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    posted a message on Change Lightning in specific region

    Don't know if this belongs on the trigger forum or on the art forum as the solution might be found in only one of them.

    I'm making an installation map where there are gonna be alarms and lockdowns. I want to change lightning in one specific region during the game to visualize this. The trigger solution seem to change lightning over the entire map and thats not what i want. Is there a simple solution to change only the region in question?

    If not, I've been thinking about a more complex solution. If I could get a model of a completely white square and a completely white circle I could perhaps fake the lightning effect by applying tint and opacity to the actor. But I dont know how to implement such models into the game. Could anyone help me with that?

    Posted in: Triggers
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    posted a message on Adding Minimap Hero Icon to new units

    This mights sounds very easy but I've found it hard to make this adjustment.

    I want Nova to have the same hero icon on the minimap that Raynor Commando has.

    I've searched around the models and actor in data editor of the Raynor Commando unit, but has not been able to find some easy stat I could just replicate to the Nova unit. In fact, I'm a bit lost on where to edit minimap icons. There is probably some ridiculously easy solution that I in my tiredness have overlooked, but I have spent too much time trying to figure this out now so I'll have to ask you.

    I've searched the forum but have not found a solution.

    Posted in: Data
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    posted a message on Random wandering units

    I don't know if it's possible. Perhaps you can make something out of the critter units, I think they wander around randomly.

    But I made something similar with triggers. I'll post them here in case it's what your looking for.

    Here are my triggers for creating wandering bears in an rpg map of mine. I don't know how experienced you are with the trigger editor, but I'll assume you are relatively new to it. Excuse me if this seem patronising.

    ----

    Global Variables =

    BearWanderUnitGroup (unit group)

    ----

    Trigger 1 =

    Event

    • Game - Map initialization

    Actions

    • Unit Group - Pick each unit in (Bears units in BearRegion owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
    • Actions Unit Group - Add (Picked unit) to BearWanderUnitGroup

    Comment: "Bears" are the wandering unit type, and "BearRegion" are the region the wandering units are located

    ----

    Trigger 2 =

    Event

    • Timer - Every (Real((Random integer between 5 and 12))) seconds of Game Time

    Actions

    • Unit - Order (Random Living unit from BearWanderUnitGroup) to ( Move targeting relative points near (Random point in BearRegion)) (Replace Existing Orders)

    Comment: This makes a random unit wander to a random point in this region at a random time

    ----

    Trigger 3 =

    Event

    • Unit - Any Unit is attacked

    Condition

    • ((Triggering unit) is in BearWandeUnitGroupr) == True

    Actions

    • Unit Group - Remove (Triggering unit) from BearWandeUnitGroupr
    • Unit - Order (Triggering unit) to ( Attack targeting (Attacking Unit)) (Replace Existing Orders)

    Comment: If attacked, this trigger will stop the unit from wandering and instead attack the attacker

    ----

    End of triggers

    The bears will now wander a bit, then stop for a while, and then wander some more. And that one bear at a time, not all at once. Now, there is probably a more efficient way of doing this, but this was my solution. If you need some guidance I'll be happy to help :)

    Posted in: Data
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    posted a message on [Contest Idea] Campaign Story Interpretation

    Sorry for late respons.

    To be honest I'm beginning to think that me making a campaign now would be too much of an undertaking. There would be so much I would have to learn regarding story telling and script writing, and it is a bit discouraging. And while I need something to keep my interest in SC2 mapping, I don't think doing a huge project like that is my cup of tea.

    I think I'd have more fun assisting other campaign-makers by doing some terraining and mission-concepts. Hopefully I'll get in touch with someone who might need help.

    You all had nice ideas and I appreciate people trying to help.

    Posted in: General Chat
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    posted a message on [Contest Idea] Campaign Story Interpretation

    Nice. I was not sure if I would even get replies as the campaign scene is quite small :)

    Preferably Zerg or Protoss I recon. Most campaigns out there have a Terran focus so something new could be refreshing. But I do think easier to write for Terran, perhaps, so it's not a requirement or something.

