My vote goes to actors too. It's embarrassing how much extra work they require compared to wc3, while providing little real advantage. Sure, there's a lot of cool stuff you can do with actors. It isn't worth the added complexity or development time in my opinion, though.
I've also found actors to be the most trying of my patience. The big problem is the way the events field works. There is no way to copy and past events from one actor to another and there are so many events clogging up most actors that it usually takes some time to find one if you are trying to remove from already existing events. Also, there is no intuitive way to tell when you need a "term" or whatever they call it. That being said, actors are absolutely necessary and should not be rolled up into the units tab. There just needs to be a tip when duplicating units that tells you that you need to also duplicate the units actor for it to behave correctly.
I can also understand how UI and dialogs are considered time consuming though recently I started defining lots of constants and local variables in creating my dialogs and it makes it way less painful to deal with them.
Honestly stuff is usually time consuming because of odd choices made in the way certain fields work. Like leveled abilities often requiring different sets of effects and behaviors just because effects don't have a per level field for damage and damage bonuses. It's funny because I'm pretty sure all abilities in warcraft 3 were already set up be able to do that. Also, why can't we set up attack and armor upgrades more efficiently. you need like 3 entries per unit. need to set the attack increase itself, the level of the upgrade shown, and the icon. That is for each individual unit. Then the view for it so bad and crowded it's pretty difficult to catch that you accidentally forgot something.
So yeah, actors, leveled abilities, and attack/armor upgrades.
Try exporting an already existing icon from sc2 and then copying the alpha of that icon to your own. I've found that to be the easiest way of making your icons fit properly.
Unfortunately, because of the way I set it up if you make the factory neutral then the triggering player will be the neutral player and not the player who gave the command. You could try changing the factory's owner when players try to interact with it in order to fix the issue. Probably change the owner to the same as the closest allied unit.
I'm glad I could help you out. Seems the hero unit variable is empty, meaning you didn't set it at the beginning of the game or you didn't set it to the new unit when you switched. Check those and let me know if you fix it.
I notice the text is green. Not sure if you want it a different color but if you check the text editor it has a text styles tab now where you can create new text styles. It's very handy.
Yeah, people are overreacting a little to the negative feedback. The map maker needs negative feedback to improve his map and his map definitely needs improvement.
It actually was people who didn't even know anything about the game who jumped to saying it was unplayable and such after reading other peoples reviews. No one who played it suggested that the game was entirely unplayable or that it was the worst game ever, but instead pointed out that the game gives little indication of how to play or where they should go outside of two things which were very easily missed by clicking past the loading screen (Never rely on the loading screen alone to teach people controls.) and pressing w which is pretty much the first key I'm going to press when I notice the mouse doesn't do anything.
Also the watchcom interface while compact is not really all that great. It's a lot of text which all looks the same. No different font, colors, or separation by dividers. Also having icons/graphics would probably help the watchcom UI be easier to take in. It's a really basic dialog which could be made to look much better. People really underestimate how much they can really do with dialogs.
If the new vehicle is trained at a structure, you can probably get away with a pretty simple trigger for this. Create a new trigger, set it's event to be when a unit is trained. Check if the trained unit's unit type is one of the vehicles that are considered "Upgrades" to the heroes. Then You'll want to save stuff about your previous unit in variables, like XP and Kills. Then remove the previous unit and set the new trained unit to be the hero.
I didn't test these triggers as I just slapped them together, but hopefully they can help you get started here. I didn't set up any check for whether the hero was close enough to the building to allow for the swap, but otherwise I hope this fits your needs.
A library with these triggers should be attached to this post to help you get started.
In case you haven't seen, though you probably have. This thread has feedback to your map. Also good luck with your map. I personally think it's pretty cool.
I watched DeltronLive's playthrough and I'd say the two biggest problems with this map are
1) It needs to allow access to the controls throughout the map and not just from the loading screen. If the player doesn't catch the controls or forgets some of the controls they need to have access to a controls page.
