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    posted a message on LotV HD MotherShip and other cool stuff

    yes Samwise is amazing and his art style is the main reason of Blizz game's success imo.

    Posted in: General Chat
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    posted a message on Campaign Project Update (Video)

    i like how people showcasing any kind of work in the editor, even if it's not the finished map with a gameplay. My favorites are the ones which using lotv (aiur?) tileset. I took a few tries to show the heights and pepths in my terrain and failed every time. Yours looks amazing though :)

    Posted in: General Chat
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    posted a message on Why people are mad about the Top5 RTC contest?
    Quote from Zolden: Go

    3) Yea, a challenge. I wonder, if learning it would take more time than learning how to create a chain lightning in sc2 data...

    I can make data chain lightning with infinite jumps using one action actor and one beam!!!

    Posted in: General Chat
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    posted a message on Return to Original Facing Post-Leash

    You could fire up persistent effect with periodic placeholder effect and periodic "y" offset: -(1?) as your AI becomes active (detect when it leaves idle state with behaviors and validators) and after the job's done issue order "turn" to the periodic placeholder effect's target point.

    If you want set facing immediately without smooth transition there are new option in "modify unit" effect "copy facing". You can create unit in the beginning of the persistent, store the host's facing in that invisible dummy unit and in the end of persistent copy facing back again......

    I would not bother with data for this however, just makes a bunch of useless data garbage for your map and overcomplicate the things. Unless you decided to go for some sort of achievement, like "make the whole playable map by using only data" kind of thing ;)

    Posted in: Data
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    posted a message on An Announcement Trailer (Revealed!)

    i dont know how much environment models will be added in the future, but i tried the current alpha version and got like 200 fps on pretty weak pc. Triggered controls are indeed improved ALOT after 3.0.0.

    Totaly agreed with Crainy that 3rd person view adds another level of depth to the game perception and also makes map to feel refreshing. I played dota and wc3/sc2 a lot and dont have anything against that control scheme but i kinda bored of it after 10+ years. Even the diablo controls i was experimented with gives a map another feel. I would even say that the controls is the main thing that makes map feel totaly different from sc2.

    3rd person view and enemy's staggering from attacks (and considering Crainy is from Germany?) for some weird reason gave me a flashback about my fav game of all times Gothic 2. XD

    Posted in: General Chat
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    posted a message on Shameless ability show-off (traffic)

    some simple but fun terran abils ._.

    http://i.giphy.com/26tn2jijpjROeQioE.gif

    Kills stuff

    http://i.giphy.com/26tnjvlxdp9Sm30fm.gif

    (static shield) gives + armor and chance to trigger electric shockwave that suppress enemy weapons for a few seconds. The chance to activate per hit equals 2% per each active attacker. So if 5 units firing at caster it has 5*2=10% chance to trigger shockwave.

    The model used actualy is disruptor orb explosion, originaly orange. I swapped almost every texture on that model (texture select by id) and now it looks like imported :F

    http://i.giphy.com/26tnehxb0vS3nntKg.gif}

    Kind of old but improved with new ground splat model from LotV, also with texture swap. Has 2 augments: Increase armor or attack speed while healing.

    made with data only.

    Posted in: Miscellaneous Development
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    posted a message on Shameless ability show-off (traffic)

    Its kind of old one but the terran's abilities i'm working on for now looks not so pretty, so whatever.... Also completely remade from scratch using new actor toys from 3.0.0, swapped few textures for better look and used nice impact model from LotV. Now using only one rotator, one orb actor, and one launch effect for all 3!

    gameplay: Gives a mage energy weapon that increase damage by % and add area of effect to basic attacks. Scalable with attack speed buffs.

    http://i.giphy.com/l0NwuWi1TaVk53tvi.gif

    Posted in: Miscellaneous Development
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    posted a message on Ammo Units Dont Behave Normaly After Release

    Guys, i was just testing some of my heroes, which got arm magazine with custom marine units (external). Marines are being released upon host's death. So the problem i just saw is that after being released they doesn't aquire new targets with A-move or by taking damage (i.e. like attack/weapon scan doesn't work). I checked custom marine's Response field, Sight Radius, my custom weapon, etc. All seems fine. I feel like marines keep copying order queue from the dead host or some other hidden trick of the engine.

    If i target them to enemy unit directly they attack it normaly however. Does anyone experienced such annoying issue before. How to get rid of it?

    I mean do i realy need to apply additional "AI behavior" to simulate normal target search? seems stupid and overkill.

    Posted in: Data
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    posted a message on [Beam] Terrain Guidance?

    Search for "Line Attack" in ability, effect or behavior tabs some of that data objects will lead you to the unit that has this ability it calls something like SOA Mothership or whatever, i forgot exact name.

    Posted in: Data
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    posted a message on Land ability without morphing

    you can execute a launch missile effect and change the height to 0 and see if it works the way you want (make like already existing yeti jump abil, but also changing the unit's height via behavior). The transition will probably look ugly without additional actor work though.

    Anyway better to use morph, because you can't change unit mover dynamicaly via behavior (from fly to ground), thats the main issue why you always want to go with morph ability in such cases.

    Posted in: Data
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    posted a message on [Beam] Terrain Guidance?

    there is tal'darim mothership which hopefully has desired ability. The beam's endpoint is guided by missile, is that what you need?

    Posted in: Data
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    posted a message on Top 10 for RTC 2015 announced

    i got 100mbps connection and the latency to ru and eu 40-60ms. But sc2 was same lag as warcraft on official server. About 120-160 ms for me on eu (as i felt it)

    Didn't test it after 3.0 though.

    Anyway interested mostly in rpg maps. Does anyone want to makeone? ;(

    Posted in: General Chat
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    posted a message on Top 10 for RTC 2015 announced

    actualy i hadn't opened arcade myself for over 2 years XD. The main issue for me is lag, can't play with that latency after dota2, its AWEFULL.

    even hots got better latency.....

    Posted in: General Chat
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    posted a message on Top 10 for RTC 2015 announced

    blizz offers prizes even for playing dat entries? Looks desperate. Does it rly that bad, noone wanna play arcade maps?

    I mean pay for arcade map creation, then pay so that maps are played ...........

    the next move: pay every 3rd person who opens editor XD

    Posted in: General Chat
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    posted a message on [Solved] "Smart" Missile Ability Idea (puzzle-topic)

    nvm, i just used persistents to store all found targets as mentioned above and somehow engine build the way that periodic effect distribution is done in the order i needed lol.

    solved, ez.

    So basicaly, i make the finish effect of the "range-checker-persistent" another persistent with period 0 sec that remove the 1 stack of buff from Huge missile (1 charge), and launch 1 secondary missile.

    As it appears engine execute first periodic effect of 1-st target persistent, then first periodic from 2-nd target persistent and so on. Just as needed....

    Posted in: Data
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