While we are there, did you get our new mod and the language mod for the Italian version? Many functions have been put into the mod since you received it, so it is important that you use the MassRecallIT for the translation.
I just hope LotV will add some braincracking story lines or something really unexpected.
I'm going to be mean and quite possibly unfair, but the only way I expect the LoV storyline to be "braincracking" is by making me bang my head against the wall. I was already skeptical to people who said "Blizzard learned from WoL, they will be better in HotS", and although they did make an effort to tie the story with previous games and give some structure to the story, that was also where Raynor's gun appeared from thin air because it didn't look good enough to be carried by Kerrigan during a cinematic. I may be wrong, but I do not expect the developpers to make a U-turn and put story before CGIs any more that they did in WoL and HotS.
If the only units that are changed like that are created by trigger, then you can duplicate the Stalker unit to create a "Stalker with Marine cost". Then set your trigger so that it creates that second type of unit, rather than the normal one. Warp gates will still produce the standard stalker, but your trigger won't.
I could use a writer, not for a sc2 project, but for an Age of Empires 2 scenario I'm working on. The dialog will be 40 lines at most, but it can only improve the map to have them written by a native speaker. I can PM you the details if you are interested.
Create a leaderboard that writes whatever variable or formula you want to show - I'm not sure of the exact command but it's in the Leaderboard section of the triggers. You have to use "convert integer to text" to display a number. Then create a trigger that activates whenever a drone is killed and make it re-write that leaderboard. Whenever there is a kill, your leaderboard will update to show the current figures.
I think not everyone, but some employers may consider as a positive factor if you mention that you have completed a complex game on sc2 editor kind of platform. Because it proves that you organized enough to complete a project, have not so low intellectual level to learn the editor, probably have some programming skills, and some game design experience. It's if you only care about the impression you make as a position candidate.
Exactly. I put Mass Recall on my résumé and interviewers usually ask a quick question about it. I'm an engineer, though I don't program.
It wasn't added into the second game for canon reasons, it was added because SCVs getting stuck was a problem with the first game.
I would rather say they wanted to let the Terran wall without having to destroy a supply depot to get out, which fits with their old defensive style. In any case, it is not a UI feature but an ability specific to the supply depot, like uproot for the spine/spore crawlers.
I also don't entirely understand why you changed the projectile attack of the Hydralisks
Essentially because we changed its sound. The SC1 hydralisk attack sound was kept because 1) it sounds better than the "ffftt" of the new attack and 2) it was such an iconic Brood War sound that we couldn't leave it out anyway. The small spine didn't fit with the spitting sound at all, so the goo effect was added.
I didn't understand everything you've said, but the words Actors/Event/Animation were help enough for me to figure it out. Thanks! =)
For the records, the exact procedure is to select the Actor, go to the "Events: Macro" line, and look for "Queue Anim" and "Queue Anim Addon". The first means that the add-on animates as a reactor, the second as a tech lab. Having both means the add-on animates whether it or the attached building is doing something (as tech reactor).
we at Mass Recall have several research add-ons, tech lab style, that happen to have been based on reactors. We've recently updated their models, and it becomes blantantly obvious that the animation activate if and only if the main building is producing, not when the add-on is researching.
Is there an option to tell the building to animate as a tech lab, rather than as a reactor?
I had something similar last night, the event Map Initialization stopped working in two of the maps I had modified on Sunday - the map behave as if the event command wasn't there. That struck me as an odd bug, but I solved it by simply deleting the event and putting it back.
I tempi di costruzione di unità/edifici/potenziamenti etc... non è corretto rispetto a Starcraft 1. È stato fatto di proposito?
I was just having a random look at this thread with Google Translate and I saw this. Long story short: Maverck took a chronometer and measured the time necessary to build a barracks at the maximum SC1 speed. Then he found the number of "SC2 seconds" necessary to have the same build time (in real seconds) when SC2 is also at maximum speed, and that number of sc2 seconds is what you see in the mod.
In other words, the game speeds in SC1 and SC2 are different, so the training times have been changed to "re-create" the speed of SC1. This is, of course, if you didn't change any time since you've made your own mod.
Out of curiosity, how do you plan to deal with attack waves and difficulty? I've seen scores of Brood War models, but I can count the people who ever sounded interested in dealing with an AI on one hand, including Gradius.
Whatever the case, if you are going as far as doing voice acting, Enslavers: Dark Vengenace is a much better target in my opinion. A re-acted Zeratul will be considered inferior to the original, no matter the actual quality of the sound, while a voice that sounds even remotely like him will be applauded in a map that doesn't have any sounds.
The same is true of the maps themselves: a "total remake" runs the risk of being considered as Mass Recall With Other Sounds, while a new campaign will be considered for its own merits. Plus, the demand is there, I've seen several people asking for a port of Enslavers and other less-known campaigns.
