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    posted a message on Validator - How to check if target unit is same owner as caster unit?

    @Demtrod: Go

    youre doing something wrong. In your previous thread you applied persistent with that field, Apply Behavior is the regular effect just as create persistent and can be used in a same way. If this issue from the same ability that you asked for in previous thread i suggest to put that Apply Behavior effect in Effect - Initial field of your persistent. OR create a set effect that will include both Apply B. and Create Persist. Effects.

    Posted in: Data
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    posted a message on Validator - How to check if target unit is same owner as caster unit?

    @FunkyUserName: Go

    Quote from Demtrod: Go

    only target units owned by the casting unit.

    how's the filters help you detect if units belong to caster?

    @Demtrod: Go

    Youre not stupid. Caster is not equal to ANY unit of the same type owned by player. Its a whole different stuff.

    Check how the Liberator anti-ground weapon is done. In LotV Blizzard added a new field for UnitCompareBehaviorCount type of validator. This new field called "Require Caster Unit+" which lets you check caster of "Apply Behavior" effect. This allows to shoot only at targets which are alowed for a particular liberator instead of any liberator owned by a player.

    If you want this type of search for units managed through Arm Magazine ability you should apply a dummy buff (you can run that effect by putting it in Create field of Arm Magazine ability) which will serve as a marker. Then in the target effect of search area you should put that BehaviorCount validator with "Required Caster Unit+" set to Caster.

    If the spawn unit created by caster with "Create Unit" effect you should Apply Behavior on "Spawn Effect+" (a field in Create Unit effect object).

    Posted in: Data
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    posted a message on Why are most projects campaigns?
    Quote from GlornII: Go

    I wonder how many of you have considered making an RPG? I feel as though a campaign and RPG are very similar in concept, with the RPG focusing much more on a single unit, or team. It would require more trigger and data work, but really not that much more.

    Making an rpg map is my pipe dream. However i spent 12 hours (3 days /4 hours) just to make that marine hero with 4 levelable abilities and augments from my demo map i put in data assets. That's also because i know exactly what i want to do and how to implement it. If you will take a trial and error approach this could easily take a weak of your spare time or even more if your'e total noob.

    Rpg require at least some custom units with abilities made from scratch to represent enemies and be interesting to play, because in rpg youre cutting off the fun from army management, and grinding mobs wich are just using regular attack is not fun at all, better stick to campaign with regular sc2 gameplay in that case.

    It's pretty much only data which stops a vast variety of maps from being created.

    Posted in: General Chat
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    posted a message on Does "Magazine" Death effect not work?

    @DrSuperEvil: Go

    i think so, because caster is not getting referenced anyhow in that case. Makes sense actualy.

    Posted in: Data
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    posted a message on Does "Magazine" Death effect not work?

    Rather put Persistent effect with period 0.0625 and flag Persist Until Destroyed - On in Create field of Magazine ability's effects. Put in Periodic Validator "Target Not Dead" and in "Final Effect" - your desired effect. In Apply Behavior effect put a Caster reference in Unit: field (target for a buff)

    Posted in: Data
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    posted a message on Why are most projects campaigns?
    Quote from Zolden: Go

    Campaigns require same amount of learning as TD clones, anything needs a good data

    Not entirely agree on that one. Campaigns are all different ofcourse. You can take a challenge and create some freaking epic masterpiece with Blizzard-quality custom-everything-from-scratch content. But that is not what happening in sc2 custom campaign scene because most likely impossible task for one person.

    If you played Perfect Soldiers which is considered as one of the best campaigns you'll see that most of editing was done in terrain module. EivindL managed to utilise default sc2 abilities to produce some pretty creative gameplay in his maps but the fact stays the same: the data module was barely used for that campaign and it saved A TON of working time.

    Posted in: General Chat
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    posted a message on Blizz has a new article on "editor improvements"
    Quote from Hockleberry: Go

    I have composed a short poem by Hockleberry[not me currently]...entitled "Doom Boom"

    though i never did a poem in english i'll try myself too:

    Blizzard get update for tools,

    But the stuff just got ignored

    Does community are fools?

    Maybe not but rather bored.

    You can now rotate a bit

    and scale objects uniform

    "noone gives a slightest shit!", -

    moder says and takes popcorn

    On the topic: i posted my suggestion in that comment section but it's too specific thus may not be concidered.

    Posted in: General Chat
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    posted a message on Why are most projects campaigns?

    because you have a good learning material in a form of Blizzard's campaign maps shipped with game and most (not all, i saw few campaigns with edited data) campaigns require only basic triggering (army management) and terraining.

