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    posted a message on Custom Death Animation

    What I basically want to do, is have it so when certain buildings die they will loop the last second of their death animation indefinitely or until I tell them to stop doing so. Thus far, I still have almost no understand of how death animations work since they appear to be handled outside of actor events in the Combat - Death area, which confuses me on how it operates.

    Posted in: Data
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    posted a message on Weapon Target Validators

    What I want to do is make it so that you cannot target allied units until they reach a certain life percentage (so you could deny them). I was told that Validators can do that, but I have no idea how I would apply this to a weapon or what exactly would be used after having been fiddling with it for a few days. However, none of the wikis and tutorials I have found seem to cover this. Wish I could just create a new filter or something.

    Posted in: Data
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    posted a message on Tower Defense Tycoon: Millionaire Contest

    Getting closer.

    Posted in: General Chat
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    posted a message on Weapon Attachments

    @DrSuperEvil: Go

    I added the attachment of my problem, maybe you guys have it confused, so I'll do this to make it clear. If I do explicit rotation, it faces the right way, but then just stays in one spot, centered on the model but does not move with the attachment point.

    Posted in: Data
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    posted a message on Weapon Attachments

    @Eiviyn: Go

    I did this and it worked, except that it doesn't maintain movement with the all of the animations, only the movement animation and even then, it seems to ignore the point it is attached to. It works before I set the explicit rotation though. I went through all the tutorials I could find and I seem to keep coming to this issue.

    It is attached in the right spot, it just does not face the right direction. When I use SOp (Explicit Rotation) it turns it the way I want and looks great, but it does not move properly with the model (I have the right flags checked according to the tutorials and messing around did nothing). Yet it still somewhat works for the Walk animations, just not the attack or stand animations.

    Posted in: Data
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    posted a message on Weapon Attachments

    I have attached a weapon to a custom model. The weapon isn't turned in the right direction. I messed with the Site Operations and turned it, but then it wouldn't move with the stand/attack animation, only the move animation. What the fuck; Over.

    Posted in: Data
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    posted a message on Making Immortals Face two-directions (Legs and Turret)

    I have had limited success with this so I come here. I want to make it so that Immortals will look one direction with their upper body and their lower body will face the direction they are moving so they don't look weird. Sometimes my triggers work and sometimes they do not. Any ideas or theories will work for me, new ground for me.

    Posted in: Data
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    posted a message on Starting an actual wiki
    Quote from Sixen: Go

    Because GalaxyWiki is made by SEN and we don't like SEN because of their immaturity. I'd appreciate if you stopped advertising their wiki here. Anyway, why not just fix the "broken links" on the Mapster wiki?

    At least we aren't high on ourselves.

    Posted in: Wiki Discussion
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    posted a message on Lighting of Lights

    Now I have noticed that the emission from lights has animation in SC2, but the problem is: How can I control the strength? I want to make it thicker. I have been messing with lights and noticed that they are definitely the tool to be messing with. So far, no dice. Anyone know what I might want to toy with?

    Posted in: Miscellaneous Development
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    posted a message on Extreme Editor/Test Play Lag

    Now I have just started getting this issue: The editor doesn't lag that much, but it is noticable compared to how it used to be and the test play feature lags extremely. I can play on Battle.Net just fine, but when I do test map, it lags. Horribly. I have searched the forum for a few different keywords and didn't notice this topic existing before.

    I am positive it is not the map, because it is always like this, no matter how many times I restart, change maps or close/open the program.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on DotA 2 by Valve

    @TheZizz: Go

    Quote from TheZizz: Go

    A few reasons I don't like DOTA, and things that not even the most liberal of DOTA clones will ever address for as long as the earth is green:

    1. Before the game is half over the troops are nothing but a detriment to your team and a boon for the enemy. You'd be better off without them, and the one defining concept of AoS is undermined completely.

    2. Not enough variety in playstyles. No tank heroes, anti-nuke, or heroes that support the troops (coinciding with #1). Even in LoL the supposed "tank" heroes are based around snares or nukes.

    3. Four abilities vs. a bajillion items. Interesting abilities, but boring stat-boosters get all the effort and attention. Why?

    4. The game is uninspired and meaningless. Eul's original game was about a Night Elf faction defending the Ancients against an undead menace. The current iteration is about a contrived collection of avatars doing battle for no reason.

    ...Actually, the introduction of All Pick was in All-Stars. Originally, you picked from heroes of the two different factions and couldn't interchange, true. But now a days, who really cares? I mean, multiplayer has never been about story, it was always competition.

    I can also agree with you on the fact LoL items are very shitty. Their all straight ability boosters, really lacking any situational abilities or straight actives. It's a little annoying.

    And to re-educate you on the aspects of unit roles, there has been and always will be these types of heroes in AoS games unless they change the very essence of the game: There is no such thing as a tank, any hero that is about straight survivability with no real roles is just... wrong.

