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    posted a message on Specifically my maps won't open.

    Are you using the MAC operating system? If so, that is your problem.

    Mostly, it seems as though your dependency files are the ones with issues. Are they updated and uploaded to battle.net? in the editor, do you have it set to use the local file, or the battle.net file? remove the local link, and use only the battle.net one. Pretty sure you have a different local file from battle.net file.

    No one else has reported an issue like this, so it is most likely something you did, and not something blizzard did. Backtrack through your work to figure it out.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Specifically my maps won't open.

    What mods are you using? Any mods that require a battle.net connection? (Like the wc3 data mod).

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on WarCraft: Armies Of Azeroth shares its assets with devs
    Quote from Lily652: Go

    Thanks for sharing nice information with us. i like your post and all you share with us is uptodate and quite informative, i would like to bookmark the page so i can come here again to read you, as you have done a wonderful job

    prayer times

    This. This is a good bot. We need more.

    Posted in: Team Recruitment
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    posted a message on Making custom Hero AI in MOBA

    "No players interested" is a roadblock for pretty much all games. You need to make a good game and advertise it well before players are interested. You can get a lot done by practicing it yourself; and then fine tuning the balance once you are complete with the game. This can be tricky with a game that "requires" 2 players, but you can simply give yourself control of both units. You being the guy who knows how everything works, should be able to use 2 heroes to beat the game; if you expect new players to be able to beat it. Or, even better, is to make AI for both heroes, and let them play the game while you watch. Every time they get stuck or die, you know where your AI is faulty, or where the game is faulty.

    IMO for bosses, why I did (because a lot of other mappers here suggested is better, and I agree with) with bosses, was to make their "AI" all data based. Validators, requirements, target sorts, idle commands. They aren't amazing, but they are pretty good. They have unique mechanics that can be taken advantage of; but they aren't like micro-intensive RAID bosses. It may be easier for you to stick with the data route for bosses; easier on the hardware too; AI can suck up a lot of juice if it has a lot to evaluate.

    Posted in: AI Development
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    posted a message on Making custom Hero AI in MOBA
    Quote from houndofbaskerville: Go

    Of course you can have weaker map bosses do the trick .. then send the real lethal ones .. but again that just seems like fluff i don't want.

    Once you start beyond the "default" "melee" ai (which is huge already) .. i feel you are consciously or not planning or even "doomed" to end up making a hard game.

    The difference between a good AI and high numbers is a very big difference though. If you are designing a map boss you can simply double its HP value, and the boss will be much harder. If you feel that your bosses are destroying new players because you gave them an ability which deals 50 damage per second; that has nothing to do with AI creation. That is just using big numbers to scare new players.

    The AI in the topic, specifically, is creating an AI which replaces a human player. An AI who has no bonus over a human player, and has to abide by the same rules and options that players are allowed; to complete the same final goal that players in the game have.

    Posted in: AI Development
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    posted a message on [DIALOG] Font Style

    if you are using mark-up in the text itself, absolutely not. You can however, set font style through an additional trigger "Set dialog item text style of (last created dialog)". I am not sure if they will carry over or not; worth trying. If not, nope; you're screwed, you gotta be sure to include the mark up in future changes (How I do it).

    Posted in: Triggers
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    posted a message on Unable to publish unless using latest version of dependency

    I know there was a big problem with the mod shortly after its release. Somewhere in the threads, he explainted how to use the older version of the mod.

    Posted in: Warcraft Modding
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    posted a message on Artist Looking For Work

    That is correct, except the upgrades range from 6 to 12. And uhh, the tooltips for them, set in a variable.

    I've done 60 or so myself. Most skills take 3 hours in total (coffee breaks, testing the skills), and the 6 upgrade skills are passives, taking less than 1 hour.

    Posted in: Team Recruitment
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    posted a message on Unable to publish unless using latest version of dependency

    I may be mistaken, but I believe you can manually select the version you want, by typing it in, rather than using the "use latest version" button.

    Posted in: Warcraft Modding
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    posted a message on Artist Looking For Work

    None of the abilities are super complex, it is just the time. A few I have on my to-do list (off the top of my head) are a behavior which costs life and restores energy over time. Simple, then an actor or two to animate the cast and buff. Or another skill disables attack and deals aoe DPS. Nothing that is breaking Dow walls here.

    The time sink is in the upgrades and tooltips. The skills base has to be put into an upgrade, which transforms the dummy skill into the new one. Then there are 6-12 custom upgrades, and an upgrade which represents leveling. Then they are set in a variable array, and a tooltip is set for them.

    It is pretty irritating work, and organization is the only thing that holds it all together. If it matters, it is going into a mostly complete project that will be branching into other games, once I feel there is enough data to support it. If that doesn't mean squat, I will pretty much always need the same work done, and the pay isn't terrible.

    Posted in: Team Recruitment
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    posted a message on Artist Looking For Work

    My life is about to get pretty busy (wife having a baby) so I could use some boring data help. (I know your not looking for it, but I know you know how to do it) Creating abilities and upgrades from a spreadsheet and filling in tooltips in variables.

    I have roughly... 15 abilities, I assume would take me 50 hours to make (35 if i didnt get distracted) and add to my system. If $250 sounds fair, and if you can't get any model work.

    Posted in: Team Recruitment
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    posted a message on Best Way to Create a Leveled Healing Ability?

    I personally find upgrades far easier than creating dozens of effect copies. This only really works if you have static level gains though.

    If you create an upgrade which adds 100 healing per level, that seems like it would cover you for this.

    Posted in: Data
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    posted a message on Unable to publish unless using latest version of dependency

    I've had this problem in the past, and it took a lot of work to remove the dependency, because I was tired of changing so many thing every time there was an update.

    Not a jab at Renee, the mod is amazing. Amazing things take time to work out the kinks. IMO, the kinks are worked out now.

    To prevent future problems, you should duplicate things you feel are important. Units, weapons, actors, ect. Then as mods update, due to balance changes, they don't update your game objects.

    Posted in: Warcraft Modding
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    posted a message on Artist Looking For Work

    What is your asking rate per hour? I know its never that simple, but say I had something I believed would take me 10 hours, and you wanted 5 bux an hour, I'd agree to pay 50, whether you were early or late.

    Posted in: Team Recruitment
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    posted a message on Monthly Community Project Testing (Continued)

    Hey all! As most of you know, the first monthly test went off really well; and is starting to simmer down already (As is to be expected). Thanks to everyone who participated already. Anyone who hasn't taken a look yet can find the thread here: https://www.sc2mapster.com/forums/player-zone/map-review/131403-monthly-test-december-scbis-by-cacho56/#p1 The project is being updated as reviews come in, so even if you are late to the party; check it out and leave feedback.

    I am also looking for more map submissions for upcoming months! There are a couple "maybe/later" maps on deck, but not a whole lot. Ideally, I would like to alternate between "arcade maps", and "campaign maps"; if anyone out there is still working on arcade maps. I know looking a month or two ahead has everyone "ehh, i dont know if I will be ready/still interested"; but if you are interested, PM me or post here. If I can get a good sized list of interested people, I can temporarily switch back to a bi-weekly format to try to get everyone tested in a timely manner. If you want your project tested a few months from now (you currently dont teel it is ready, but that it may be later) you can PM me about it as well; I will ask you again as the time nears.

    Posted in: Map Review
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