• 0

    posted a message on RPG with FFT style classes, multiple playthroughs, and phat lewts!
    Quote from Nephilim987: Go

    Ive had this idea in my head since like SC1 and the editor is finally powerful enough to do it (so long as my pea brain can actually do the right things inside said editor :D ). Each class mix would/could have a seperate model with multiple weapons (yea, its a BIIIIIG project). Question is this, though: would anyone play it? Or would I be like a troll in the basement staring at the computer by myself? Any ideas/comments/questions/blahblahblah are definately welcome!

    -Neph

    That question is a bit too broad and open-ended. It would be like me saying, "If I made a DOTA map but better, would you play it?". "If I build a computer specifically for playing starcraft 2, would you buy it?", or "I have this awesome idea for the most revolutionary TD known to man, will you love it or hate it?". One can't possibly answer these questions with what little info I supplied.

    Also, if you are simply making maps in hopes of it becoming the next DOTA that will make everyone forget what DOTA was, you're doing it wrong. You can't please everyone. Simply put, if you have an idea and feel its just too awesome, make the map, then advertise it. Find some buddies who play SC2 and ask them to play with you. Don't make maps to become the Chuck Norris of the SC2 mapping community. It's ok for that to be a goal, but don't make maps with that as your focus. Ultimately, if you're not having fun making the map and you are not going to have fun playing it by yourself then why bother?

    @Zantai: Go

    I don't think just blasting information about your map is a good idea unless you are close to being completed or at least have something of value worth showing off. Words don't mean nothing when it comes to maps. What people want to see are pictures, progress, videos and implementation. Without those, no one will even pay attention to your 'advertising'.

    And if you spend 3 months just talking about a project and then not complete it, that looks bad on you as a mapper. People will automatically start assuming that every time you showcase or present an idea, it will never be completed.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Ideas for a GREAT RPG! Need maker

    I'd have to agree with what a lot of the others said. Also, I don't think anyone is going to steal your idea. There are lots of members here in this community and a large portion of them have less than 4 maps done. Ideas are great and wonderful, but the amount of work that goes into a map makes mappers question whether or not it will be worth the time and effort (which is why I feel a lot of makes go undone).

    Also, if I publicized my ideas I wanted to see in a map and someone 'stole' it. I would be honored. I would be thankful that someone else took the time to incorporate it into their map because it would allow me to play it without doing the work. You're ideas are your ideas, do with them as you please. All I am saying is, there are hundreds of mappers in this community who are actively and consistently making maps or at least trying to who are simply begging for ideas. It wouldn't be nothing to do a search for the maps in the database here, find a project that is even remotely similar to your idea and start pitching them ideas. It would basically achieve the same thing you're asking for, and who knows....it might even turn out to be better.

    SC2mapster is a community where mappers get together, share ideas, help each other out, make some friends and have a good time doing what they love. If you're here to be famous, you're in the wrong place.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Map design approach

    I work on a map team and I only do data and triggers and only touch terrain when I absolutely have to. My mapping process varies from project to project. Sometimes, I'll see a map that my terrainer has done and a complete game idea will pop in my head. Other times, I'll just think of 1 thing that I feel would be cool and build a game based on that. When I am all out of ideas, I start playing maps, reading fantasy books and playing other games (PC and console) for inspiration.

    With this process, I typically start at the 'Can it be done' stage. That usually involves the data editor and/or triggers, so I guess you can say I always start there. However, I do a lot of testing in a dummy map and never add stuff into the map I will actually use until I get it nailed down tight. Then I collaborate with my terrerain and we decide on which map would be best to use. During the process of adding the data/triggers from the dummy map new ideas usually form and we try to work them in.

    In my opinion, a map design should start with an idea. Whether it be an ability, mechanics, a map or a vague thought that you feel would be cool. I always try to be original too. Trying to be original is where my drive to complete a project comes from. If I have an idea and mull it over for a while and decide it's not that original, I usually scrap it.

    Regardless of where you start however, getting feedback or having someone to collaborate with is a key point and a main driving force for getting it done. It helps with the overall design of the map, gives you more of a drive to complete it, can squash bugs and even become a unique game.

    Posted in: General Chat
  • 0

    posted a message on [Solved] [Behaviors \ Validators \ Requirements] Behavior Requires Behavior problem.
    Quote from BeerDuke: Go

    In theory it's suppose to work, but it doesnt. The unit seems to always have the behavior on.

    This makes it sound like you don't have a 'timer' on the behavior. Did you set up periods and durations or did you leave them at -1 (means it's always on).

    Posted in: Data
  • 0

    posted a message on [Data][Ability]Absorb Ability

    To elaborate on this a bit more.....

    You can create Validator - Unit Type and set the field Validator - Value to the name of the unit you 'steal' the buff from.

    Then in the Effect - Apply Behavior effect you set the field Effect - Validators to the validator you created.

    Then just set the Behavior - Behavior to the behavior you want.

    Do this for each type of buff you need to 'steal'.

    Posted in: Data
  • 0

    posted a message on NEED HELP with movement speed

    Did you duplicate the banshee? I had an issue in one of my maps where I duplicated a zergling and the editor auto created an identical unit with the same name but listed it as Liberty.SC2Mod (in the blue text) so it looked like default values from a unit already in the game...when in fact it was my created unit.

