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    posted a message on Looking for C++ explanation of classes
    Quote from willuwontu: Go

    Thank you all for the info

    So pretty much the data editors types are classes?

    Yes, but they are more strict. Although under the hood there are classes, they are also fairly immutable, you notice that values are static, they can not take functions (I can't put a damage effect value to be some combination of other values). This is called Data Oriented Design.

    Posted in: Off-Topic
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    posted a message on Animated Dialog Items

    This is almost certainly one of three things

    1) Model with animation

    2) Cutscene being played (UI supports cutscene frames now)

    3) Image being moved left to right with animation

    Posted in: Triggers
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    posted a message on Blizz has a new article on "editor improvements"
    Quote from GlornII: Go

    I think the fact that they are working on support for something that no one has ever asked for, and then proceeded to not use, kinda puts into perspective their priorities.

    Nothing any of you suggest will matter, if it did, they would have simply put the effort into looking at the literally thousands of suggestions made.

    Chase that carrot though, its getting closer.

    Ermm.... I'm sure you are aware that 1) There first priority will always be to their inhouse teams and 2) This is actually rather useful, my terrain guy loves it, makes whipping up more complex doodad arrangements much easier.

    Also, they are adding data entries for data wizards... which can only be to help modders (I guess it could be used in house... maybe).

    Posted in: General Chat
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    posted a message on [SOLVED] The issue with Waypoints

    Can you post the trigger code?

    My off the cuff guess is that somehow, the wave believes not all its members have arrived at the point.

    How large are the waves, both in count and in collision size (roughly).

    Posted in: Triggers
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    posted a message on How do you feel about SC2 map creators being paid?

    This is a complex topic.

    I will state one unfortunate truism: Those who make tools, almost always, make money then those who use the tools.

    Modding, especially the technical aspects, will never be financially rewarding compared to a normal job. Decent coder will always collect more doing other work. We can cite the extreme examples of indies making millions, but those are statistical noise in the face of indies that never start and indies that go bankrupt.

    SCU crowdfunded 80k. That sounds like a lot. It is basically nothing. Average software developer gets paid 60k+, and good ones are easily 6 figure. So 80k over 2 years over 2 people = barely above minimum wage. This doesn't cover the costs of acquiring anyone or anything (assets, voice work, etc.)

    Frankly, making games for money is one of the worst ways to make money as a technical person, since almost every other industry either A) Pays more or B) More stable. This doesn't even get into the ethics behind many games, that the game is borderline just a glorified slot machine in digital form.

    To answer the base question: I don't mind, but anyone who is looking for modding to be financially rewarding will be disappointed, it is no different then ANY other form of entertainment, where 0.1% will collect the vast majority of the money (See Sports, Hollywood, Music, etc.).

    Posted in: General Chat
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    posted a message on spear of your doom map

    Oh, the lock capture stuff? Yeah, just check the original Ulnar mission (Ulnar_01 or something like that).

    Posted in: Project Workplace
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    posted a message on What part of using the editor do you find the most tedious?

    Data entry. And I do not mean the data editing. In general, I've abstracted things so the only major work is literally typing stuff into User Types, which amounts to plugging data in, nothing more.

    As for those who find Dialogs tedious: Yes they are, and you should learn UI XML, you can live experiment with that.

    Posted in: General Chat
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    posted a message on [Ask] How long is too long for a map ?

    Really depends on the genre

    For example, NOTD is about an hour long and can stretch longer.

    Posted in: General Chat
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    posted a message on Top Map Mods of all times

    Renee's War 3 Mod wins by near default, sadly because most people locked their mods, if they even knew how to make mods and separating stuff from a main map file.

    Also, sadly, mods are not well promoted, and the only real mod that I think could get major traction would be a gigantic asset mod, but due to file size limits, most people just directly post assets here to be used, and its easier to just pick and choose the models/sounds/images you need.

    Posted in: General Chat
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    posted a message on What is DOTA?

    As others have mentioned, although dota exists, it certainly can be redone.

    I would note that much of what DOTA consists of, in terms of mechanics, is born out of the hardcoded limitations of the Warcraft 3 engine. Only recently (within the last year or so) did DOTA 2 finally stop doing parity with Warcraft 3. Even then, the Dota 2 tools reveal that many of those limits were ported straight over (limited armor types, hardcoded hero types, among other things).

    Free from those constraints, you can certainly do something different, which is what Blizzard did with Heroes of the Storm.

    Posted in: General Chat
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    posted a message on Reached script to large in 2016!

    UI XML. Problem solved.

    Posted in: Triggers
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    posted a message on Why are you not setting Default Camera at 40?

    Cameras can be defined in data and then applied to a player. However, there are triggers to directly modify the current applied cameras properties (distance, target, fov, and so on).

    Posted in: General Chat
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    posted a message on Co-op Commander: Alarak

    Custom tab is for custom mutators. Up to 10. Party only, because matchmaking would have been impossible.

    Posted in: General Chat
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    posted a message on Co-op Commander: Alarak

    Alaraks capabilities were datamined with Nova Mission Pack 2

    https://www.reddit.com/r/starcraft/comments/4wa2hs/alarak_commander_data_found_in_editor/

    He is basically a one man killing machine, who can readily sacrifice his army to unload his abilities non stop and keep himself permanently alive.

    Specifically the following ability

    Strongest Survive - [PH] When near death, Alarak steals life from his own Tal'drim units. There is no cooldown; he will be the last one standing.

    Posted in: General Chat
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    posted a message on How to make Geysirs and Mineral Patches infinite?

    @Bilxor: Go

    Probably not, but I was not assuming anything, and providing a generic answer that would be the most flexible. 99999 sounds like a lot. right up until we let 100 workers mine a single patch, or return more the standard values of resources.

    Posted in: Data
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