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    posted a message on How to make a dummy button appear?

    I think an instant effect or a blank damage effect would both work. I used a blank damage effect and it worked well.

    Posted in: Data
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    posted a message on Change Priority of Unit Selection

    @ManBearPig2012:

    Haha, in my old map I had that problem and I looked everywhere for the answer and I couldn't find it. Well, everywhere excluding models. I even looked in the advanced data sections, as a desperate attempt! Why is that a model value? The world may never know. (Or someone who knows everything about models will explain it)

    Posted in: Data
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    posted a message on WASD Movement, No Lag!

    Here are my thoughts, although someone may have thought of this already, idk.

    So as we all know, WASD causes large amounts of lag on Bnet, and there is really nothing we can do about. However, I think I may have found a workaround, although someone has most likely suggested this already so don't get mad at me...

    In the hero's command card, you will have a total of 8 buttons. They will be arranged in a square, with the middle button being empty. The right button would be "move right", the left being "move left", the top left being "move up-left" and so on. Each ability would have a series of data commands that issues the unit to move in the same way that most other WASD movement systems do, except the movement is controlled through data.

    This would essentially create a system that causes less lag, however there are a few limitations to this idea. For one, the movement system would be much more difficult. You would have to press the button to start moving, and then press the button again to stop moving. Of course these will be set up to the WASD hotkeys, but the movement style would take some time to get used to.

    However I think that this would be a better alternative to having a huge amount of lag in your map. Also, OneTwo posted an idea where you have a fog system that follows your unit, and a skybox as well. Everything behind this isn't rendered by the computer, resulting in even less lag.

    As far as I can tell this is the only way to make a 3rd person game that truly has almost no lag.
    So I have left a very basic and vague description of my idea so that it can be added upon and changed easily, so feel free to post your ideas on how to make this more effective, or how much you hate me because this has already been suggested somewhere else and I am a dirty thief. If that is the case, I am sorry, just trying to help.

    PM me if you want me to go into greater detail.

    Posted in: Data
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    posted a message on Mapster Mentoring

    @grenegg:

    Lol no offense but I would not be bragging that you have made 10 maps. That means that they are low quality, simply because of how long Starcraft 2 has been out and the amount of time it takes to make a quality map.

    I'm not saying they are bad, I'm just saying that saying you have made 10 maps doesn't mean anything.

    Posted in: Tutorials
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    posted a message on how to make a simple cpu battle

    @UmbraLamina:

    I sure as hell hope so

    Posted in: Miscellaneous Development
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    posted a message on Units sometimes don't attack in attack movement mode.

    @Zolden:

    Be more specific, what do you mean there are two kinds of units, vehicles and infantry? What do you mean by that?

    Posted in: Data
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    posted a message on Mapster Mentoring

    Help Type: Data WITH Triggers

    Examples: I would say that I specialize in linking the trigger and data editor together to get the best effect. I specialize in finding the simplest and easiest ways of doing things, and reducing lag as much as possible. I will look through and see if there is an easier way to do a trigger or data feature in your map. Complex behaviors, such as a "unit enters range of any unit" and my "custom wander" are also things that I am pretty good at.

    Specialty: Data with Triggers
    Maps: All my currently released maps were made when I was learning the editor, (A couple months ago) but I am working on a virtual market game.

    Contact: Preferred: PM, but you can request a different contact format.

    Time Zone: GMT - 5

    Posted in: Tutorials
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    posted a message on how to make a simple cpu battle

    @wromania: Go

    Dude, first of all, if someone can't make a siege tank go into siege mode using triggers, they are not even close to being a pro.

    Second, what you are asking is so ridiculously simple it is ridiculous. Watch some of OneTwo's tutorials on YouTube and figure it out. What you are asking of us is to take our time to explain something that someone else has already taken the time to make a video for people just like you. What you are asking is NOT EVEN REMOTELY complicated, and watching almost ANY basic editor tutorial will get you to your goal.

    Edit: Oh and FYI, central processing units cannot battle. CPU is a term that is used in video games that is linked to AI. When talking to and with people who are mapmakers and map developers, use the term AI. It just makes you sound smarter, as that CPU doesn't actually make much sense to use as an acronym, because it is already being used for something else.

    Edit 2: Work on your attitude. Unless you have been married quite recently, you are not a prince, and should not expect to be treated like one.

    Edit 3: BTW I understand that I know that CPU in this sense does not stand for central processing unit, it is just that AI sounds and looks so much more profession in this sense. Just a personal opinion, tell me if I am wrong.

    Posted in: Miscellaneous Development
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    posted a message on Looking for Data Editor Bids (Pay)

    @Mephs: Go

    Speaking of Smash 2.0, when u starting the live-stream today?

    Posted in: Team Recruitment
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    posted a message on How could I make an engineer?