    The terraining is the most creative process i think if i'd have to choose between it, data routine and triggering (cuz i'm not programmer that's an alien world for me). So it's the best way to express yourself and produce your own unique content. People are not tend to get excited to work in Excell after working in Excell at their actual job or university.

    Quote from Zolden: Go

    It may be due to gameplay idea crisis.

    The problem is realy only Data editor in most cases. HiveWorkshop got a tons of repetitive hero defences or rpg maps that have same ideas for abilities, gameplay, system and such. And still every 2nd schoolboy want to create his own abomination/variation of that just because it's ton of fun, it's something of your own, even if you just renamed Tauren Chieftain's default Shock Wave to something that doesn't make a slightest sense. It's just cool ya know. (I like such stuff myself too, saying that without sarcasm)

    I enjoy playing new warcraft hero survivals even though i already completed tons of them before. Such genres are classic in custom map scene. For me it's fine if new map has at least few unique features. It's not a separate AAA-game title so it doesn't have to be so innovative or fundamental in my opinion.

    The real thing stop people from creative process is a SUM of time needed to 1) Learn how to do things in Data (It's realy hard to jump in cuz of actor system and Missile Movers) + 2) actual implementation of your ideas when you have required knowledge. And to produce some quality content instead of garbage you realy need to know a lot.

    Because as i saw there are lot of maps in arcade in which beams shoot from the legs

    Posted in: General Chat
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    posted a message on [Request] Wc3 Darkranger model without the arrow launching

    @Zolden: Go

    damn Zolden, don't just jump in to own us like that...

    Posted in: Artist Tavern
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    posted a message on [Request] Wc3 Darkranger model without the arrow launching

    @Bilxor: Go

    @CybrosX: Go

    You know what? I'd make it work if needed. That arrow actualy makes sense. It's meant to be used like a tentacle (part of the model attachment point which position is controlled with actor system). So it's not a rudimentary part or bug from Blizzard's side as some of you may think. It requires knowledge to be used wisely!

    Who's the winner in perfectionism now? :D

    (i hope noone minds we're not giving a shit about actual issue of Demtrod here FeelsBadMan (got spoiled by TwitchChat guys sorry :) ))

    Posted in: Artist Tavern
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    posted a message on Missile impact error

    @xxxNEARBYxxx: Go

    Yesterday i looked into Map Options and found what is different from my old map's (HotS) initial presets compared to LotV. It appears that now there is a new flag turned on by default called "All Units Use Base Height". Since missiles in sc2 are units too i think it might be somewhat relevant to the issue.

    However, i tried turn that flag on/off but it doesn't prevent that message from being displayed and annoy the shit out of you XD.

    Right now i only get rid of it by changing my terrain to a new tileset from LotV. But ofcourse it's unacceptable in case you already worked on your map's terrain. The good thing this message doesn't affect anything. I believe it's kind of notification rather than actual error.

    Edit: I mean, that Launch Missile effect seems like half-way translated from Heroes of the Storm engine build. It realy has some issues: for example transfer behavior flag now doesn't work. (it worked before LotV patch) Also that Bounce feature doesn't seem to work properly too. Launch Missile effect itself is messed up. So don't bother with it.

    Posted in: Data
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    posted a message on Carrier Repair Drone Repair Bug

    @alfx01: Go

    idk it should work.. Look in my map from this topic. SCVs which are Warhound's ammo units heal it even if warhound attacks or moves. https://www.sc2mapster.com/forums/development/map-development/88650-bosses-with-0-triggering-fun-or-shit/

    Posted in: Data
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    posted a message on Carrier Repair Drone Repair Bug

    it happens because as they are managed through arm magazine ability they constantly (every 0.0625 sec) receiving orders from the host unit (carrier). So even when they try to repair, the order gets immediately overrided by attack or move order depending on carrier's activity.

    You need to create persistent or behavior to manualy order drone to do what you need.

    Posted in: Data
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    posted a message on [Campaign] Starcraft II: Unsung Rebels

    @aZergBaneling: Go

    Lol @the moment with grenade. Very cool.

    Posted in: Project Workplace
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    posted a message on Missile impact error

    it's something with old terrain. I don't know why but new tilesets don't produce that error while old do.

    https://www.sc2mapster.com/forums/development/data/85923-missile-target-below-ground/

    i tried almost everything but it still appears unless you change terrain of your map to something new

    Posted in: Data
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