You have to add a "wait 0.0 seconds" between your cleanup and the new spawn of your units. With this, the game waits until the old units are removed before spawning the new units.
I dont want to sever the connection entirely, just make the drone stay on the point and not follow the hero for as long as the drone has no new target or the ability is not canceled by another ability that I am going to do.
@aZergBaneling
I've read about the release magazine effect not working and that constant retarget being necessary. Though that post was from 2013 so I thought this issue would be fixed. Aparently it was not. Thanks for the fast reply though!
I've copied the Carrier Hangar Ability and replaced the interceptors with just one drone that follows my hero externally. Now I want to create an ability to send out this drone to a target point. To do that I've copied the "Carrier - Release Interceptors" ability, but removed the wander behaviors that get applied to the interceptors at the end. Now my drone gets sent to the target point but immediately returns to the hero, even though I kept the release magazine untouched (and seeing how the issue order effect works the release magazine effect should have a valid target unit since it uses the same target value)
Would be nice if you posted your progress on here in a seperate thread. This might not be the perfect community for gamedesign outside of starcraft, but there might still be some people interested in your project (at least I am ;) ) and willing to help if you need some. Just dont forget to put the thread in Off-Topic then.
This game could be done in 2D and I would highly suggest you to stay in 2D. 2 months is barely enough to get a game running smoothy, completely ignoring the graphics aspect. If you want to do a 3D game AND write it from engine level without a thorough concept, a determined team and a lot of experience, this will get frustrating really fast.
The concept itself (mad balls) seems fine for the time given, although you should search for some good network libraries for the tool you want to work with first if you want a multiplayer on multiple computers. And as said above I really recommend you to do it in 2D.
This really depends on your project scope. How much time do you have for the project? How big should it be at the end? Are there any requirement set by your school or are you free to do anything?
I personally have worked with SDL and SFML, and while both offer easy to use libraries that lift all of the lower level sound and graphic work, both are more suited for 2D games than 3D ones.
The reticle itself is an actor. Create a variable of type actor and after you used the create reticle action you use the Set variable action to set your variable to Last Created Actor . To destroy the reticle, you have to use the action Send Actor Message. As message set Destroy and as actor the variable you just created.
First of all: Welcome to mapster. Great name you got there.
To get your units to explode like banelings you should first get used to the data editor (at least a little). I would recommend the official blizzard tutorial (http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/data/1) to get into it, since the data editor is pretty much the hardest/most complex part of the whole editor.
After that you should take a more thorough look into the data-types units, behaviors (especially the buff type, and in there the damage response field https://www.sc2mapster.com/wiki/galaxy/data/behaviors/buff/), effects (just look at the baneling and all the effects associated with it and try to find/copy the ones that make it explode) and get a first view at actors (especially the events field, just be warned that you will likely be overwhelmed trying to understand this. Just get used to this view and the way everything in this field is ordered into events (when to do something), terms (what conditions have to be present) and messages (what to do) http://wiki.sc2mapster.com/Data/Actors and http://wiki.sc2mapster.com/Data/Actors/Events).
To get other units to explode like the baneling on death, you would first have to create a behavior of type buff, go into the mentioned damage response field, take the effects that you copied from the baneling (see above), get the "uppermost" effect of them (that one that doesnt get called by the other effects but instead only calls others) and put it into the entry Combat - Modification - Death Response - Effect. Then you add this behavior to all the units you want to explode under their field behaviors.
If you want a more throrough explanation on a specific thing (as I only scratched the surface with all that) just ask. If you have gone through everything you still have to apply the visuals (work with actors), but this would be too much to fit in here.
Instead of disagreeing about how much work should go into a WTE entry and how playable/scenic it should be, how about we just do a playable terrain WTE, a "show your current project" WTE or anything similar every once in a while that maybe has 2-3 weeks time instead of just one and do those fun/scenic WTE's the other weeks? I think it would be nice to see some more campaign-y terrains here, too, but given the high amount of time and work that has to go into those terrains we shouldnt have these topics here too often, but rather as a show-off topic between the fun ones.
Would this be a solution both for you Phail and Lucid/Alevice? I really dont want to see anymore fighting over the WTE itself on here, but rather some constructive suggestions to improve it.
Nice model and concept, looks like a blizz-made merc version of the SCV. Is that one backpad clipping through the right shoulder or is that just the perspective? Apart from that it looks great.
It's lore also seems to be fleshed out very well, although I'm a little confused by one thing: You first stated that the PTV is made as a more peace-fitted version of the SCV, but in the last part you declare it to be more combat suited. Is the PTV now a better option in general combat than the SCV? Or just in specific situations?
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Post your map or give any hints on what exactly you did. Otherwise we can't help you.
0.946918852959121
You have to add a "wait 0.0 seconds" between your cleanup and the new spawn of your units. With this, the game waits until the old units are removed before spawning the new units.
0
You really are one of, if not the, best artists on this site. Looking forward to all the stuff that's coming :)
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Go into the data editor under "Terrain Types", search for the one you use and set the field "Fog Enabled" to Disabled.
