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    posted a message on [Solved] "Smart" Missile Ability Idea (puzzle-topic)

    so, guys.. While developing some terran abilities this shit suddenly comes to my mind..

    here is the concept:

    huge missile has (5) charges of small missiles

    1) Caster launch huge missile which moves in a straight line unless reach a certain distance. (done -_- )

    2) HUGE Missile is constantly searching for targets in average-sized area around itself during lifetime.

    3) When HUGE missile finds 1 unit, it continue moving (thus searching for additional targets) until the range between that unit and missile reach certain value (for example equals a search area radius +/-).

    4) IF missile finds additional targets before the virtual "link" is broken (goes too far from first encountered unit) the 5 charges of HUGE missile spread between all targets it found.

    5) IF missile found 5 unique targets the searching process ends immediately and each target get his own blast of a small missile.

    6) IF there are no additional targets after "link" is broken, the first encountered unit gets all 5 small missiles in his face.

    ___________

    So at first i thought that will be ez-peeze abil, but the real problem that rised is a charge distribution between all targets found. The ideal way to distribute is to search area with target sorts by marker count, but the problem is the first found target for example can use blink in next game period after encounter. So in this case, in the moment of search, which will happen in next game period there might be no unit at all in that radius.

    So i need to store the targets somehow with persistent effects (?), but then it's kind of difficult to find a way to distribute ( i can't think of means for that in data editor). I thought of using some behavior as iterator, but i'd like the charges to launch simultaneously........

    Basicaly want someone to ensure me that this is not doable via data XD.

    Posted in: Data
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    posted a message on Nova models from Heroes of the Storm

    you can make it by using only one program - CASC http://www.zezula.net/en/casc/main.html

    1) after opening game storage, open folder mods/heroes.stormmod/base.stormassets/Assets. Here you can choose which one to extract. At first you will need to extract the plain model without textures so you will be searching for .m3 file extension.

    2) Import your untextured model to sc2editor and open it in cinematic editor. Press shift+D, and look in material folders for all names of a textures used by this model. (simple models, like creeps without any particle effects using 1 material and 4 types of mapping: Diffuse, Specular, Emissive, Normal, but most models will have more)

    3) Open CASC, go in mods/heroes.stormmod/base.stormassets/Assets/Textures. From here you will have to extract needed textures one by one.

    4) Import All needed textures and move it in Assets/Textures folder in your import manager.

    To apply changes you will most likely have to completely restart editor.

    Posted in: Requests
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    posted a message on Dota 2 Workshop Tools vs Starcraft 2 Editor
    Quote from QueenGambit: Go

    What a well organized post, thanks for giving us a headsup on Dota 2 mod community. I'm interested in checking it out.

    @Dangel1234: Go

    Agreed, i've convinced a dozen players that play different games to install SC2. We played a few maps but they still didn't seem too interested. They're just comfortable with the other games they play now. oh well, end of story.

    Reading those comments were just cringing...

    I already rised this issue some time ago. Blizzard doing too much emphasis on cybersport. I don't know though if they making more money from cybersport events and marketing sponsors than they lose from sales drops due to sc2 being a game for asian "pro-24/7-players" , thus making a bad perception of a product. Despite the fact that sc2 has great high-budget singleplayer blockbuster which a lot of people could value more than silly APM competitions.

    Posted in: General Chat
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    posted a message on Dota 2 Workshop Tools vs Starcraft 2 Editor
    Quote from Zolden: Go

    If I'm ready to go lower level tools

    nailed it

    Posted in: General Chat
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    posted a message on Dota 2 Workshop Tools vs Starcraft 2 Editor

    modding for dota 2 is a time waste in my opinion. Because if you are about programming you'd better grab Unity and make money from google market, doing at least live walpapers and whatnot.

    I dont see any good reason for programmer to use dota 2 instead of direct tool for commercial products. The assets which dota 2 offers worth much less than sc2. Mediocre freelance modeller will be able to make similiar quality stuff on demand whenever needed.

