Stuff like this is scary. Seems like this person had many dreams and passions that were shattered due to false promises and lack of simply basic real life resources. Although that being said. Working for Blizzard might not be as pleasant as it seems. They are likely to be very demanding of their workers. For me it would likely feel just like what it is: A job.
- Registered User
Member for 1 year, 2 months, and 9 days
Last active Wed, May, 23 2018 20:06:05
- 0 Followers
- 310 Total Posts
- 1 Thank
Apr 11, 2018Posted in: Map Feedback
Hello everyone, I have recently completed the first huge chunk of my latest project. Those of you that know my older ones know that they were incomplete and effortlessly done, but this project is a far cry from that (get it?). While still an amateur project, as my level of skill in the Data Editor and Terrain is still improving, I feel like I've put in a great deal of work to make something that is worthy of being shared.
Please post here if there are any bugs I may have missed. I've tested all of them myself and have yet to see anything, but you might find something I didn't. Also note that I will be working on a difficulty setting as soon as I am done with the final mission, but as it stands currently the campaign is about Hard to Brutal for a Blizzard campaign. If you've beaten those, you should be alright for the most part. I did test that none of the waves were obscenely difficult if you approach them the right way, but if you have too much trouble getting past them I will lower their difficulty or tell you how I beat them :)
Note: Secret Mission is quite difficult, if it is too hard for you I will lower wave difficulty and preplaced enemies without question.
Apr 10, 2018Posted in: Triggers
Then use the Ability/Create Unit effect to use a dummy damage effect that the triggers recognise.
Apr 9, 2018WilliamJay posted a message on A number of questions about Trigger related issuesPosted in: Triggers
In reply to sc2ggamer:
Unit Is Created can also be used for when you specify the action - Create Units in your trigger. This means any action - Create Units that you have created in separate triggers or actions, you can specify that unit using the Trigger event - Unit Is Created, by adding a condition - Created Unit == The Unit that is created through the action - Create Units.
Say for example,
Event - Map Initialization
Action - Create Units With Default Facing - Hero A at Point...
Event - Unit Is Created
Condition - Created Unit == Hero A
Action - Here, you specify the actions for Hero A. Eg. Execute Effect A to Target Unit (Hero A) from Caster Unit (Hero A).
If, for example, your unit is created through data and not through Triggers, e.g. through a train ability.
Then, you will need to create a dummy effect which you can use via triggers.
Put the dummy effect under the Unit : Effect (Birth).
Next, create a trigger with Effect Used Event specifying the dummy effect.
Create a global variable which serves to mark the Unit.
Under the Effect Used Event Trigger, set the global variable == Triggering Effect Unit (Caster).
This means that during the Unit : Effect (Birth) event when the unit is created through the train ability, the following actions runs and so on.
Lastly, another alternative is to use Data Tables where you can save a Unit into a string and later use it in your trigger.
I hope that explains.
Apr 9, 2018Posted in: Triggers
1. You probably want to have a custom action definition for setting up the boss bar properly and use Catalog Field Value Get functions to get the info for your hero unit or use the Set Boss Bar Boss action. Have your trigger spawning the unit show the boss bar and then use the Last Created Unit function to link your unit to the boss bar and set it to a variable for later use. You can then have a unit dies event that uses the unit stored in the variable for a condition to hide the boss bar again.
2. Probably would involve modifying the Chat Panel UI Layout or something like that. Not sure on that one.
3. You are on the right track except you should look towards UI Layouts. I would advise looking at the CU_CustomMutatorStartGame trigger of the allied commanders mod and the associated CountdownContainer frame of the Coop_CustomMutatorSelection layout.
4. Anchor controller animations of the UI Layout are the only way to efficiently do that or alternatively you could do like my dialog test demo map (https://www.sc2mapster.com/projects/the-assets-of-evil/files/2497484) and use multiple move actions periodically.
Apr 5, 2018Posted in: Triggers
1. That frame is unrelated to the buttons and only affects the background model for the command panel.
2. Adjust the anchors. In the current setup the portrait is anchored to all sides of the parent frame (which is anchored to the top of the screen) so takes the size of that minus any offsets. If you only anchor from two perpendicular sides you can set the size using the <Width val="0"/> and <Height val="0"/> properties. To move the actors inside the portrait you need to use the SOp (Local offset) site operation under the Actors data type.
3. It is an Anchor type animation called Move used by the UI Layout. When it gets the Move string signal from the Dialog Item Send Animation Event trigger action it uses the Anchor controller to move the parent frame (Mainframe). The time is at what point of the animation it does things and over what time period and the value is how far it is offset by.
4. The command panel at the top of the screen is just like the one in the lower right of the UI except some of the buttons have been moved and there are some animated image frames to act as filler if there is not an ability on the unit group linked to it by the triggers.
5. The console panels are actually models and resist chance. The answer Talv gave is the only current way to change the models since console skins require trigger actions that are blizzard only. This method will require you to change the race of the faction to change the cursor/console models. Also the UI Layout with the console panel models is the Console Panel layout.
Apr 4, 2018Talv_ posted a message on A number of questions about Trigger related issuesPosted in: Triggers
I gotta ask you something: have you considered making separate thread for every seperate issue you're dealing with? Because you're mixing various topics, that are often hardly related within a single thread. By a result you're limiting yourself to help from people who are capable of keeping up with it - apparently only DSE.
Not to mention in future other people might encounter same problems. When they'll attempt at looking up some info about it, they'll either not find it, as posts are not indexed as good as threads - title is always most important keyword. Or they'll have to crawle through all the irrelevant stuff before getting to the actual answer.
