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    posted a message on Hide map area for players

    Setting the duration or the Reveal Area action to 0 reveals the area permanently. It says it in the action description.

    If you want to make a specific area visible while the rest remains hidden, I would go about doing it using a revealer as MaskedImposter suggested.

    Posted in: Triggers
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    posted a message on Change model on Health amount?

    Have a look at the State Monitor actor type and associated validators. It's what buildings use when they catch fire; I would reference those and change the actions to perform a model swap in place of adding the fire models.

    Posted in: Data
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    posted a message on [Campaign] Starcraft II: Unsung Rebels

    Small update: I changed the mission select panel. It used to be that the planets were just portrait models and they had buttons under them; I wanted for the player to be able to highlight and click on the planets themselves.

    It still looks quite dull in comparison to the workshop panel, so any suggestions to pretty it up would be appreciated!

     

    missionselectpanel

    Posted in: Project Workplace
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    posted a message on [Campaign] Starcraft II: Unsung Rebels

    Thanks to all for the feedback!

    Regarding the speed of the text: the reason it's fast is because whenever I encounter transmissions in other campaigns, they've seemed too long for me. Whenever I watch Jayborino's playthroughs, typically he reads them and there is a long pause between sentences, which to me slightly puts off the immersion of it all. That said, I understand there are only so many things you can do when you don't have the luxury of voice acting.

    I will try to find places where the transmissions seem short and lengthen them a bit.

    Posted in: Project Workplace
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    posted a message on [Campaign] Starcraft II: Unsung Rebels

    I have completed the opening cinematic! :)

    Before you watch it, there are a few points I would like to address:

    There is no music. I couldn't find any music in the game files that could capture the atmosphere I intended to convey. I realize that as a result the cinematic is a lot less immersive and lacks the life which music would have brought to it. If anyone has any ideas I'm open to suggestions.

    It's over 12 minutes long. The script I originally wrote contained dialogue for roughly 5 minutes runtime, but I ended up adding so much to it that it ended up being quite long. I apologize if it's too much of a drag to watch.

    Embed Removed: https://www.youtube.com/v/WSasy8knZKg?fs=1

    Credit to the creators of the Starcraft: Mass Recall mod for the dropship models (I had to modify them a little since some animations were bugged).

    A huge shoutout to CybrosX for recording the video for me! :D

    Posted in: Project Workplace
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    posted a message on [Campaign] Starcraft II: Unsung Rebels

    Thanks to everyone for all the support! I finally got some work done on the first cinematic. Scene 6 (out of 7) has been completed and I'm currently working on the terraining and triggering for the final scene.

    I don't think an update would be complete without a screenshot, even if it's only from Scene 2 (the screenshot from the original post is from Scene 4):

     

    cinematic01

     

    @GalaxyCross: Go

    So far I'm planning on just releasing everything at the same time, the assets included as part of the mod.

    Posted in: Project Workplace
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    posted a message on [Campaign] Starcraft II: Unsung Rebels

    Did some work on Foxworthy's model (added goggles + backpack and more realistic animations) in addition to working on the creation of another unit for some urban warfare-style TvT missions.

    weaponmodels

    Both of the above models have a TurretZ attachment for smooth aiming.

    Posted in: Project Workplace
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    posted a message on Weapon Spin Up Like Minigun (vvvvvvVVVVRRR!!)

    @coffeeclubbr: Go

    Two seconds may be short, but in terms of gameplay that's a lot of time for, say, a hit-and-run type scenario or micro-intensive mission. I found it useful to be able to know when my unit can fire.

    Posted in: Data
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    posted a message on Weapon Spin Up Like Minigun (vvvvvvVVVVRRR!!)

    I did it using a behavior because I wanted a progress bar to show on the unit while it is charging. Is there a way to display a progress bar using a persistent?

    Posted in: Data
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    posted a message on Weapon Spin Up Like Minigun (vvvvvvVVVVRRR!!)

    Sorry, I was rather vague with that answer.

    Before I begin, it is important to note that with this setup, the "revving up" is interrupted when the target unit dies or if the caster moves.

    There are two Buff behaviors involved; we'll call them "Charged" and "Charging". After the "Charging" behavior expires, the "Charged" behavior is applied to the caster. The "Charging" behavior is removed when the caster starts moving or stops attacking.

    The Switch effect has four cases:

    The first case occurs when the caster has neither the the "Charged" nor the "Charging" behaviors. In this case, it will apply the "Charging" behavior to the caster.

    The second case occurs when the caster has the "Charging" behavior. In this case, nothing happens (I have a dummy Damage effect in place, though I don't believe this is necessary).

    The third case occurs when the caster has the "Charged" behavior. In this case, it will fire the desired weapon effect (in the case of my hero, a Create Persistent effect which launches 6 rounds in the form of projectiles at the target).

    The fourth case occurs if the target or caster is dead. In this case, any "Charging" behavior is removed.

    I believe there are other ways to accomplish this, but this is how I did it; I haven't looked at it in a while (this is one of my first works in the Data editor!), but I'm sure there are inefficiencies in its setup.

    If there were a way to set a behavior's progress (in terms of percentage) based on the progress percentage of another behavior, that would enable you to charge the weapon by spanning the charging time over multiple targets; however, I have yet to find out how to accomplish this if it's possible.

    Posted in: Data
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    posted a message on Weapon Spin Up Like Minigun (vvvvvvVVVVRRR!!)

    I believe the Thor simply has a high damage point value, if not a delay generated due to a Create Persistent effect.

    One of the heroes in the campaign I'm developing literally has a gatling cannon that must spin up to fire. To do this, I used a combination of a Switch effect with some behaviors and validators.

    Posted in: Data
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    posted a message on If Then Else (If) vs Switch

    I personally don't use Switch very often since it is limited to a single variable, as the If Then Else/If Then Else-If statements are more versatile. I imagine the Switch is used merely to simplify things, as Ahli634 mentioned.

    Posted in: Triggers
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    posted a message on Uncloak after attacking [SOLVED]

    The premise of my suggestion is that since the cloak behavior has to be constantly reapplied to the units around the Oracle, adding a validator to the behavior (or the effect which applies it) will make it so that the behavior is not applied to the unit in the first place, hence "decloaking" it in effect, without having to apply a separate behavior which suppresses cloaking.

    Posted in: Data
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    posted a message on [Campaign] Starcraft II: Unsung Rebels

    For anyone that might still lurk here, I have some screenshots for the storymode setting, which changes as you progress through the missions:

    campbounds

    workshop

    This project is not abandoned, only slowed! :D

    Posted in: Project Workplace
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    posted a message on Uncloak after attacking [SOLVED]

    Oh, I'm sorry, I misinterpreted the problem.

    I still may be, but I can suggest adding a validator to the cloaking behavior itself to check if the unit is not attacking.

    Posted in: Data
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