    Posted in: General Chat
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    posted a message on I am for Hire

    @FunkyUserName: Go

    If i remember right Ahli was saying something about work he did for Blizzard some time ago. You both from Germany, maybe you should contact him and see whats up..

    Posted in: Team Recruitment
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    posted a message on RTS engine I created with Unity

    you must be somewhat skilled in c#, which i have no clue about Xd.

    Posted in: Off-Topic
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    posted a message on RTS engine I created with Unity

    i hope you didn't make that 3d models by youreself too :D If thats the case, holy shit, thats a tremendous amount of work. How long did it take?

    Posted in: Off-Topic
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    posted a message on [Rock the Cabinet] Blademaster

    wow the terraining looks so sweet and warcraft-ish. Nice lighting you used for map, literaly those WoW Barrens right there XD.

    Posted in: Project Workplace
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    posted a message on Practical Kinetics

    regarding my preivous post. After fuckening with that idea for a hour i think it cannot be done because seems like that kinetic crap always works in abs coord system, not relative. Unit rotation doesn't affect the axis of driven orbitin object thus my idea is doomed.

    Seems like that was designed only for map object interaction, probably will debute in some Nova infiltration mission with traps or elevator puzzles. Could use some mechanic like that conveyor belt from 1st post.

    busted XD

    Posted in: Data
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    posted a message on Practical Kinetics

    Arcane suggested to make another unit that will be attached to primary "moon" but will have perpendicular axis of rotation which should work. With site operation "host height" i can trick the viewer's eye so it will appear as a 2d motion. I just wonder if unit's height will have impact on search area effect.

    Should kinda work, have to test, brb.

    Posted in: Data
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    posted a message on Practical Kinetics

    @ArcaneDurandel: Go

    @willuwontu: Go

    This is movement i need for my unit's ability. I used Force effect to pull in and out, because Translate kinetic doesn't allow to define vector. This kind of works in static, but when i move immortal there is asynchronisation appearing due to Force Pull speed is constant while it should be adjusted by taking in account host's movement vector. Any thoughts on this?

    http://i.giphy.com/xTka040ywbeJabk5IQ.gif

    Posted in: Data
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    posted a message on Future commanders will cost money

    i'll pay only for new content. i.e. new art & sound. I was about buying the nova missions but they didn't release any details about how much of new content they're going to add (saw only new nova character model). So if they're going to recycle what they've already got and just making new terrain/triggers for the story, fuck that maaan... XD

    Posted in: General Chat
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    posted a message on Practical Kinetics
    Quote from ArcaneDurandel: Go

    Edit: This weekend, I'll work up an example so you can see in more practical terms, and we can see if it is what you are looking for.

    Thanks, that will be great.

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

    @JacktheArcher: Go

    Well, you can watch in this map, but reading the data there is on brutal difficulty.

    So, When trying to see whats going on pay attention to "ChillingGhostCenter" (that is controller), "ChillingGhostVertex" and "ChillingGhostVertexMover".

    The idea is to create beam star and spread out it's vertexes to a certain scale using mover per each vertex. Then, after movement is done, I need to reset vertex's hosts from mover to the destination site and launch rotation.

    So i creating the sites which are the destination for vertexes first (the implied size of star). The sites' host is center which we will rotate later. As you see i used rotators with rate 0 just to properly form a star (which can now be done with "AddYaw" message instead). Then i create mover in center point and set it as a host for vertex, and start movement. After the vertex reach destination actor, i reset it's host from mover to destination and launch actual rotation of destination actors by using "HostSiteOperationSet" message in "ChillingGhostCenter" actor.

    As you see i used "Cap" term for this event, because the signal about mover arrival comes from x5 vertexes.

    ............................ -_- not sure if that was helpful.

    Besides that, the funny thing that this can also be done simplier since LotV release, because of new "AddYaw" message and new and amazing "Persistent Offset" SiteOp. So i can even cut the multiple rotators now and use just one.

    @Zolden: Go

    :D

    Posted in: Miscellaneous Development
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