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    posted a message on How are these "frames" called? (with video)

    @aczchef: Go

    There are of course triggers involved to aim with my mouse in general (not specifically with this ability) and stuff like this, but the ability itself is 95% made with the data editor. The only trigger involved specifically for the ability is purely visual and triggers the red circle around the laser (it is easier to make it face the right way with triggers).

    Posted in: Miscellaneous Development
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    posted a message on How are these "frames" called? (with video)

    I just finished the first version of the ability I talked about and uploaded it on youtube, so in case someone is interested... you can watch it here :) It is still in progress though

    Embed Removed: https://www.youtube.com/v/OUYv004KarM?fs=1
    Posted in: Miscellaneous Development
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    posted a message on How are these "frames" called? (with video)
    Quote from Ahli634: Go

    You can open the campaign maps in the editor. There you will find your answer. You might have to use story dependency to use that model (maybe).

    Oh, I actually didn't know that I can analyse the campaign stuff. This helps really much, thanks :)
    Man, I really miss the obvious stuff all the time.

    @rpc190: Go

    Thank you, this is really nice. Will probably save me some time, I wouldn't have expected that this 2D-looking image is actually a model. I'll try to find some way how I can use this... My current project to learn some more stuff and how everything is linked together in the data editor is an ability with 2 phases, first I create a persistent which follows my mouse cursor and has a Search Area Effect which applies a buff. When I use the second ability, the Persistent (which is connected by a beam) is destroyed and my caster unit launches missiles on every target with the buff.

    As I'm using both abilities with 1 button, I'm trying to simulate first locking targets with a laser (pressing button down, that would be the part where I apply the BriefingUnitSelect model) and then launching missiles on these locked targets. Currently my first ability works as intended to the part where I apply the buff, but I have to plan exactly now what kind of effects I need so it doesn't get a mess later on :) I'm not so sure how to get from my Periodic Search Area Effect into the actor events for the targets I find with my effect. Is this even possible? I guess I have to prepare every Unit I use for my map beforehand and make them "targetable" by the behaviour?

    Well, thanks for your help, I'll fiddle around some more time ;)
    edit:
    I also uploaded my map if you want to check out what I mean in case you got some time and maybe have some good advise. The ability I mean is triggered by 2, I haven't put any effects into the buff yet, so it doesn't do anything besides some visual appeal.
    http://dl.dropbox.com/u/9962/EditorTest06_2.SC2Map

    Posted in: Miscellaneous Development
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    posted a message on How are these "frames" called? (with video)

    bump

    no one any idea?

    Posted in: Miscellaneous Development
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    posted a message on How are these "frames" called? (with video)
    Embed Removed: https://www.youtube.com/v/A70Cz_YZWNU?fs=1

    These frames around the marines around 4:30, how can you make them? Are they an overlay kind of thing or are they actually directly applyable to unit actors? I saw them quite often during the campaign and it would be quite handy to know how they are called (and how to apply them).

    Posted in: Miscellaneous Development
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    posted a message on Infestor Egg - Morph problems

    @Terhonator: Go

    You have to change 3 things:

    Go to your "Infestor Egg - MorphToInfestedTerran" Ability, change "Ability Info +" to your desired Unit.
    Go to your Infested Marine Actor, go into "Events: Events +", Add an Event "Ability Morph", add terms morph from the infestoregg and morph to your unit.
    Go to your InfestorEgg Actor, go into "Events: Events +" and look for the old Event which morphs the Infested Terran. Change the Infested Terran to your unit

    Not sure if I forgot something :)

    Posted in: Miscellaneous Development
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    posted a message on Comparing distance of vectors

    @zandose: Go

    Okay, sorry that I couldn't help :) Good luck getting it to work properly.

    But I'm curious, why exactly do you need the exact distance of your vectors in a 3d space constantly? I really can't think of any game concept which would need something like this.

    Posted in: Miscellaneous Development
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    posted a message on Comparing distance of vectors

    I don't think there is some magical way to calculate the distance of 12000 vector pairs without requiring some CPU time/ressources. If there is please tell me, but I wouldn't be too optimistic :) If these distances are static you can preload them, if they are not you should think about when you actually need the distances and only calculate them at that point (or a combination of these 2).

    If you desperately need to calculate the distance of 1000 vectors compared to 12 vectors at the same time in game time without some lag, I can't think of any way to do that, but I have to say that I am not an expert for stuff like this (yet). But if I had this problem I wouldn't wait for a magic mathematic answer which probably doesn't exist for your general case and rather try to find another way of calculating them one by one or something. If there are characteristics which apply to all of your vectors (for example they are all on the same plane) then it is of course possible to reduce the amount of calculations your computer has to do, but I don't think it is possible for your general case.