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While we are there, did you get our new mod and the language mod for the Italian version? Many functions have been put into the mod since you received it, so it is important that you use the MassRecallIT for the translation.
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I'm going to be mean and quite possibly unfair, but the only way I expect the LoV storyline to be "braincracking" is by making me bang my head against the wall. I was already skeptical to people who said "Blizzard learned from WoL, they will be better in HotS", and although they did make an effort to tie the story with previous games and give some structure to the story, that was also where Raynor's gun appeared from thin air because it didn't look good enough to be carried by Kerrigan during a cinematic. I may be wrong, but I do not expect the developpers to make a U-turn and put story before CGIs any more that they did in WoL and HotS.
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If the only units that are changed like that are created by trigger, then you can duplicate the Stalker unit to create a "Stalker with Marine cost". Then set your trigger so that it creates that second type of unit, rather than the normal one. Warp gates will still produce the standard stalker, but your trigger won't.
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I could use a writer, not for a sc2 project, but for an Age of Empires 2 scenario I'm working on. The dialog will be 40 lines at most, but it can only improve the map to have them written by a native speaker. I can PM you the details if you are interested.
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Your remake is ours with different models :p Last time I checked, you didn't change any of the scripting or attack waves.
So what type of remake is this supposed to be, same or different tech tree? How far did you get?
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The way I do it is:
Create a leaderboard that writes whatever variable or formula you want to show - I'm not sure of the exact command but it's in the Leaderboard section of the triggers. You have to use "convert integer to text" to display a number. Then create a trigger that activates whenever a drone is killed and make it re-write that leaderboard. Whenever there is a kill, your leaderboard will update to show the current figures.
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Exactly. I put Mass Recall on my résumé and interviewers usually ask a quick question about it. I'm an engineer, though I don't program.
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What Gradius said. Also:
I would rather say they wanted to let the Terran wall without having to destroy a supply depot to get out, which fits with their old defensive style. In any case, it is not a UI feature but an ability specific to the supply depot, like uproot for the spine/spore crawlers.
Lip movement will be added with the next version.
Essentially because we changed its sound. The SC1 hydralisk attack sound was kept because 1) it sounds better than the "ffftt" of the new attack and 2) it was such an iconic Brood War sound that we couldn't leave it out anyway. The small spine didn't fit with the spitting sound at all, so the goo effect was added.
0
I didn't understand everything you've said, but the words Actors/Event/Animation were help enough for me to figure it out. Thanks! =)
For the records, the exact procedure is to select the Actor, go to the "Events: Macro" line, and look for "Queue Anim" and "Queue Anim Addon". The first means that the add-on animates as a reactor, the second as a tech lab. Having both means the add-on animates whether it or the attached building is doing something (as tech reactor).
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Hi all,
we at Mass Recall have several research add-ons, tech lab style, that happen to have been based on reactors. We've recently updated their models, and it becomes blantantly obvious that the animation activate if and only if the main building is producing, not when the add-on is researching.
Is there an option to tell the building to animate as a tech lab, rather than as a reactor?
0
@Darttagman: Go
I had something similar last night, the event Map Initialization stopped working in two of the maps I had modified on Sunday - the map behave as if the event command wasn't there. That struck me as an odd bug, but I solved it by simply deleting the event and putting it back.
0
I was just having a random look at this thread with Google Translate and I saw this. Long story short: Maverck took a chronometer and measured the time necessary to build a barracks at the maximum SC1 speed. Then he found the number of "SC2 seconds" necessary to have the same build time (in real seconds) when SC2 is also at maximum speed, and that number of sc2 seconds is what you see in the mod.
In other words, the game speeds in SC1 and SC2 are different, so the training times have been changed to "re-create" the speed of SC1. This is, of course, if you didn't change any time since you've made your own mod.
0
Out of curiosity, how do you plan to deal with attack waves and difficulty? I've seen scores of Brood War models, but I can count the people who ever sounded interested in dealing with an AI on one hand, including Gradius.
Whatever the case, if you are going as far as doing voice acting, Enslavers: Dark Vengenace is a much better target in my opinion. A re-acted Zeratul will be considered inferior to the original, no matter the actual quality of the sound, while a voice that sounds even remotely like him will be applauded in a map that doesn't have any sounds.
The same is true of the maps themselves: a "total remake" runs the risk of being considered as Mass Recall With Other Sounds, while a new campaign will be considered for its own merits. Plus, the demand is there, I've seen several people asking for a port of Enslavers and other less-known campaigns.
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Posting them here is fine. We probably know about most of them, but as ever some of them must have survived the purge.
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@Ababmer: Go
Paying for food and electricity for a year or so. For a team of more than one person.