    I really don't have much ideas myself other then that it should be quite short. The story should be told in a 3-5 mission span, or else the project would probably be a too big to bite over and not come to fruitation.

    Perhaps some kind of kidnapping plot, having a key character hold hostage and the player must bark on a mission to rescue him/her. Or perhaps the seemingly good guy is in reality the bad guy in the end. Some kind of interesting twist. But it has to have a conclusion. I've never been good at writing conclusions.

    I will be very grateful for any ideas

    (btw, going away for some days so if I don't reply in the near future it doesn't mean I've lost interest)

    Posted in: General Chat
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    posted a message on [Contest Idea] Campaign Story Interpretation

    I have been trying to make a story for a campaign but I find it difficult to write an interesting plot. I like making missions but writing a story is something I'm just not good at.

    So what I am looking for is simply an idea or script for a campaign story. Preferable a script. I think it might be fun to try making a mission around such a framework. Althought I wouldn't make any promises that I can complete a campaign, as that might depend on the scale of such a script.

    I was thinking that if people do have some ideas or a fleshed out story available that we could have a contest around it. Having people making their own campaign- interpretation of a good story. I think that could have been very interesting. It probably had to be a short story to have some success.

    As a reference, I am the maker of the Bio-Tech Company campaign . If you've played it you'll know that story and plot is not my strenght, althought I think my missions have good qualities otherwise.

    Posted in: General Chat
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    posted a message on Amber Sun (Single-player campaign)

    I have played the fourth mission some more

    Ravagers

    Quite forward and simple

    Holdout

    Nice holdout. Tought I've never been a huge fan of holdout missions, and for me 10 minutes might have been a few minutes too much. But that's me. But I like that you have to use abilities to uncloak the enemy. That was a nice twist.

    APC

    I really liked this part. Escort missions are more my cup of tea. The green line that made you see where the APC where going was also a good feature in my eyes. It made it more predictable in a good way by giving a glimpse of what to expect.

    Prison

    This was nifty. You really excell at these kind of missions. Fun and unerving, got caught a couple of times. My only complain is that you could have stated that the key was on a guard, I did search for a while at spots I thought I could have missed. But no biggie.

    Hiding

    This part was frustrating for me. I simply could not find him. I searched for a good while, and used EMP about everywhere. At this point I became tired and quited. I thought he might been hideing near around the V symbol as that had been mentioned in a cinematic, but he was nowhere there. Perhaps it was a bug? Funny dialog though ;)

    Other

    I was a bit baffled by the story. Before the prison it seemed that Janus would have figured out the Echilles really where Vanaris, but then he escaped and are cooperating with Echilles. I got the impression that Janus already had blown his cover.

    And again, excellent enviroment. Few campaigns have such magnificent scenery.

    Posted in: Map Feedback
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    posted a message on Amber Sun (Single-player campaign)

    First impressions:

    Mission 03

    Nice gimmicks. Not overly complicated but interesting. And since there where a progression in the unvailing of the twists, as opposed to them all being thrown at the player at the same time, the gimmicks didn't come off as frustrating.

    I know you don't like to hold the players hand too much, but perhaps you could place some permanent minimap pings on all the remaining cooling towers. The towers are kinda grey as is the rest of the map, and it makes it a bit hard to notice them. Also it didn't state how many there where.

    I have to admit that I cheated when the Zerg caves where opened and the protoss attacked.;) I'm really not that good at playing the game so someone else have to give feedback on difficulty.

    Overall a very nice mid-campaign mission. The enviroment was superb and the polish of the map seem very professional. I really like that about your maps, they always give the impression of being toroughly done.

    Mission 04

    I only tried the first sequence with the infested terrans, was a bit in a hurry when i tested the maps. But wow, the scenery was stunning.

    You seem to like creating bleak enviroments, and you do them quite well! I noticed that about your first campaign too. In Crimson Moon most of the maps where rather gritty and bleak with only one lush enviroment (the final map). It's quite efficient at creating mood. You have an unique signature when it comes to terrain and enviroment.