    You have initiators, who start fights and are meant to survive that initial rush. These are mostly heroes with stuns or crowd control, sometimes these abilities have blinks attached to them. Then you have DPS/Auto-Attack heroes, who have abilities enhancing their auto-attack and building around attack damage/speed makes them eat enemy heroes hard, but lack health. Support heroes are meant to aid from a distance with stuns, slows, crowd control or heals. Gankers are the heroes made to attack other lanes early on and are usually confused with Initiators, thought their roles interchange. These heroes have map control, able to either reveal or move around the map quickly, usually have much use for runes or in LoL's case, buffs. Lastly, you have Nukers, who are made to deal burst damage through abilities. Nukers are commonly mixed with Support or Ganker roles.

    Just a little education. LoL has a lot of differences from DotA/HoN though, so these roles are very... Watered down, into what you have in the game. They even based their roles off these general guidelines, but they are far from the original essence of the game.

    Posted in: General Chat
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    posted a message on DotA 2 by Valve
    Quote from deleted_4551290: Go

    @TECGhost: Go

    why the hell do ppl give a crap about denying. boohooo my enemy killed that guy instead of me and got a small amount of gold.

    So... You are saying you don't have the skill to prevent an enemy from getting gold to buy more items and the experience they need to say, be level 8 while your level 10, an obviously bigger advantage. Not to mention, LoL is just too far based on dividing the skill gap.

    Early game is about getting gold and experience, since the creeps in the long run, will be 80-90% of your experience and gold, not enemies. LoL gives 300 gold per kill, where as HoN/DOTA give 200.

    DOTA will be a great game, if you are too scared that you wont be good enough to out-last-hit your opponents and avoid dying meaningless deaths to keep your precious gold... Then stick to LoL. It's like sucking at Halo, so you play Battlefield or CoD.

    That's what pisses me off the most, people don't realize: Each of these games will have their own differences and play-styles, just like games of any other genre. You can continue calling this game an AoS or use a term I heard somewhere, which sounded neat: Role-Playing Arena.

    Posted in: General Chat
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    posted a message on DotA 2 by Valve
    Quote from OneSoga: Go

    @OneTwoSC: Go

    That'd be Guinsoo, and he's with LoL. Although there was, before him, the RoC original by Eul (now with HoN).

    That would actually be Eul, who did actually make a FT version, but it was very incomplete. Guinsoo then made the All-Stars version, one of many different versions that were made after this. All-Stars ended up being the most successful, with the newly added recipes and if I remember correctly, introduced runes. However while Guinsoo was in charge of the project, it was extremely imbalanced and had a lot of bugs. Stepping down and handing the torch to IceFrog, who then made the map 'balanced' and competitive. If it wasn't for IceFrog, DotA wouldn't have been anywhere near as popular as it is today.

    In all honesty, Guinsoo needs to stop being such a prick about DotA 2, it cannot just remain so... 'Unfinished.' This is the obvious next step and when it launches, here is my predictions as a person who has followed DotA since RoC:

    The HoN community is about 90% DotA die-hards. I suspect that the entire percentage will at least buy DotA 2. LoL on the other hand, a large majority of their player-base have never even played DotA, but I suspect that half of the players will at least try DotA 2, maybe not buy it, but definitely give it an interested pair of eyes and ears.

    I stand behind IceFrog as he was given the rights to DotA-Allstars, he has full rights over it in that respect. Guinsoo left it behind if anything, he can suck the failure that he ended up having Riot versus Valve.

    Also, forgot to mention: IceFrog has always been 100% about giving credit where it is due, but is a "no-bullshit" type of guy. If he doesn't see a reason for it, he won't do it: Like the forums that Pendragon maintained. IceFrog will almost, most definitely, still give credit and thanks to Eul, Guinsoo, Pendragon and I can bet your bottom dollar, Kunkka.

    Posted in: General Chat
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    posted a message on " Hero Forge " (Placeholder Name)

    @Vortexx2010: Go

    My point system, which I am guessing you are referring to my idea of using equipment as your sole method of changing your in-battle tactics and role. Currently, I am exploring the idea of using a role system, with a base and a lesser, allowing you to further change your role, not to mention specialize your spells to how you want and removing the ability for a master of all and a weakling to nobody type deal. You could still be a jack-of-all-trades, but a team of specialists would be much more efficient, greatly enhancing your chance or success.

    All equipment would be unlocked by doing certain quests and such, so its rewarding to look around, find new things and the like. The possibility of making each game different based on the choices of players, could also open up a plateau of opportunity to explore and offer replay-ability.

    Xp is non-existent in this game, removing the need to grind for levels. The only requirement for killing shit, is that they are either part of a mission, trying to kill you or that you just like torturing small animals. Who knows.

    Posted in: Team Recruitment
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    posted a message on " Hero Forge " (Placeholder Name)

    @ChromiumBoy: Go

    I was thinking more along the lines of marking a target as an enemy of each respective party, then making it so when that unit dies, whatever party it attacked/was attacked by first, designates it as theirs. That type of process, so other parties aren't stealing anything or any matter of that sort. The whole monster to party situation is really what I am concerned about.

    Posted in: Team Recruitment
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