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    posted a message on High Ground Mechanic

    TY ty ^^

    Still can't get it to work the way I want tho :o

    For a while I had a misconception on how the Location Compare Cliff Level Validator works. Now I see why you would need multiple Buff Behaviors. But I still don't really know how to set all that up >.< lol.

    TBH I'm not sure the Location Compare Cliff Level Validator is even working properly. I would deeply appreciate someone trying to reduplicate a working scenario of this. I've really spend a lot of time trying, but I'm so nooby with data editor atm >.< I plan on using a high ground mechanic in some of my future UMS maps (Btw I've always planned to turn UMS mapmaking eventually, you shall see more of me ).

    Ideally this doesn't change the way the unit looks in the interface. Even as far as hovering over the weapon, it's default damage should remain the same.

    Posted in: Miscellaneous Development
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    posted a message on High Ground Mechanic

    I did get one suggestion from other thread,

    (from @DrSuperEvil: Go) I would apply a buff that then adds 4 other buffs each disabled by a combine validator of Location Compare Cliff Level and Unit Order Queue. That way when attacking something over a cliff level the buff will activate. The buffs then use the Combat - Modification - Damage Dealt Faction field to adjust the damage.

    An alternative is just give each weapon a Set effect that uses 5 different Damage effects, with 4 having your Location Compare Cliff Level validators to disable them unless fighting over the cliff.

    -

    But I don't really understand all of that, as I mention here

    (from @Barrin420: Go)

    Thanks for reply! <3

    "4 other buffs" "5 different damage effects"

    What is all this for? I don't know what to do with all these extra things :o

    plz forgive ignorance >.< /beg

    -

    BTW

    (1) I need to apply this to dozens of units, so hopefully as simple as possible to implement (2) I want unit's damage to be -30% when attacking uphill, NOT +30% unless attacking uphill.

    Posted in: Data
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    posted a message on High Ground Mechanic

    I originally posted in the development section http://www.sc2mapster.com/forums/development/map-development/36007-high-ground-mechanic/ but it belongs in this section... (this section seems to get more action anyway, a tournament with hundreds of dollars prize pool is waiting for this, and I'm running low on time >.<)... please delete old post in favor of this one if necessary.

    -

    GOAL: (1) If a unit on low ground attacks a unit on high ground, it does -30% damage (0.7 fraction). (2) If a unit attacks something on the same level or lower, it does full 100% damage. (3) Persistent through whole game. and (if it matters) (4) Should work on an individual basis, as in simultaneously in big/multiple battles. (5) Should be easily implemented into a Mod, as in not relying on regions (I think?).

    -

    I've been a Melee mapmaker since the beta, but I've now decided to make my first Mod, and it requires a High Ground Mechanic. This is most of the editor work for the official FRB (Fewer Resources per Base) Mod, if that means anything to you; credit for helping will be given where due.

    I've spent many hours trying to figure this out >.< I might be decent with the Data Editor now *celebrate*. I've searched this website for a long time and looked through the tutorials too, so please forgive me if I'm going about adding a High Ground Mechanic all wrong. But the framework for some of this seems to be there?

    Data Editor -> Behaviors -> Neutral -> Buff -> "Damage Taken Minimal" - that does a factor of 0.1 but we want 0.7, but you get the idea

    Data Editor -> Validators -> Location Compare Cliff Level -> "Cliff Level Lesser" - completely wrong?

    I've added the behavior to units, without validator the damage reduction works, but doesn't account for high ground and works on everything. I've tried working with Effects -> Apply Behavior too, no luck. Am I just getting the Validator wrong?

    I donno.. I thought I had it.. but maybe the Data Editor is the wrong place. The Trigger Editor seems too unlikely to work for how hard it will be to learn lol. Please Help!!! I beg u!!! Helping = many esports dollars :>

    - Barrin

    -

    High Ground Mechanic is possible,

    Posted in: Data
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    posted a message on High Ground Mechanic

    @DrSuperEvil: Go

    Thanks for reply! <3

    "4 other buffs" "5 different damage effects"

    What is all this for? I don't know what to do with all these extra things :o

    plz forgive ignorance >.< /beg


    Hey I'm gonna post this in the Data section if that's okay; if one has to be closed please close this one.

    Posted in: Miscellaneous Development
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    posted a message on High Ground Mechanic

    GOAL: (1) If a unit on low ground attacks a unit on high ground, it does -30% damage (0.7 fraction). (2) If a unit attacks something on the same level or lower, it does full 100% damage. (3) Persistent through whole game. and (if it matters) (4) Should work on an individual basis, as in simultaneously in big/multiple battles. (5) Should be easily implemented into a Mod, as in not relying on regions (I think?).

    -

    I've been a Melee mapmaker since the beta, but I've now decided to make my first Mod, and it requires a High Ground Mechanic. This is most of the editor work for the official FRB (Fewer Resources per Base) Mod, if that means anything to you; credit for helping will be given where due.

    I've spent many hours trying to figure this out >.< I might be decent with the Data Editor now *celebrate*. I've searched this website for a long time and looked through the tutorials too, so please forgive me if I'm going about adding a High Ground Mechanic all wrong. But the framework for some of this seems to be there?

    Data Editor -> Behaviors -> Neutral -> Buff -> "Damage Taken Minimal" - that does a factor of 0.1 but we want 0.7, but you get the idea

    Data Editor -> Validators -> Location Compare Cliff Level -> "Cliff Level Lesser" - completely wrong?

