
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I'm only against triggers because key-press events cause network lag.
I figured it would involve validators, but I know nothing about them. Are there any good tutorials that could get me started?
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The map will be setup as an action RTS and will use projectile-based abilities for the hero's main attack. Being able to rapidly fire the attack is a key concept and the only way I know to do it (without triggers) is to set it up as a smart-click ability.
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Yes, but they have to hit the Move hotkey every time they want to issue a new move order. If I can disable the fire ability with a hotkey, then the player can click-move as many times as they want before enabling the ability again.
It seems more intuitive to me.
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I'll try to explain what I'm going for.
A unit has a targeted ability with the "smart-click" flag enabled. As long as the unit is selected, if the player right-clicks on the map, the unit will automatically fire the ability at the target point. This is great because it lets me simulate right-click firing without the need for a trigger.
The problem is that as long as this ability is enabled the player cannot move the unit normally, because firing the ability cancels out the move order.
I want the player to be able to disable this ability instantly with a hotkey, so that he can move the unit, and then enable it instantly so the unit can fire the ability.
0
I want a player to add or remove a specific ability from a unit by pressing a hotkey. I don't want to use a trigger. Is it possible to do this using the data editor?
0
I'm going to position invisible units inside cliffs and doodads to stop projectiles from passing through. This should have an effect similar to a pathing validator, but I get to choose which cliffs and doodads will stop a projectile.
I'm still having trouble with this. I would like for the Fireball to travel indefinitely until it "hits" a unit. I changed Arrival Test Type for the PunisherGrendadesWeapon mover to Never. Now when I fire the ability, the Fireballs travel the normal distance, STOP, and then spin rapidly in the air until the mover times out.
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Thanks for this awesome tutorial. Will you be adding a section on cliff collision any time soon? :)
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Thanks for the help guys! Its great having this information in one place.
So its not possible to save the unit's move order, activate a targeted ability, and then requeue the mover order?
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Cool system! Is it possible to increase accuracy with veterancy?