I dunno the original game but I'd help, no experience in triggering but something decent on data and good terraining. Play also on americas and have flexible hours.
It's not like I care about them for the page, but they do affect the mappers since by comming here they see what's under development and become potential players.
Anyway, I think my question's been more than answered so I thank you all for your comments.
@ezbeats: Go SC2 Mapster is (by far imo) the best sc2 community, and YES, on anyother communities like this one there ain't much happening lol. But you've got a point on what you said, people here (including me b4 these last weeks) are more like reading old posts for info than making new. I guess that's actually a good answer to my question...
@Thunderzak: Go Yeah, me too and like I said, I tend to see a few come in but just the same few wich, like us come around whenever their life let's them. What I mean is there are almost no new guys and projects don't seem to get as much attention as they used to be.
@ScorpSCII: Go I don't think their focus on esports is wrong, (though i do keep my words about scrapping cool stuff "because of balance" they should find other means to do so like many of us do here) is their lack of support to this type of comunity what i dislike.
@Eimtr: Go It's an active place, I've been posting some questions and always got answers so I'm gratefull for that too (specially DrSuperEvil who seems to have a lot of patience with me hehe..) but It seems to me that's only the mods and the guys like us or the guys commited with some current project who log in right now, not random guys like b4.
Obviously, blizz is focused on it's world's domination campaign through ESPORTS... But my question still remains, by just checking on the forums you see almost no one here. Is mapster dying or just the season?
Blizz has failed always in delivering custom mapers and modders the adecuate support (if any), they focus on their "silly" balance (wich imo has led to scrap a lot of units, upgrades, abilities, etc. and diversity to the game) while a lot of maps here have even better balance and of course a lot more units and stuff.
I'm sorry for this question. But I've seen a decay in the last few months; It's not what it was in WoL.
I understand everybody's agendas and different countries have some influence in this but I wanna know since I've been seeing just a few already known people around but not too many and not many "new guys" around here.
This is not a QQ thread. I'd like everybody here to comment (don't flame me) so we can get a real feeling of how many are here...
Also I've been seeing some cool projects not getting any attention and I believe it has some negative effect on their developers motivation, so I wanna know mostly 'cause I'd like to think they don't get attention because everybody is away and not because the projects are bad.
Sorry for the inconvenience for anyone who read this. Just an honest question.
I'd do a buff wich lowers the unit while loading/unloading, (I don't know how to write AI and teach him in a melee map to land the unit to load it) but my question is, taking the madivac transport ability as a base, one how would I place the buff (i figure the unit has it already but somewhat activates with a validator? Is there a validator for loading/unloading units? I don't see one) and two, how would I extend the loading/unloading time for each unit since it would look weird to see that unit "jumping" from one height to another.
Hi, I've got a question. Like the tittle says; I have a medivac wich can land and take off like the hercules (colonist ship). But I want it to only bee able to load/unload stuff while landed. I can't remove the ability from the flying unit 'cause it looses it's cargo, and if I just delete the button from the command card it still can load units if I right click on them.
Is there a way to do this?
Edit:
Hmm, there's another thing, the AI won't be able to load unload units unless i make some more changes to fix this, so I though about a different solution:
How do I make the Medivac lower it's height closer to the ground when loading/unloading units?
It already has an animation but I want him to go closer to ground.
My bad, Its a different thing from what i understood; for the weapon when you duplicate it you must go to the unit's actor and set the animations (on events tab) for each weapon attack or effect, in some cases might have to duplicate the action actor of the weapon or its missile. Check on the units actor the events for the original weapon, duplicate them but for your new effects (duplicates). To make more damage just check the "damage effect" and adjust to your like.
About the sounds i believe it's the actor combat tab where you must set each one manually. Animations (if you're using the SAME "model" not DUPLICATE) it's the actor on events tab,you should check there wich events aren't linked right, also should check EACH ability or weapon action actor on its events to link them too.
Since you're just making them bigger, may i suggest something more? use the same actor from the roach:
first duplicate the unit,
then make a validator (unit type) with the new unit
then on the original "roach" actor just add:
unit birth > name of new unit
create
unit death > name of new unit
destroy
unit birth
validate > new validator name
set scale (absolute)
On the set scale just play with the values til you get what you want. that way you don't mess with all the other stuff. the same applies to other units.
0
@Colt556: Go Ok, don't have cam right now but i have mic. Gonna add you and send you a PM when done.
0
I dunno the original game but I'd help, no experience in triggering but something decent on data and good terraining. Play also on americas and have flexible hours.
0
@Eimtr: Go
Sorry, I'm not good on english.