    I've added the behavior to units, without validator the damage reduction works, but doesn't account for high ground and works on everything. I've tried working with Effects -> Apply Behavior too, no luck. Am I just getting the Validator wrong?

    I donno.. I thought I had it.. but maybe the Data Editor is the wrong place. The Trigger Editor seems too unlikely to work for how hard it will be to learn lol. Please Help!!! I beg u!!! Helping = many esports dollars :>

    - Barrin

    -

    High Ground Mechanic is possible,

    Posted in: Miscellaneous Development
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    posted a message on Hello, I'm Back.

    @Sixen: Go

    Count me in.

    Posted in: Off-Topic
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    posted a message on Hello, I'm Back.

    @TheBoltHead: Go

    Hmm yeah you have a good point. When they open up in-game chat channels (or give us group-based in-game chat channels), I think the whole SC2 Mapster community should meet in a single channel. I totally like keeping it close-knit, but I wouldn't want to exclude anyone from the mapping community. In fact, I'm pretty sure the entire mapping community wouldn't be too big at all (yet). 10-30 people in the channel at any given time would be awesome IMO. I bet this idea is floating around somewhere else on this website though >.< I don't want to exclude myself from "their" channel either, so they should be the same channel IMO (not that I expect any control over it).

    Posted in: Off-Topic
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    posted a message on Hello, I'm Back.

    (U)BOLT_HEAD IS MY IDOL!

    Lol! :D

    Whats up dude it's been a long time.

    Man I swear I used to think I knew everything you could do with the editor, and then one day Bolt took the time to show me some of the crazy shit he was doing: elaborate maps with 1 location, crazy ass tricks with 1 location, pretty sure he even did grids with 1 location (etc etc etc) and I'm telling you he was doin it before 99.9% of people had any idea it was possible. Like me he knew a lot but didn't finish an equally large amount of maps.

    I know you retired man but really you're one of very few people that have given me the inspiration to become a great mapmaker in SC2.

    (BOLT ROCKS)

    So, I've had a large amount of experience organizing large groups of people in WoW (guild and raid leader). I am totally interested in attempting to connect all of us old (U) members together (and adding to our ranks). I know you're just chillin Bolt I don't expect you to do anything leader-like lol (except join cuz I luvz u :O) :D. I'm not really interested in being the Clan Leader or anything, but I am willing to contribute quite a lot regardless of what rank I am given. I just want a new (U) lol.

    Btw if you still don't remember me I'm the guy that made the crazy curved DodgeBall map with waay too much text that you barely let join. Multiple times (actually DBall map was 2nd time I joined I think). :D

    Posted in: Off-Topic
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    posted a message on Hey ^_^

    Woah sweet lol. Sorry guys major epic fail on reply time >.< been busy with school/beta/mapmking/d2cuzmybromakesme/work >.< WHATS UP :D!!! We old (U) peeps must keep in touch IMO. I found Bolt_Head's post gonna go see whats up with him :)

    @sixen I totally remember seeing you in the channel! lol :D I don't think we ended up talking much but your name is very distinct (which is really a very good sign cuz I was stoned half the time) :O but WOOT lol ya I literally joined right after Silent and right before Mathrix (or vice versa can't remember) we were good friends.

    @atl0s :D ya I can never really remember what time I stopped SC, it was probably about 2004 though (when WoW stole me for 5 years) :(

    I can't wait to tear it up in SC2. I'm now a sophomore in college and when I look at myself back then I wasn't that good at mapmaking lol. I knew a lot, but I took forever to do anything lol; I was like OCD perfectionist. However, I've spent a lot of time with a lot of different games and I'm more than ready for the challenge and versatility of the SC2 editor. My first plan is actually going to be making somewhat unorthdox yet strangely balanced MELEE maps to begin with (maybe a really balanced 1v1 or two too :D). My goal in this is simply to master the terrain/doodad editor, cause Galaxity Editor is kinda crazy.

    Anyways, GG LETS KEEP IN TOUCH IMO YAYAYAYA~~

    Posted in: Off-Topic
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    posted a message on Hey ^_^

    Hey everyone.

    I've been a SC mapmaker on and off for the past 11 years.

    For my time (before the most recent SC/BW editor came out, and before those silly EUD triggers) I knew almost everything about mapmaking, even though I only really finished one map which I never attempted to circulate publicly. It was a dodgeball map, and I made it without seeing MilleniumArmy's (that didn't come out long before mine), and the "engine" triggers were nothing like his (and far more complicated as he admitted himself once, not that his were complicated which he also admits). You'd have to see it (even though I havent seen it in like 7 years *sadface*). I was in a clan called (U)UnKnOwN for a while. I was Barrin(U), and I had a lot of mapmaking friends back then. It would be really cool if there was anoyne who chilled out in OpZ(U) back in the day and/or remembers me. Would be awesome to talk to ya to talk to ya :)

    Now that SC2 is here I plan on making a very small number of incredibly well-thought-out maps. My SC2 name (beta phase 2 too) will probably be Barrin, but if not it will be Shmufle or Ygtul ^^

    I will also be making melee maps by the way, my first one (4 players) has the frame finished I just need to put in minerals/rocks/water/textures/decorations.

    Oh and I was playing WoW for a long time and I always used Curse.com to download my addons and now I'm using one of their sites again to work with SC2 tee hee. Cool stuff.

    - Barrin

    Posted in: Off-Topic
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