• 0

    posted a message on (Solved) Requirement basics?

    Aight, Thanks :)

    Posted in: Data
  • 0

    posted a message on (Solved) Requirement basics?

    Hey there

    I'm just messing around with requirements for the first time and it isn't very intuitive. And I can't seem to find a tutorial.

    1. The "Count Ability"-thing measures the level of an ability, it doesn't count how often the ability is used. Right?

    2. How would I have to set up a requirement so stuff only happens if a unit does NOT have a certain behavior? I saw the "Behavior allowed", should I use that? Or should I use "Count behavior"? Both seem like they could work.

    Posted in: Data
  • 0

    posted a message on SC2 Arcade Alpha

    Meh, they DID say they'll add some sort of open lobby list in this patch in the first development report thing.

    Still have my hopes up.

    Posted in: General Chat
  • 0

    posted a message on [solved] Validators: Unit has ability AND Unit has ability at level X

    Aight, thanks.

    Posted in: Data
  • 0

    posted a message on [solved] Validators: Unit has ability AND Unit has ability at level X

    The first validator worked fine, surprisingly intuitive after you pointed it out to me. Thanks :)

    I don't actually need to count ability levels yet so I haven't tested it (I just looked at the fields).
    Under requirements I'd have to use the 'count ability' type, right?

    Posted in: Data
  • 0

    posted a message on [solved] Validators: Unit has ability AND Unit has ability at level X

    Hey there

    I've never done anything with validators before. And there are no tutorials around >.<

    How would I go about making a validator that checks if a unit has a certain ability? How would I check if a unit has an ability at a certain level?

    I tried messing around with it but couldn't really do anything.

    Also, if a unit has an ability that isn't levelable, is the ability always on level one?

    Posted in: Data
  • 0

    posted a message on SC2 Arcade Alpha

    Ability posted this on the NOTD forum.
    And this forum really needs spoiler tags.

    Patch 1.5 – The StarCraft II Arcade Arrives

    Major changes are coming to StarCraft II with patch 1.5.0. The menu screen will be split into two distinct areas, and each will be focused on a distinct experience. The StarCraft II section will be where players go for head to head ladder competition, as well as custom games focused on traditional StarCraft II gameplay, such as melee maps and micro trainers. Meanwhile, the new Arcade section will the place where the community can find and play the vast array of custom games that explore the many possibilities of the StarCraft II editor. From tower defense to RPGs and beyond, the Arcade will bring your creations to players around the world.
    We want the Arcade to offer the best experience possible, so we’re making changes to improve everything from the interface to the editor itself. Your input can help us refine it even further. Here are some of the improvements we already have planned:
    Global Changes

    · Added StarCraft II & Arcade as game Types
    o Creators define which basic type best fits the game that they have created. Each game will only appear in either StarCraft II or the Arcade.

    · Game Genres
    o We’ve used community feedback and the existing game list to create a comprehensive menu of genres for creators to choose from. Now players will have tools to more easily find the games they are looking for, which in turn gives creators an easy way to find their audience.

    Arcade

    · Game Presentation
    o Browsing
    § Browsing for games is a totally new experience. Players can search for games based on genre, over all popularity, star rating, newness, and recent spikes in popularity.

    o Game Icons
    § The game icon contains a large game image (provided by the creator), the game’s name, and star rating. Hovering over the icon displays the game description.

    o Game Info page
    § Clicking on a game icon brings players into the Game Info page, a section devoted entirely to showing off what a game is all about, providing play instructions, and revealing other important information about the game.
    § All the content in Game Info is under control of the game creator, except for reviews.
    § Joining public matches and creating private games is done from the Game Info page. This will be the portal players return to again and again to play the game.
    § Game Info contains these sections:
    · Overview: This will contain the game description, as well as screenshots that show off the action.
    · How to Play: This is where players will find the Basic Instructions, How to Win, and Advanced Instructions sections. This is also useful space for additional images to help players understand how to enjoy your creation.
    · Patch Notes: You’re able to update patch notes as often as you like, so players can see how the game is growing and improving.
    · Reviews: After playing, players can give your game a star rating and enter a text review. Once enough ratings are provided, your game gets an Average Star Rating. Players can also mark each other’s reviews as “Helpful” which will ensure that the best reviews rise to the top.

