Original War (Wikipedia / Steam). Pretty old strategy game with some really nice micromanagement ideas.
So hero like unit with attribute can enter vehicle?
Exactly.
How are your units entering the vehicle?
It's kinda like a neutral Medivac that can load strictly one unit, but from any player ; and the vehicle changes ownership via a behavior applied by the loaded unit.
On the other hand, I have no idea what keyframes should I keep or remove. Anyway, file size generally isn't a concern when it comes to quick prototyping.
Oh, a new version of the script right when I want to export something. Isn't that wonderful ?
Okay, I still have a question.
How can I "apply" M3A animations to a M3 model, in order to get only one thing to import/export ? Do I really have to skin the whole model again ?
I'm trying to get Tychus' Prisoner skin into Unity for shit and giggles.
I have a shop that can "mark" a unit (like Warcraft 3 shops) to sell him ability charges (torches, potions, etc.).
The button is disabled if there's no marked hero nearby, but I'd like it to be also disabled if the marked target has maximum charges, to avoid spending money into nothing.
Update : I managed to somehow do what I wanted to do, the unit automatically morphs into another at dusk, then morphs back to its original form at dawn.
But there's one little actor problem : if the unit is walking while the ability triggers, it does not stay in "run" animation but goes in "idle". Probably a bunch of actor events to add.
Sooo I have a hero that transforms into a werewolf at night, and transforms back to human at sunrise. Pretty basic concept.
At first I did it using a behavior, complete with model swapping and everything. Which is working, but as it's more of a band-aid solution, I'm trying to make a Transform ability that would be used automatically.
Can anyone help me on this ? I've never done any Transform ability previously.
I have exported everything from the Heroes CASC storages, and I'm trying to recreate the mods into SC2 editor, to see how they made everything.
My current method is simply saving a new SC2 mod as a components folder, copying everything from the exported mod into the SC2 mod folder in the right places, renaming ".heroesdata" and ".heroesassets" into ".sc2data" and ".sc2assets" respectively, and then opening again the component folder in the editor.
And there's lots of problems (which doesn't really surprise me) :
Loading takes ages. At least 10 mn.
Shittons of errors. May be the cause to 1).
I can't try a map using the mods. It just doesn't work.
I know it has already be done (can't find the video though - but it was on SC2Mapster), so any help would be greatly appreciated.
I have a simple shop that is not working using items, but simply adding charges to an ability for the targeted unit.
Right now I'm using "Effect - Target" abilities to add charges, which is fine... but not really nice for the player, as he has to target the unit again.
So, is there a way to apply an effect to the target of an Interact ability ? So the player only have to target one time (using the Interact).
Can't find any other way, so... I'll use multiple abilities. The ability cap doesn't really bother me as the characters won't learn new abilities, but it's not the most elegant solution.
The character is a minionmancer-type. He can uses a spell to sacrifice one of his minions, which changes his stance according to the minion type he sacrificed.
The stance changes the effect of all his other spells, excepting the one that summon minions.
Everything is done and working fine, the button swap is all I'm missing.
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In reply to DrSuperEvil:
So, it should work using Attributes, right ?
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In reply to DrSuperEvil:
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I'd like to make something like Original War, where you have individual units with various attributes that you can put in vehicles (tanks, etc).
So I need to be able to let those attributes influence the vehicle, but I don't really see a way to do it efficiently.
Any suggestion ?
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@TaylorMouse: Go
Oh, it's that simple. Thanks.
On the other hand, I have no idea what keyframes should I keep or remove. Anyway, file size generally isn't a concern when it comes to quick prototyping.
0
Oh, a new version of the script right when I want to export something. Isn't that wonderful ?
Okay, I still have a question. How can I "apply" M3A animations to a M3 model, in order to get only one thing to import/export ? Do I really have to skin the whole model again ?
I'm trying to get Tychus' Prisoner skin into Unity for shit and giggles.
0
I have a shop that can "mark" a unit (like Warcraft 3 shops) to sell him ability charges (torches, potions, etc.).
The button is disabled if there's no marked hero nearby, but I'd like it to be also disabled if the marked target has maximum charges, to avoid spending money into nothing.
Is there any way to do that ?
0
Update : I managed to somehow do what I wanted to do, the unit automatically morphs into another at dusk, then morphs back to its original form at dawn.
But there's one little actor problem : if the unit is walking while the ability triggers, it does not stay in "run" animation but goes in "idle". Probably a bunch of actor events to add.
0
Sooo I have a hero that transforms into a werewolf at night, and transforms back to human at sunrise. Pretty basic concept.
At first I did it using a behavior, complete with model swapping and everything. Which is working, but as it's more of a band-aid solution, I'm trying to make a Transform ability that would be used automatically.
Can anyone help me on this ? I've never done any Transform ability previously.
0
@egodbout: Go I know how to do that, except that I use SC2 cutscene editor to see what textures I need.
But that's not the point. I want to get Heroes mods into Starcraft 2, including data (and maps if possible).
0
I have exported everything from the Heroes CASC storages, and I'm trying to recreate the mods into SC2 editor, to see how they made everything.
My current method is simply saving a new SC2 mod as a components folder, copying everything from the exported mod into the SC2 mod folder in the right places, renaming ".heroesdata" and ".heroesassets" into ".sc2data" and ".sc2assets" respectively, and then opening again the component folder in the editor.
And there's lots of problems (which doesn't really surprise me) :
I know it has already be done (can't find the video though - but it was on SC2Mapster), so any help would be greatly appreciated.
0
I have a simple shop that is not working using items, but simply adding charges to an ability for the targeted unit.
Right now I'm using "Effect - Target" abilities to add charges, which is fine... but not really nice for the player, as he has to target the unit again.
So, is there a way to apply an effect to the target of an Interact ability ? So the player only have to target one time (using the Interact).
0
I made something, then I realized - too late - that you were talking about an ability, and not a weapon.
Still, could be useful.
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@Terhonator: Go
The problem is that once you've assigned an ability to a command card button, you can't add a requirement.
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Can't find any other way, so... I'll use multiple abilities. The ability cap doesn't really bother me as the characters won't learn new abilities, but it's not the most elegant solution.
If someone find a better idea, let me know !
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Thanks for the answers.
The character is a minionmancer-type. He can uses a spell to sacrifice one of his minions, which changes his stance according to the minion type he sacrificed.
The stance changes the effect of all his other spells, excepting the one that summon minions.
Everything is done and working fine, the button swap is all I'm missing.
Can't find the "Info" cell.
Also, don't bother with points 1 to 4, I've not been here for a while but I'm still a veteran :p