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    posted a message on trigger event-opening/closing inventory

    I am interested in this as well, i've tried everything i could think of, and the only thing that works is if you make an event that tracks when the Num Pad keys are pressed.

    Posted in: Triggers
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    posted a message on [Data] Button Tooltip Referencing

    @OneTwoSC: Go

    Then it works as i expected. I may edit the values via triggers since each player only will have one unit (a hero) that has behaivors which modifies the ability values. However this may cause problems if i have units under my controll temporarily (like a pet) and wish to modify it's values to lets say: "The pet gains 20% of the heroes Stamina (Hit Points) as bonus health, and 40% of the heroes strength (damage modifier) as bonus damage.".

    If i want to use the same "attribute behaivors" for heroes and units, then i will encounter a tooltip problem. A solution could be to create a new "attribute behaivor" for each controllable unit. But that may result in a lot of behaivors :(

    I will think about it, probably i'll just add a bonus formula and let the player calculate for themselves if they are interested to know the exact amount. Otherwise it's always visible in the "Text Tag damage display" system that i created for a Final Fantasy alike scrolling combat text.

    Thanks for clarifying :)

    Posted in: Tutorials
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    posted a message on [Data] Button Tooltip Referencing

    @OneTwoSC: Go

    Thanks a lot OneTwo, i've been looking everywhere for something like this :D

    One Question: Is it possible to track the number of stacks of a behaivor that is currently applied to a unit in the data editor?

    I would like to set the damage to "(Amount) + (Number of stacks of (Behaivor) on (Unit) * 4)

    This will include the bonus damage that the ability gains from buffs and attributes :)

    I assume you need to edit this field via triggers each time the unit gains attribute points that increases the ability damage to update the tooltip. Unless there are another solution accessed from the data editor.

    Posted in: Tutorials
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    posted a message on [Actor/model] How to change color

    1) Enter the actor of the unit that you wish to change the color of, and find "Event - Events +".

    2) Open the "Event +" window, right click within the window and press "Add event".

    3) Change the "Msg Type" field to "Actor Creation", leave "Source Name" and "Sub Name" blank.

    4) Under "Actor Creation" in the window list, you will find an action called "ActionImpact".

    5) Select "ActionImpact" and set the "Msg Type" to "Set Tint Color"

    6) Select "Color: (Null)" and change the color to the color you want on your unit. Then press "OK".

    You can now place your unit in the editor, and it will have the selected color.

    Good Luck! :)

    Posted in: Tutorials
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    posted a message on [Help!] Floating platforms
    Quote from Reaper872: Go

    @Infernium: Go

    Yes, you can add triggers to this. For example: create a bridge that can be walked over like normal, then add a trigger to remove the footprint of the bridge when a unit is near it at the height below it :) The only problem is, if a unit is on the bridge when the trigger fires, I think it will "fall" through the thing... lol.

    That is why this solution isn't ideal for multiplayer maps, but i am aware of these possibilities :)

    Posted in: Terrain
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    posted a message on [Help!] Floating platforms

    @Bronxsy: Go

    I spent a lot of time experimenting with this, and i came up with the same conclusion as you did. However i'm sure that i have seen a video where the creator had bridges that you could walk over and under. But i think that he used a trigger solution. I could probably work around the problem with triggers as well, but i suspect that the solutions wouldn't be ideal for a multiplayer map.

    As you mentioned the objects seem to have their pathing built into the model, which makes it hard (or maybe impossible) to edit these fields. You can only remove the pathing entierly by editing the "Physical State" field on the model. I've managed to build a floating platform that has pathing and a correct size, but i am unable to hide the object without removing its pathing. The other problem is that the object still either block ground units or teleport them on top of the platform.

    I realized that the best way to solve these problems is to change the unit's height when the unit enters different regions, and create pathing blockers to prevent movement outside your area. However, in my case i'll not be able to use regions to keep units within the borders of the region. But i achieved the same effect by modifying the height of the "Ground Pathing" blockers in the doodad tab.