    · Tutorial support
    o Creators can now publish tutorials. This is a powerful way to introduce new players and give them a place to learn the ropes before they dive in.
    o A “Play Tutorial” button appears on the Game Info page if a tutorial exists. Clicking the Play Tutorial button launches players directly into the tutorial game.

    · Game exclusive chat channels
    o There is now a “Join Chat” button on the Game Info page that allows players to join a channel named after your game, which makes connecting with other players and creating a community around your game easier than ever before.

    StarCraft II Platform

    · StarCraft II is now a streaming game.
    o It will only be necessary to download a fraction of game data to get into the action. We expect to bring even more players into StarCraft II worldwide by making access to the game both easy and fast.

    · Editor
    o Added UI XML Editor for adding and modifying SC2Layout files
    o Editor updated to use Visual Styles in Editor
    o Added high resolution minimap support
    o Font Style editing added to Text Editor
    o Added Data Editor horizontal auto-layout to better utilize available screen space
    o User-defined data system, accessed through the new User type in the Data module as well as the corresponding functions in the trigger library.

    · Cinematic Editor
    o New editor module with powerful tools for creating in-game cinematic sequences.

    · AI Editor
    o New editor module for user friendly management of AI wave timing and composition.

    · Galaxy
    o Trigger Debug Window support for breakpoints, stepping through functions, and variable inspection
    o Galaxy script code memory limit increased; 4x -10x more memory can be utilized depending on how scripts are being used.
    o Added support for passing structure, array, and function references as function parameters
    o Improved Galaxy error message output

    · Actor
    o Camera Actor added for controlling camera through actor events
    o Scene Actor added for controlling global actor settings (Halo settings, Power visual hiding)
    o Light Actor added for creating lights in the world
    o Terrain Actor added for physics impact FX support
    o Creep Actor added for higher performance creep effects including creep engulfment
    o Ragdoll deaths and support for combat driven physics impulses
    o Added support for water ripples and physics collision based water splashes
    o Terrain squib support for tileset specific dust or snow clouds FX
    o Line and Arc targeting cursor support
    o Added ActorInfoDisplay cheat for live actor debugging

    · Game Engine
    o Max selection size increased from 255 to 500.
    o Added trigger event for Behavior apply/remove
    o New Stunned flag for Behaviors that allows queuing commands

    · Graphics Engine
    o Added support to define lighting regions in the game world
    o Lighting can now be set per player
    o Added unit specific Halo support for pre-targeting
    o Anti-aliasing support

    · User Interface
    o Custom unit status bar support added
    o Added new in-game pathing display that shows the path a unit will take on the minimap
    o Added self-cast hotkey support
    o Added Font Glow support
    o Added powerful control over frames, portraits, status bars, text, trigger dialogs and more. Full details, tips, and tutorials are being created to help creators take full advantage of these tools.

    · StarTools
    o We’re making our internal art tools available to the public.
    o StarTools is a set of plugins for Discreet®'s 3ds max®, these tools allow advanced users to create, modify, and quickly preview models and animations, including particle and ribbon effects, that can be used in StarCraft II custom maps.

    Updating Your Game for Patch 1.5

    All game types

    · Set up your Type and Genre
    o Games published prior to Patch 1.5 will still be available on the service when the patch goes live. All user created games will default to appearing in Arcade, under the “Other” genre.
    o Creators will need to re-save their game in the 1.5.0 client version and select the Type and Genre where they want to their game to appear.

    Arcade game types

    · Add a Game Icon Image
    o The icon image is the first thing players see. It’s a great opportunity to make a first impression on potential players - check out existing app-stores for inspiration.
    o Game Icon Images are added through the StarCraft II Editor.