    I'm have be a bit short, I have to get up early in the morning and it's quite late here in Norway, but yes, this campaign show great potential. Can't wait to see it finished. Keep up the good work :)

    Posted in: Map Feedback
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    posted a message on (Publishing) Hide AI Build attribute

    I'm trying to publish a map I've made, and I want all player selection attributes to be hidden. So far I have been sucessful with one exception, the AI build attribute. It doesn't show up where the other attributes are in the editor, so I wonder if it's even possible to hide the AI build.

    Posted in: Miscellaneous Development
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    posted a message on Sabotage mission - need some assistance

    I'm making a sabotage mission myself right now, inspired by your campaign. Let's see if I can word this right.

    A saboteur has to upload data in a similar sense to the broadcast mission on Korhal from WoL. Here is the concept for an encounter in my map, I hope it can serve as an inspiration.

    1. The saboteur is cloaked

    2. The saboteur must be positioned on a beacon for the data to upload. The upload is ticking toward 100% with a somewhat slow rate

    3. The room in which the beacon are located are filled with unbeatable enemies. During the uploading a detector unit will periodically appear to move pass the room, meaning the saboteur must retreat.

    4. The detector unit will push the saboteur into the neighoring room, which are a maze with bunkers. With some positioning you can put the infiltrator at safe spots in which the saboteur can meet the detector unit in one-on-one combat.

    5. When the detector unit is killed, you can move the saboteur back to the beacon and continue the uploading until the next detector unit passes by.

    edit: the detector range is larger then the saboteur weapon range, meaning you won't be able to kill the detector unit before it detects you.

    Posted in: Map Suggestions/Requests
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    posted a message on Doodads and HDR multiplier

    The effects are still shown in-game, but not while in the editor. Will be tedious work tuning doodads.

    Posted in: Terrain
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    posted a message on [Spoiler] HotS Campaign Discussion

    Finished it this evening. I found this to be a much more engaging story then that of WoL. I enjoyed it very much, but then again I am not the most critical guy out there and I see that other people had some issues with how it went.

    For me, inconsistent behavior is not always a result of sloppy writing. Instead, I find it more believable if it lays weight on the unpredictable outcome of mood and emotions.

    Like with the example of Raynor mentioning Fenix when he sees Kerrigan turned Zerg again. It is quite normal to bring up seemingly irrelevant past occurences like this in an emotional fit to jusitfy your rage, especially if you are a secluded fella with some emotional baggage.

    With Kerrigan I quite like that she was a bit on and off the evil- train and the fact that it was hard to label her at times. I would not have liked her to be a generic evil badass, I don't find obvious good guys or bad guys that interesting. As such Mengsk was a letdown for me. He was a mere annoyance, and his taunts felt generic. He could have been fleshed out a little, I would gladly play some more missions just to develop his character a bit. (perhaps a few more missions on Korhal, where you could use your full arsenal of upgraded units btw)

    Wow, this went fast. Hope it won't take three more years until the next chapter.

    Posted in: General Chat
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    posted a message on Doodads and HDR multiplier

    Before patch 2.04 I could apply the color white and increase HDR multiplier to make doodads look brighter. After the patch it seems the HDR multiplier are not responding. Have anyone else experienced this?

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #116: Tropical Islands

    @DeltaCadimus: Go

    Impressive. I like it. Large quantities of tree's while I don't get the impression of it being cluttered.

    I might as well put my latest map out there for some criticism. Two selected screenshots of the most "tropical island"-like parts of the map.

    Posted in: Terrain
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    posted a message on One-way attack-blockers

    I'm trying to make a sandbag bunker. I want units inside the bunker to be able to attack the units on the outside, but the units outside should not be able to attack the inside. Anyone have any tips on how I might do this?

    Also, are there any easy way to make a blocker that blocker that block ranged attacks and not just movement and LoS.

    I've attached a concept drawing

    Posted in: Miscellaneous Development
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