    Thanks a lot for your detailed reply :)

    I am still interested in a possible solution for this, i would like to include mobile platforms that are floating above ground and that has a pathable area where you can walk around. And platforms in the air that you can blink on top off but not access in any other way. But they still need to be invisible and not affect ground units

    Posted in: Terrain
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    posted a message on [Help!] Floating platforms

    Before you start reading please note that this thread may be placed in the wrong forums. I did not know where to place it; i assume it may fit in the terrain/doodad/data or trigger section.

    What i'm trying to create is a pathable area that are floating in the air on a different height level than the terrain beneath. This area is NOT visible for the players in the game, but any doodad or units that stand on the platform remains visible (Similar to how the doodad "Shakuras Hero Gate" works). Units must be able to walk under the platform without "teleporting" on top of it, and units/doodad on the platform should not be affected from this.

    One of my goals with this is to make the roofs of certain buildings pathable by units, but without changing the cliff height to create the pathing. It would also be great for buildings with multiple floors and use an "invisible platform" as a walkable floor.

    • Is this possible?
    • How can i create such a platform?
    • Is there any other solutions to this problem?

    Looking forward to any replies :)

    Regards, Infernium

    Posted in: Terrain
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    posted a message on [Video] Snow Tileset Tutorial

    I experimented a little, and had the goal to create a "snowy tree", and i came up with this:

    Snow 1

    Snow 2

    Posted in: Tutorials
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    posted a message on [Help!] Requierments and Pathing problems

    Anyone? I'll actually be stuck here until i figure out a solution or recive help :(

    Posted in: Data
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    posted a message on [Help!] Requierments and Pathing problems

    Question 1:

    I'm having a problem with one of my requierments. I want it to be a combined "Level Requierment" and "Learnable every X level" (Meaning, it makes the ability "unavailable" to learn unless you've gained a certain amount of levels.) requierment, but for some reason the part that should make an ability to only be "Learnable every X level" does not work.

    This is the requierment where the "Learnable every X level" does not work:

    Requierment Not working

    This is a requierment for another ability that does not have a level requierment, and this requierment works properly.

    Requierment Working

    Edit: This part of the problem has been solved! It works properly if you add a "Constant" under the "Sum" if you use the formula "Level requierment - 1". In this example the "Constant" number would be "7". That makes the ability learnable at level 8, and every third level after that.

    Question 2:

    I've also encountered another problem with pathing. I'm creating a charge alike ability where the caster will move towards the selected target, and damages all units that are in the way. However, when i'm using this ability my unit obviously runs around any units that stand in it's way. To solve this, i would like to add a temporariy behaivor or trigger that modifies the casters "Inner Radius (or any other field) to allow the caster to run through any units or objects. But i cannot find any function that modifies this in the data editor or triggers.

    Is it possible to temporariy make a unit walk through any objects/units? If so, where can i find such a function?

    Posted in: Data
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    posted a message on Looking for terrain feedback
    Quote from Mogranlocky: Go

    The mountains/hills could perhaps use some rocks or bushes/plants or foliage to make them less... empty.

    Yes i've been thinking of that, i need to experiment with it a little. I want to do something with these mountains but i don't think it would look good to have too much "stuff" that covers the area so you barely notices that it is a mountain and just thinks is a pile of stuff. Also i don't think it would look good on close distances.

    I want to do something like this:

    Mountain

    Where the mountains are visible from a distance, but not nessesarily a playable area. By doing so i can fill them with bushes, plants, grass and other doodad. Because even if the result looks bad on close distance, it will most likely look good when you're further away.

    Posted in: Terrain
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    posted a message on Looking for terrain feedback
    Quote from Mogranlocky: Go

    If you wish to remove foliage, remove the 'allow foliage' layer and then generate foliage again, the areas without allow foliage will be emptied that way.

    I personally would also need the grass doodad as the bel'shir foliage doesn't match my terrain. If you figure out how please post it here. I have personally not found a way to get rid of the black texture :/

    Oh, that's great :)

    I'll send you a message if i figure something out about the grass. Currently i'm using the "bush" doodad that are colored green, it looks like a pile of leafs and can be placed around trees and rocks with a decent look. But i would still prefer a real grass doodad :)

    Thanks for the tip.

    Posted in: Terrain
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    posted a message on Looking for terrain feedback
    Quote from Ardnived: Go

    You certainly need more detailing.