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Considering that the only thing he posts here are terrain screenshots I think it's doing fine in the terrain subforum.
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@DrSuperEvil
I dont want to sever the connection entirely, just make the drone stay on the point and not follow the hero for as long as the drone has no new target or the ability is not canceled by another ability that I am going to do.
@aZergBaneling
I've read about the release magazine effect not working and that constant retarget being necessary. Though that post was from 2013 so I thought this issue would be fixed. Aparently it was not. Thanks for the fast reply though!
0
See this video () and these editor screenshots (http://imgur.com/a/FcwCJ)
I've copied the Carrier Hangar Ability and replaced the interceptors with just one drone that follows my hero externally. Now I want to create an ability to send out this drone to a target point. To do that I've copied the "Carrier - Release Interceptors" ability, but removed the wander behaviors that get applied to the interceptors at the end. Now my drone gets sent to the target point but immediately returns to the hero, even though I kept the release magazine untouched (and seeing how the issue order effect works the release magazine effect should have a valid target unit since it uses the same target value)
Anything I am missing?
0
Would be nice if you posted your progress on here in a seperate thread. This might not be the perfect community for gamedesign outside of starcraft, but there might still be some people interested in your project (at least I am ;) ) and willing to help if you need some. Just dont forget to put the thread in Off-Topic then.
0
@pinzu: Go
This game could be done in 2D and I would highly suggest you to stay in 2D. 2 months is barely enough to get a game running smoothy, completely ignoring the graphics aspect. If you want to do a 3D game AND write it from engine level without a thorough concept, a determined team and a lot of experience, this will get frustrating really fast.
The concept itself (mad balls) seems fine for the time given, although you should search for some good network libraries for the tool you want to work with first if you want a multiplayer on multiple computers. And as said above I really recommend you to do it in 2D.
0
This really depends on your project scope. How much time do you have for the project? How big should it be at the end? Are there any requirement set by your school or are you free to do anything?
I personally have worked with SDL and SFML, and while both offer easy to use libraries that lift all of the lower level sound and graphic work, both are more suited for 2D games than 3D ones.
0
The reticle itself is an actor. Create a variable of type actor and after you used the create reticle action you use the Set variable action to set your variable to Last Created Actor . To destroy the reticle, you have to use the action Send Actor Message. As message set Destroy and as actor the variable you just created.
0
First of all: Welcome to mapster. Great name you got there.
To get your units to explode like banelings you should first get used to the data editor (at least a little). I would recommend the official blizzard tutorial (http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/data/1) to get into it, since the data editor is pretty much the hardest/most complex part of the whole editor.
After that you should take a more thorough look into the data-types units, behaviors (especially the buff type, and in there the damage response field https://www.sc2mapster.com/wiki/galaxy/data/behaviors/buff/), effects (just look at the baneling and all the effects associated with it and try to find/copy the ones that make it explode) and get a first view at actors (especially the events field, just be warned that you will likely be overwhelmed trying to understand this. Just get used to this view and the way everything in this field is ordered into events (when to do something), terms (what conditions have to be present) and messages (what to do) http://wiki.sc2mapster.com/Data/Actors and http://wiki.sc2mapster.com/Data/Actors/Events).
To get other units to explode like the baneling on death, you would first have to create a behavior of type buff, go into the mentioned damage response field, take the effects that you copied from the baneling (see above), get the "uppermost" effect of them (that one that doesnt get called by the other effects but instead only calls others) and put it into the entry Combat - Modification - Death Response - Effect. Then you add this behavior to all the units you want to explode under their field behaviors.
If you want a more throrough explanation on a specific thing (as I only scratched the surface with all that) just ask. If you have gone through everything you still have to apply the visuals (work with actors), but this would be too much to fit in here.
0
Instead of disagreeing about how much work should go into a WTE entry and how playable/scenic it should be, how about we just do a playable terrain WTE, a "show your current project" WTE or anything similar every once in a while that maybe has 2-3 weeks time instead of just one and do those fun/scenic WTE's the other weeks? I think it would be nice to see some more campaign-y terrains here, too, but given the high amount of time and work that has to go into those terrains we shouldnt have these topics here too often, but rather as a show-off topic between the fun ones.
Would this be a solution both for you Phail and Lucid/Alevice? I really dont want to see anymore fighting over the WTE itself on here, but rather some constructive suggestions to improve it.
0
@aZergBaneling: Go
Wow. Just blown away by the detail of your animations. Definitely looking forward to playing this.
0
Nice model and concept, looks like a blizz-made merc version of the SCV. Is that one backpad clipping through the right shoulder or is that just the perspective? Apart from that it looks great.
It's lore also seems to be fleshed out very well, although I'm a little confused by one thing: You first stated that the PTV is made as a more peace-fitted version of the SCV, but in the last part you declare it to be more combat suited. Is the PTV now a better option in general combat than the SCV? Or just in specific situations?