2) The game needs a hud of some sort. The player shouldn't be required to non-stop check the menu to see how close to death the banshee is, how much fuel they have left, or how much ammo they have. These values should be available to the player while they are playing.
This game is really unique. I hope it gets further development and gets polished up. It could become a really awesome game.
Another suggestion would be to have the game auto correct for aiming. What I mean is if the player's aim is a little off, it should still fire directly on top of an enemy unit which is sufficiently close. I think that change would properly compensate for the odd controls present in the map. This idea is used a bunch in FPSes on consoles for a similar reason.
Also having a reticle showing where the banshee is going to attack would help making attacking enemies much less frustrating. I believe DeltronLive suggested this in his video as well.
Thanks for the feedback. I'm glad you enjoyed the mission and the boss fight. It was actually called Project Aegis and not Aegis protocol. It is menat to be mysterious and the player is supposed to wonder what it really is. This was the first mission with it given an explicit name, though it is important to everything that has happened so far. You'll learn more about it in the rest of the Terran campaign and the Zerg campaign.
Sounds like you should base your ability off of the immortals barrier ability. It absorbs damage without replenishing shields.
If you are dead set on using the psi shield from tosh then I think there is probably a modify unit effect involved which replenishes the shields. Basically the modify unit effect will have a modify shields fraction field which will probably be set to 1, you'll want to change this to 0 so that it replenishes no shields at all, though then the ability will effectively do nothing, if you want it so it replenishes some shields then change the vital change shield field (not fraction) to be however much shielding your want to be restored when the ability is used. All of this would be in the data editor under the effects tab.
For a long work around you could put requirements on all those buttons to tell them to hide when a hidden upgrade is either on or off. Then when the player selects more than you would like to allow, turn that upgrade on/off to hide/show the correct buttons.
It might be easier to just have it so when you select too many units to just remove units from the selection until it is at the correct number.
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I've also found actors to be the most trying of my patience. The big problem is the way the events field works. There is no way to copy and past events from one actor to another and there are so many events clogging up most actors that it usually takes some time to find one if you are trying to remove from already existing events. Also, there is no intuitive way to tell when you need a "term" or whatever they call it. That being said, actors are absolutely necessary and should not be rolled up into the units tab. There just needs to be a tip when duplicating units that tells you that you need to also duplicate the units actor for it to behave correctly.
I can also understand how UI and dialogs are considered time consuming though recently I started defining lots of constants and local variables in creating my dialogs and it makes it way less painful to deal with them.
Honestly stuff is usually time consuming because of odd choices made in the way certain fields work. Like leveled abilities often requiring different sets of effects and behaviors just because effects don't have a per level field for damage and damage bonuses. It's funny because I'm pretty sure all abilities in warcraft 3 were already set up be able to do that. Also, why can't we set up attack and armor upgrades more efficiently. you need like 3 entries per unit. need to set the attack increase itself, the level of the upgrade shown, and the icon. That is for each individual unit. Then the view for it so bad and crowded it's pretty difficult to catch that you accidentally forgot something.
So yeah, actors, leveled abilities, and attack/armor upgrades.
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Yeah, It definitely seems like random text just to see how the briefing system is working. Though the "En Taru Adun" was very odd.
0
Try exporting an already existing icon from sc2 and then copying the alpha of that icon to your own. I've found that to be the easiest way of making your icons fit properly.
0
Unfortunately, because of the way I set it up if you make the factory neutral then the triggering player will be the neutral player and not the player who gave the command. You could try changing the factory's owner when players try to interact with it in order to fix the issue. Probably change the owner to the same as the closest allied unit.
0
I'm glad I could help you out. Seems the hero unit variable is empty, meaning you didn't set it at the beginning of the game or you didn't set it to the new unit when you switched. Check those and let me know if you fix it.
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@GnaReffotsirk: Go
I notice the text is green. Not sure if you want it a different color but if you check the text editor it has a text styles tab now where you can create new text styles. It's very handy.
0
@JEGCPR: Go
Hey I got your pm.
Here is a map that accomplishes basically what your asking attached to this post.