    Grass is always good. And a technique that I have found to generate a pleasing effect, is to start with bushes, grass, and flowers bunched around the base of trees and rocks (Also disguises the lack of roots), and then sort of snake them out a little on occasion. Of course though, you shouldn't do that invariably.

    The rocky walls are a bit unbroken as well. You could try putting some shrubbery or even trees there. Or you could raise the ground there, and instead sort of build the rocks into the side of the cliff. If you know what I mean.

    Thanks for your reply, your feedback is much appreciated! :)

    I'm planning to add a lot more details in all areas to fill the gaps. More plants, rocks, trees, bushes of smaller size around the trees, and some variated objects that will fit into the terrain.

    Is it possible to find "broken" rock objects in the editor, or do i need to create such effects myself? I would like to create fissures on the rocks or find rock objects that has fissures. I think a combination of rock fragments with fissures has possibilities of creating a more reality feeling of the enviorment, i will also add vines that crawls down from the cliffs, currently i only have a few of these, but it looks cool so i will add more.

    The rocky area is currently a higher cliff level, and the rocks was placed there to hide the cliff sides. I don't find the normal cliff walls interesting at all, so i prefer to create mountains by either adding rocks at the cliff sides or creating "custom mountains" by raising the ground in mountainous shapes.

    I have a question as well, i have been looking for grass to cover the empty areas, and i can not seem to find any grass objects. The only way to add "grass" is to use the "add foliage" tool which randomly creates foliage in the selected area, this tool includes an object known as "Dynamic grass". However, the dynamic grass cannot be placed as an individual object.

    To solve this issue, i created an actor that used the model of "dynamic grass" but when i placed it in the editor the model appeared as black. I thought that i could customize the colors by clicking on the object and manually changing the color, so i changed the colors to "green" but the object remained black. Does anyone know how to solve this? More information about this problem can be found here: http://forums.sc2mapster.com/development/terrain/10737-creating-grass-doodad/

    And about the "add foliage tool", this seems a bit risky to use because you can not undo the generation of foliage on the selected areas. Also, it seems like i can only use this tool once per map. So i prefer to avoid this tool because it prevents me from ever customizing the objects created by the "add foliage" function, and i want to be able to change things i've been creating in case i want to add or recreate something.

    Posted in: Terrain
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    posted a message on Looking for terrain feedback

    Hello everyone!

    I've created a basic landscape in the editor and it will be used for an adventure map that i'm working on. This terrain took me about 8 hours of work, there are a lot of details that aren't visible on the screenshots, but i still think that some areas looks blank and boring.

    Please note that i'm a beginner when it comes to terraining, and therefor i need suggestions of "things" that i can use as "fillers" for my terrain. Also any suggestions of how i can improve my "roads" to make them more interesting, i've worked a lot with road textures but i don't find the textures by itself interesting enough.

    This terrain is in prealpha stage.

    Screenshot 1

    Screenshot 2

    Screenshot 3

    Screenshot 4

    Screenshot 5

    Screenshot 6

    Screenshot 7

    Screenshot 8

    Screenshot 9

    Screenshot 10

    Posted in: Terrain
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    posted a message on Probes and Roaches Beta

    Scheme Updated for this week.

    Upcoming Patch notes:

    General

    -Fixed several bugs.

    -Changed the mineral formula for Roaches to increase/decrease the resources recived based on the amount of players in the game.

    -Improved both game guides.

    Probes

    -Decreased the critical strike chance for Meteor Strike to 20% down form 40%.

    -Forcefield (Templar) can now block the Ultralisk.

    -Stalkers no longer has to research Machine Supremacy to pierce through armor, this is now a base ability for the stalkers.

    Roaches

    -Avoidance (Queen) can no longer occour more than once every 30 seconds.

    -Restore (Queen) now has 10 seconds cooldown, up from 4.

    -Blink (Queen) this ability now applies the debuff properly. Decreased the health requierment from "Less than 30%" to "Less than 20%" and increased the duration of the debuff to 20 seconds up from 10 seconds.

    -The Queen does no longer attack two times for 5 (W/o upgrades) damage, instead the Queen attack once for 10 (W/o upgrades) damage.

    Posted in: Project Workplace
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