    · Add Game Info
    o Game Info is where players learn about your game and see what cool experiences it has to offer. At a minimum, you’ll want to provide a complete Description, easy to understand How to Play Instructions, and some screenshots that make your game look awesome.
    o Going a step further and creating customized images (e.g. a diagram of game controls, or a simple guide map of the play area) for Game Info will really help you stand out. The old saying about “show not tell” should be your motto here!
    o Game Info is added through the StarCraft II Editor

    · Set up a default mode
    o From the Game Info page, there’s a big “PLAY” button that most players will use to get into your game. This creates or joins a public lobby, of the default mode you define for your game.
    o This means you likely want to set the default to what you consider your “core” game experience.
    o Alternatively, some games have players set up gameplay parameters after they load into the match. This is fine, but it’s recommended to make the setup process as streamlined and user friendly as possible so new players aren’t scared off right when they start the game.

    · Build a Tutorial
    o Tutorials are a powerful way to introduce new players.
    o Ideally you’ll give players a smooth introduction to game mechanics in a fail-safe environment, teaching them everything they need to have fun before they start playing your main game mode.
    o Tutorials can also be built and used as a practice mode for players to experiment in a sandbox type environment.
    o To use the Tutorial feature, first publish the tutorial map to Battle.net. Then you can configure your main game to point to the tutorial.

    Posted in: General Chat
  • 0

    posted a message on Ability limit?

    That build idea could work. It's very limited but could work.

    Anyone just happen to know how 'building a unit' is handled as an ability? Does it cancel other commands in progress? Can a unit shoot or move wile building?
    If not I'll test it myself.

    Can't say I've ever heard of switch effects before you just now mentioned them. Can't think of a way they'd help here, too.

    Posted in: Data
  • 0

    posted a message on Ability limit?

    Hmmm aight.

    Here's my theory though.
    Maybe we could use different ability commands from the same abilitiy to generate different spells.
    Take overlord creep spread. It is one ability but it has multiple ability commands that materialize as multiple abilities (start creep spread and stop creep spread).
    So wouldn't it be possible to differentiate between the two and make different abilities happen?

    Judging from the comments so far noone has tried that.
    I'm not really familliar with ability commands but I'll mess around with it for a bit.

    Any thoughts?

    edit: Oh, you can't add additional ability commands. Well fuck.

    Posted in: Data
  • 0

    posted a message on Ability limit?

    Hey there

    I remember reading something about the ability limit in some thread a few months ago but I can't find it anymore. Here's what I think I read but I'm really not sure if it's true or possible:

    The ability limit only limits abilities. You can have much more buttons then abilities.
    So the idea do circumvent the ability limit is that you use the same editor ability for multiple spells with different buttons. Then you somehow differentiate between the button used and the ability (via trigger I suppose) and run the ability.
    This would only work if the different abilities use the same targeting system (for example multiple spells that cast on self).

    Is this possible? If so, how would I go about it?

    Note that I haven't reached the ability limit on any of my units yet but I probably will if I ever finish my map. If this way works I want to set up everything correctly so I don't have to change it later.

    Posted in: Data
  • 0

    posted a message on [Solved] [Actor] Attachment model not showing

    Aight, thanks!

    Posted in: Data
  • 0

    posted a message on [Solved] [Actor] Attachment model not showing

    lol
    Thanks!

    Apparently when I changed the behavior it also changed the on/off field.

    Another small question:
    I want the model to be attached to "ground center" of a unit (like auras in wc3). Which attachment point do I have to use?

    Posted in: Data
  • 0

    posted a message on [Solved] [Actor] Attachment model not showing

    Aight, here it is.
    I was messing around with some models, all of them didn't work. The one in there right now obviously isn't the right one :>

    Posted in: Data
  • 0

    posted a message on [Solved] [Actor] Attachment model not showing

    Hey

    I'm trying to have a behavior with an attachment. For some reason the model isn't showing.

    Here's what I did step by step:
    -Make the behavior
    -Copy the model actor of psi-blast
    -Change the behavior in the event+ field to be my new behavior
    -Change the model to be the model I want (also a premade model, so that can't be the problem)
    -Change the attachment point (I tried head and center, both didn't work)

    It's my first time doing this so it's probably some stupid mistake :7

    Posted in: Data
  • 0

    posted a message on Custom damage types and vulnerabilities?

    That's too bad :7
    It'll have to do.

    Thanks!

    Posted in: Data
  • To post a comment, please or register a new account.