It's not like I care about them for the page, but they do affect the mappers since by comming here they see what's under development and become potential players.
Anyway, I think my question's been more than answered so I thank you all for your comments.
0
@ezbeats: Go SC2 Mapster is (by far imo) the best sc2 community, and YES, on anyother communities like this one there ain't much happening lol. But you've got a point on what you said, people here (including me b4 these last weeks) are more like reading old posts for info than making new. I guess that's actually a good answer to my question...
0
@Thunderzak: Go Yeah, me too and like I said, I tend to see a few come in but just the same few wich, like us come around whenever their life let's them. What I mean is there are almost no new guys and projects don't seem to get as much attention as they used to be.
@ScorpSCII: Go I don't think their focus on esports is wrong, (though i do keep my words about scrapping cool stuff "because of balance" they should find other means to do so like many of us do here) is their lack of support to this type of comunity what i dislike.
@Eimtr: Go It's an active place, I've been posting some questions and always got answers so I'm gratefull for that too (specially DrSuperEvil who seems to have a lot of patience with me hehe..) but It seems to me that's only the mods and the guys like us or the guys commited with some current project who log in right now, not random guys like b4.
0
@Vicboy: Go LOL
Obviously, blizz is focused on it's world's domination campaign through ESPORTS... But my question still remains, by just checking on the forums you see almost no one here. Is mapster dying or just the season?
Blizz has failed always in delivering custom mapers and modders the adecuate support (if any), they focus on their "silly" balance (wich imo has led to scrap a lot of units, upgrades, abilities, etc. and diversity to the game) while a lot of maps here have even better balance and of course a lot more units and stuff.
0
I'm sorry for this question. But I've seen a decay in the last few months; It's not what it was in WoL. I understand everybody's agendas and different countries have some influence in this but I wanna know since I've been seeing just a few already known people around but not too many and not many "new guys" around here.
This is not a QQ thread. I'd like everybody here to comment (don't flame me) so we can get a real feeling of how many are here...
Also I've been seeing some cool projects not getting any attention and I believe it has some negative effect on their developers motivation, so I wanna know mostly 'cause I'd like to think they don't get attention because everybody is away and not because the projects are bad.
Sorry for the inconvenience for anyone who read this. Just an honest question.
0
I'd do a buff wich lowers the unit while loading/unloading, (I don't know how to write AI and teach him in a melee map to land the unit to load it) but my question is, taking the madivac transport ability as a base, one how would I place the buff (i figure the unit has it already but somewhat activates with a validator? Is there a validator for loading/unloading units? I don't see one) and two, how would I extend the loading/unloading time for each unit since it would look weird to see that unit "jumping" from one height to another.
0
Hi, I've got a question. Like the tittle says; I have a medivac wich can land and take off like the hercules (colonist ship). But I want it to only bee able to load/unload stuff while landed. I can't remove the ability from the flying unit 'cause it looses it's cargo, and if I just delete the button from the command card it still can load units if I right click on them.
Is there a way to do this?
Edit:
Hmm, there's another thing, the AI won't be able to load unload units unless i make some more changes to fix this, so I though about a different solution:
How do I make the Medivac lower it's height closer to the ground when loading/unloading units? It already has an animation but I want him to go closer to ground.
Suggestions?
0
@Kailniris2: Go
sent you a PM.
0
@TerranMaster23: Go
My bad, Its a different thing from what i understood; for the weapon when you duplicate it you must go to the unit's actor and set the animations (on events tab) for each weapon attack or effect, in some cases might have to duplicate the action actor of the weapon or its missile. Check on the units actor the events for the original weapon, duplicate them but for your new effects (duplicates). To make more damage just check the "damage effect" and adjust to your like.
0
Sorry if this is a foolish question but do you plan to publish any of the models here? Your battlecruisers are great and the bridges too!
0
@TerranMaster23: Go
Not an expert but have some ideas..
About the sounds i believe it's the actor combat tab where you must set each one manually. Animations (if you're using the SAME "model" not DUPLICATE) it's the actor on events tab,you should check there wich events aren't linked right, also should check EACH ability or weapon action actor on its events to link them too.
Since you're just making them bigger, may i suggest something more? use the same actor from the roach: first duplicate the unit,
then make a validator (unit type) with the new unit
then on the original "roach" actor just add:
unit birth > name of new unit create
unit death > name of new unit destroy
unit birth validate > new validator name set scale (absolute)
On the set scale just play with the values til you get what you want. that way you don't mess with all the other stuff. the same applies to other units.
0
Come on anyone?
0
This still works?
I've tried and id doesn't...