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@Trieva: Go
Yeah, people are overreacting a little to the negative feedback. The map maker needs negative feedback to improve his map and his map definitely needs improvement.
It actually was people who didn't even know anything about the game who jumped to saying it was unplayable and such after reading other peoples reviews. No one who played it suggested that the game was entirely unplayable or that it was the worst game ever, but instead pointed out that the game gives little indication of how to play or where they should go outside of two things which were very easily missed by clicking past the loading screen (Never rely on the loading screen alone to teach people controls.) and pressing w which is pretty much the first key I'm going to press when I notice the mouse doesn't do anything.
Also the watchcom interface while compact is not really all that great. It's a lot of text which all looks the same. No different font, colors, or separation by dividers. Also having icons/graphics would probably help the watchcom UI be easier to take in. It's a really basic dialog which could be made to look much better. People really underestimate how much they can really do with dialogs.
0
@JEGCPR: Go
If the new vehicle is trained at a structure, you can probably get away with a pretty simple trigger for this. Create a new trigger, set it's event to be when a unit is trained. Check if the trained unit's unit type is one of the vehicles that are considered "Upgrades" to the heroes. Then You'll want to save stuff about your previous unit in variables, like XP and Kills. Then remove the previous unit and set the new trained unit to be the hero.
I didn't test these triggers as I just slapped them together, but hopefully they can help you get started here. I didn't set up any check for whether the hero was close enough to the building to allow for the swap, but otherwise I hope this fits your needs.
A library with these triggers should be attached to this post to help you get started.
0
@Coyc1: Go
In case you haven't seen, though you probably have. This thread has feedback to your map. Also good luck with your map. I personally think it's pretty cool.
0
I watched DeltronLive's playthrough and I'd say the two biggest problems with this map are
1) It needs to allow access to the controls throughout the map and not just from the loading screen. If the player doesn't catch the controls or forgets some of the controls they need to have access to a controls page.
2) The game needs a hud of some sort. The player shouldn't be required to non-stop check the menu to see how close to death the banshee is, how much fuel they have left, or how much ammo they have. These values should be available to the player while they are playing.
This game is really unique. I hope it gets further development and gets polished up. It could become a really awesome game.
Another suggestion would be to have the game auto correct for aiming. What I mean is if the player's aim is a little off, it should still fire directly on top of an enemy unit which is sufficiently close. I think that change would properly compensate for the odd controls present in the map. This idea is used a bunch in FPSes on consoles for a similar reason.
Also having a reticle showing where the banshee is going to attack would help making attacking enemies much less frustrating. I believe DeltronLive suggested this in his video as well.
0
@DEFILERRULEZ: Go
Thanks for the feedback. I'm glad you enjoyed the mission and the boss fight. It was actually called Project Aegis and not Aegis protocol. It is menat to be mysterious and the player is supposed to wonder what it really is. This was the first mission with it given an explicit name, though it is important to everything that has happened so far. You'll learn more about it in the rest of the Terran campaign and the Zerg campaign.
0
@JEGCPR: Go
Sounds like you should base your ability off of the immortals barrier ability. It absorbs damage without replenishing shields.
If you are dead set on using the psi shield from tosh then I think there is probably a modify unit effect involved which replenishes the shields. Basically the modify unit effect will have a modify shields fraction field which will probably be set to 1, you'll want to change this to 0 so that it replenishes no shields at all, though then the ability will effectively do nothing, if you want it so it replenishes some shields then change the vital change shield field (not fraction) to be however much shielding your want to be restored when the ability is used. All of this would be in the data editor under the effects tab.
0
@DeltaCadimus: Go
Can't wait to see that campaign finally be released. Also I am loving those custom carriers. They look beautiful. :)
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@NazaraSC2: Go
For a long work around you could put requirements on all those buttons to tell them to hide when a hidden upgrade is either on or off. Then when the player selects more than you would like to allow, turn that upgrade on/off to hide/show the correct buttons.
It might be easier to just have it so when you select too many units to just remove units from the selection until it is at the correct number.