    Posted in: Miscellaneous Development
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    posted a message on Help: How to change team colors

    In case anyone finds this thread in the search function: It is actually really really easy to modify the team color appearance of every single player, I don't know if they implemented it in a later patch during this year, but here is how you do it:

    • Open Data Editor
    • Open new Tab, "Edit Advanced Data"
      • "Gameplay Data"
    • Select "Default SC2 Gameplay Settings"
      • Search for ": Team Colors +" and open it

    There you go, everything is pretty self-explanatory, you got your team colors from 0 (player 0, the default white one) to tc15 (player 15, pink)

    If you want to change them, just edit the XYZ-Value of Diffuse, which is equivalent to an RBG-Color. So a X=1, Y=1, Z=1 Value would be equivalent to a (255,255,255) RBG-Color. The Emissive value controls (afaik) how stuff like self-glowing effects appear on units. Just experiment a minute with it and watch how for example a mothership is changed by it. The Emissive Color reacts differently to the HDR-Effect, check out the archons on my picture below.

    http://dl.dropbox.com/u/9962/SC2 2011-10-03 13-56-51-67.jpg
    From left to right: Standard red, (255,0,0) HDR:1, (255,0,0) HDR:20, (130,0,0) HDR:1, (130,0,0) HDR:3, (130,25,0) HDR:1.5, (192,13,3) HDR:1
    Check out the differences from the HDR:1 to the HDR:20 archon. Archons don't use Diffuse color textures at all, so if your Emissive value is not set they will appear black.

    I hope this helps some ppl who find this thread per search function like I did :)

    Posted in: General Chat
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    posted a message on Newbie with questions (Top View Shooter)
    Quote from Chiquihuite: Go

    @Bommes: Go

    I believe the "single player vs AI" option works this way, as it is accessible in Offline mode.

    You can play custom maps in SP vs AI.

    Okay, I tried that, but for some reason my published map was not listed in the Singleplayer vs. AI mappool. I tried both Private and Public Publish.

    Do you have any idea what I have to change in my map preferences to get it listed there? It is pretty confusing :)

    Posted in: Miscellaneous Development
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    posted a message on Newbie with questions (Top View Shooter)

    Okay, thank you so far. This leads to another question, is it possible to play a published singleplayer map in a way you would play for example the singleplayer campaign, so you don't have to deal with the battle.net latency with every action you are doing? It should be theoretically possible to get the same latency and delay as you would when testing the map in the Editor, as long as you are playing singleplayer, right? But is this also supported by Battle.net?

    Posted in: Miscellaneous Development
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    posted a message on Newbie with questions (Top View Shooter)

    Hey guys,

    First of all I want to thank everyone involved in this forum and page, everyone always seems to be helpful and contributes so much. I love it :) Thank you.

    I wanted to introduce myself and wasn't sure where I could do it. This idea of creating maps and content with a game editor was stuck in my head for a really long time, I fiddled around with the Titan Quest Editor for a while, and I looked into the SC2 Galaxy Editor right when SC2 came out. But I wasn't able to figure it out for myself, everything was so complicated and it wasn't explained anywhere. So I gave up after 30 minutes. But now I came back and to my pleasure you guys wrote so many tutorials and so many helpful replies to hundreds of questions, that I can actually figure out how some stuff links together :) And when I stepped over the first few barriers and figured stuff out myself it became really addicting, so I basically spent every free minute of the last 2 days messing around with the editor. I had so much fun, I just want to thank all of you, you are great.

    I always thought Top View Shooters are fun, that is why I spent the last 2 days trying to get into the Trigger Editor by learning how to make a turret spin by using your mouse, or experiencing the awesome possibilities of the projectile/missile and mover system, and getting a glimpse of how everything links together. I wouldn't say that I really understood all the stuff I copied from different tutorials, so I just repeated it and changed little stuff, and it made more and more sense every time. And the learning just began :)

    Enough blabla, I have some questions:

    - Are Top View Shooters playable with Battle.net Latency? Not necessarily player versus player, I think some kind of coop mode map could also provide some really interesting gameplay with a lot of possibilities.

    - Are there good Top View Shooter maps around (Single- or Multiplayer)? I would like to see how they use the SC2 engine and get some UI ideas. I'm far away from designing a really big project, that might be a cool thing once the expansion hits or something. I just want to know :)

    And some more specific stuff I encountered while messing around the last few days, has anyone figured out a good way how projectile cliff collision works in a fast and good (working) way? I tried to do that and found some topics about it, but I was never able to get it to work properly. I think I used the Validators wrong, but if it is too time consuming to explain here it's fine, I'll figure it out somehow. :)

    So, I'll link my first map here, tell me what you think about the controls (WASD), the missile effects (left mouse, right mouse, and 1) and my first custom mover (the 1 missiles). Are there any major flaws? Do you think the overall concept of a Top View Shooter is fun? Can it work for the SC2-Engine without starting to lag because there are too many projectiles around?

    tldr; I would be really grateful if you check out my map and tell me what you think about it.

    http://dl.dropbox.com/u/9962/EditorTest.SC2Map

    Posted in: Miscellaneous Development
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