Although if goal of this thread is some kind exclusive mentorship between you and DSE, then I guess that's okayish - assuming he's fine with doing so.
(Also these are not even triggers questions, but Layouts / UI.)
Anchors control position, and can also control width/height, if these are not set explicitly. It is in fact covered in tutorial you've linked. For more detailed explanation lookup this document:
It might be also in the Wiki, bout couldn't find it - this was provided by @rtschutter IIRC.
I don't know if there's anything special about Portraits - if you've some issue regarding it, just post snippet of your code.
What is that even..? ConsoleSkinCacheFrame is different thing. It appears to be used as a preview frame within BattleUI (game menu) - Collections/Consoles. It has no influence on actual ConsolePanel present in game.
Since introduction of custom Console skins from Blizzard there was small overhaul in regards to how Console panels are applied, but you can still change the default model the same way as it was done in the past - by modifying model links within Assets.txt.
This is default Console definition within data:
<CConsoleSkin default="1" id="ConsoleBase_Default" parent="ConsoleBase"> <Default value="1"/> <Name value="ConsoleSkin/Name/Default"/> <ReleaseDate value="7/27/2010"/> <MinimapPanelModel Model="@@UI/ConsoleModelMinimapPanel"/> <InfoPanelModel Model="@@UI/ConsoleModelInfopanel"/> <CommandPanelModel Model="@@UI/ConsoleModelCommandPanel"/> </CConsoleSkin>
@@UI/ConsoleModelMinimapPanel means that model link will be lookedup in Assets.txt with race id as postfix:
UI/ConsoleModelCommandPanel=Assets/UI/Console/Terran/ConsoleTerran/ConsoleTerran_02.m3 UI/ConsoleModelInfopanel=Assets/UI/Console/Terran/ConsoleTerran/ConsoleTerran_01.m3 UI/ConsoleModelMinimapPanel=Assets/UI/Console/Terran/ConsoleTerran/ConsoleTerran_00.m3 UI/ConsoleModelCommandPanel_Prot=Assets/UI/Console/Protoss/ConsoleProtoss/ConsoleProtoss_02.m3 UI/ConsoleModelInfopanel_Prot=Assets/UI/Console/Protoss/ConsoleProtoss/ConsoleProtoss_01.m3 UI/ConsoleModelMinimapPanel_Prot=Assets/UI/Console/Protoss/ConsoleProtoss/ConsoleProtoss_00.m3 UI/ConsoleModelCommandPanel_Terr=Assets/UI/Console/Terran/ConsoleTerran/ConsoleTerran_02.m3 UI/ConsoleModelInfopanel_Terr=Assets/UI/Console/Terran/ConsoleTerran/ConsoleTerran_01.m3 UI/ConsoleModelMinimapPanel_Terr=Assets/UI/Console/Terran/ConsoleTerran/ConsoleTerran_00.m3 UI/ConsoleModelCommandPanel_Zerg=Assets/UI/Console/Zerg/ConsoleZerg/ConsoleZerg_02.m3 UI/ConsoleModelInfopanel_Zerg=Assets/UI/Console/Zerg/ConsoleZerg/ConsoleZerg_01.m3 UI/ConsoleModelMinimapPanel_Zerg=Assets/UI/Console/Zerg/ConsoleZerg/ConsoleZerg_00.m3
All you need to do is create custom Assets.txt that would override pathes above and place it in Base.SC2Data/GameData in your map.
Nope. Models can indeed be loaded at any stage within game, without preloading. But regardless to that they do need to be actually downloaded.
This is something Blizzard can do, thanks to CASC, but that tech is not accessible to modders/arcade games.
And frankly 650 MB is madness - I wasn't aware you could even upload map as huge as this... I don't know what you're developing but I cannot thing of anything that could justify the size. Keep in mind that not everyone lives in places where high speed connections are easily accessible. Take me as an example, currently I'm stuck with ~6Mbit DL. Which means I need like 15 minutes to download something as big as this.
I'd consider 100MB to be a borderline. Once you hit that limit, you need to take a closer look at your assets and how can you reduce the final size of an map.
There are of course some big projects such as Dead Zone ( http://www.moddb.com/mods/dead-zone-hope-lost ) with high amount of custom high quality textures and other assets - where it is inevitable to end up with largely sized maps.
But if you're not developing something like in case above, it's mostly likely effect of bad optimizations on your end. Disabled MPQ compression? Oversized textures? Soundtracks with too high bitrate? etc.
Mar 25, 2018DrSuperEvil posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data
Use the (None): Require Caster Unit - Value field.
2. Get the Create Unit effects to use a Launch Missile effect to launch the spawned unit to a point designated by a Create Persistent effect which uses the create. You can then specify launch an impact sites using the Action type actor for the Launch Missile effect.
3. You are lucky. I usually have the opposite problem. The Model Materials flag of the Properties: Inherited Properties field is what you want.
Mar 23, 2018DrSuperEvil posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data
Check the liberator with regards to the Unit Compare Behavior Count validator used.
Mar 22, 2018DrSuperEvil posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data
1. Under the Combat: Death Actor Model field of the Unit type actor for the unit you need to use a custom Model type actor get it to create your attachment death model Model type actors.
2. Use a custom Model type actor in the Art: Placement Model field.
3. Sounds like a job for caster history. You technically do not need a search if the buff is applied by the previous segment during unit creation.
Mar 18, 2018Posted in: Data
Apply force just moved the affected unit towards or away from a point in 2D based on the force and the mass of the unit (physics engine). The Launch Missile effect can specify the mover used using the Movement: Movers - Link field.
- To post a comment, please login or register a new account.