    Posted in: Data
  • 0

    posted a message on Restrict Button Based on Number of Units Selected

    I am trying to get an ability to only work when there are a certain number of units selected. It needs to work similar to the way the Warp Archon ability. I've looked at the ability and tried to mimic it and searched on the forums about it and it appears to be hard coded. I also didn't understand how it greyed out an ability icon when only 1 unit is selected and enable the icon when 2+ are selected.

    How do I enable/disable an ability icon based on how many units I have selected?

    Posted in: Data
  • 0

    posted a message on How Do I Apply a Model Graphic To an Ability

    Ok, I finally got it and I can now answer my own question because I partially understand whats going on.

    The effect/behavior DOES NOT call the actor and you can not link from the effect/behavior to an actor. Through actor events (the Events+ section of the actor ) you link up the effects/behaviors. So its kinda like an actor points to an effect/behavior as a trigger.

    Thanks to everyone who posted here to help!

    Posted in: Data
  • 0

    posted a message on How Do I Apply a Model Graphic To an Ability
    Quote from BorgDragon: Go

    i hate these "look into actors events" type replies simply because you won't really find the info you are looking for without doing alot of digging. Soon I swear, the wiki will be updated.

    Here's a post detailing how to get abilities to play a visual effect.

    http://forums.sc2mapster.com/development/data/19857-actors-i-dont-get/#p1

    as I said at the end of that post, feel free to message me if you need a hand with anything.

    Thanks, that really helped. I still had to do quite a bit of digging and comparing and I think I've almost got it down. I have created the effect but it has some issues. The shield graphics happen and the buff is applied. However, a shield is applied to every unit in range that the buff effects except for the unit that casted it. What I am needing is 1 graphic on the caster and simply let nearby targets benefit from the effects of the buff (like guardian shield works). I compared guardian shield to what I have and I can't figure out how to only apply the graphics to take place on one unit while letting nearby units benefit from the buff.

    Posted in: Data
  • 0

    posted a message on How Do I Apply a Model Graphic To an Ability

    Thats what I was thinking. I find it odd that linking through actors is done simply by having the same name....there should be a field in both the actor and whatever you link it to to 'point' to each other.

    Posted in: Data
  • 0

    posted a message on How Do I Apply a Model Graphic To an Ability

    I have an ability set up that works fine, all thats missing is a graphic so the player gets a visual of it being active. It's basically an altered shield type ability that makes units in a 10 radius inuvlnerable for a few seconds. I understand that I could just duplicate and modify an existing ability (like the sentry guardian shield) but I really want to learn it from scratch. I can set up a model in the data editor to point to the graphic I want to use but I am lost when it comes to linking the visuals to the ability.

    How do I create a visual effect on the buffed units for a 10 second period.

    Posted in: Data
  • 0

    posted a message on [Question] Summoning Spell - Data or Triggers?

    Nope, now the zergling pushes the summoner around as hes following.

    Posted in: Data
  • 0

    posted a message on [Question] Summoning Spell - Data or Triggers?

    Here is what I have so far and what its doing.

    When the ability is used it calls the summon effect that summons the zergling. The zergling is created, unburrows and becomes uncommandable. Then the search effect runs periodically to check for summons in the area.

    Ability: Effect - Effect: (Summon Zergling)

    Effect Create Unit: Summon Zergling: Effect - Effect - Spawn: Summon Initial Set

    Effect Set: Summon Initial Set:

    • Summon Zergling Unburrow (Issue Order): Issues the order for the summoned zergling to unburrow -Working
    • Summon No Control (Apply Behavior): Appplies the behavior that removes the players ability to control the zergling -Working
    • Summon Always Searching (Search Area): Effect - Periodic: Summon - Search for Summons

    Here is my settings for the search area. I have the validator in the Apply Leash Effect.

    Effect Search Area: Summon - Search For Summons: Areas + (360):(-1):(5):(0):(Summon - Apply Leash)

    Effect Apply Behavior: Apply Leash: Effect Validators: (Summon - Leash)

    Behavior: Leash: Effect - Periodic: Summon Return to Summoner
    Effect Issue Order: Return To Summoner: Target +: Caster Unit/Point

    What is happening is that the zergling is created, unburrows and control is removed from the player. As soon as the summoner leaves the range of 5, the leash effect is applied to the zergling....but it never goes away. Every move the summoner makes the zergling follows toe to heel.

    Posted in: Data
  • 0

    posted a message on [Question] Summoning Spell - Data or Triggers?

    @DrSuperEvil: Go

    Wow, that is so much easier to understand than what I was seeing in that map Kueken531 posted.

    I added in the location range validator and set the variables accordingly. The summoned zergling does what it's supposed to until the leash is triggered. It looks like the leash effect is never dropped or the validator gets stuck thinking that the range is always greater than what I set it at. Why would it work flawlessly once and then auto issue the order effect non-stop? Any ideas what could be going wrong?

    Posted in: Data
  • 0

    posted a message on [Question] Summoning Spell - Data or Triggers?

    I just don't get it. I can't figure out how it works...can't wrap my head around it. How do I check if the summoned unit is in a certain range from the caster?

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