    Unfortunately, my recommendation would be to become more experienced before you start messing with things as complicated as this. In reality it isn't that complex of an idea, but it will use either some complex data features, or triggers.

    If you didn't already know, I figured I might as well explain the different sections of the editor.

    The first important part is data, which is what the Umbra was talking about. Think of data, on an incredibly basic level, as setting the defaults of how the game works. And then triggers, which are the second main part of the editor, are what can react to events and change things. So for example, lets say that you wanted to create 15 zealots at a point, and then have them attack another point. You would do this through triggers. However, if you wanted to lets say, alter the attack speed of a zealot, you would do this with the data editor.

    Keep in mind that if you are extremely new, and don't understand anything yet, that you should most likely get a feel for the editor, try and understand what you can, and then go look for every single tutorial that you can find. I would recommend starting with OneTwosc's Basic Tower Defense Tutorial on youtube.

    In fact, I will post a link to it below. This is literally where I learned literally how to do almost all of the basics. This tutorial shows you everything, it could be the most beautifully written tutorial I have seen. It covers everything you need to know as a beginner. Then, when you understand the concepts listed in this video, I would recommend watching the advanced TD tutorial, and then his other ones as well. Good Luck! (Note that it does not matter whether you want to make a tower defense game or not, this will teach you EVERYTHING that you need to know in a fun way!)

    Embed Removed: https://www.youtube.com/v/SBQjnT_96hQ?fs=1 Embed Removed: https://www.youtube.com/v/DyJ0NVMsFmY?fs=1 Embed Removed: https://www.youtube.com/v/mGZYb1iXttk?fs=1 Embed Removed: https://www.youtube.com/v/wsRXQzkEnW0?fs=1
    Posted in: Miscellaneous Development
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    posted a message on how do you make a blink effect that targets ALL units not just your units.

    @SkedarLord: Go

    I have absolutely no idea what you just said, and I don't think anyone else did either, which is why you aren't getting a response. Be more specific and explain yourself better. What do you mean by blink ability that targets all units? What does that even mean? Are you making an autocast? Blink is normally set to a point, so this would make no sense unless this is a custom ability, which then makes it not applicable to the actual blink ability.

    We can help, but only if you are more specific.

    Posted in: Data
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    posted a message on orbital calldown

    Alright so I think that what you mean is that you gave the calldown ability to a building. Then you moved it to a civilian, but when you gave it to a civilian, one of the validators didn't work? (The one that checks and makes sure that the target is visible)

    If this is the case, then one of the validators is messed up. Make sure that the validator that checks and makes sure that the target point is in a visible location is attached to your ability, it is possible it somehow got un-linked when you moved it. This is definitely a validator issue.

    FYI if something like this happens where you want something to happen but it doesn't work, try and figure it out. You will never learn if you give up.

    Posted in: Data
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    posted a message on The Market: At a Fork in the Road

    @Vicboy: Go

    I already did type it down, people wanted a video. Believe me, it takes a lot longer to make a video then to type stuff.

    I bumped this to get initial feedback on the idea.

    The "petition", as I said before, won't be for a couple months. I just need to know if people will be willing to sign it when the game is released, or if they are against the idea entirely and why. Better to be prepared and get a bunch of people informed early.

    I don't know what a codec is, sorry...

    My PC overheated and died, it is fixed now. (I overclocked it too high)

    I'm sorry if you don't want to listen to me, I never held you down and forced you to watch the video.

    I never said I needed more space than 10mb? That is plenty, idk what you are talking about.

    I'm glad you like the idea, and will need support in the future. Right now I am in the very early stages, and need feedback to be pushed in the right direction. Soon this thread will become inactive for a couple months and then reactivate when the game is released in the public beta.

    So ya, hope I answered your questions.

    Posted in: Map Feedback
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    posted a message on The Market: At a Fork in the Road

    Alright so I have made the first video of actual footage of gameplay. I won't be uploading these as often as I had originally intended due to the length of time it took me to upload them.

    So in this video I did get my computer fixed, so my progress has sped up exponentially. Please continue to comment and post questions below, so that I can further develop the game to what you guys want. Also, keep in mind that this is a mapmaking community with typically different desires in maps than most people. Comment on what you would think would be fun or an average SC2 player, not a skilled mapmaker.

    So here is the video. The terrain is (obviously) not even started yet so keep in mind that is more a display of functionality than actual gameplay.

    Part 1

    Embed Removed: https://www.youtube.com/v/oVD69yx_b80?fs=1

    Part 2

    Embed Removed: https://www.youtube.com/v/noIwu_iqcvE?fs=1

    Once again, if you say no to the poll, you need to say WHY, or I will perceive you as a troll and hate you forever. Thank you!

    Posted in: Map Feedback
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    posted a message on Changing Stimpack

    @HellZergSC2: Go

    You will find all of the data variables you want under the stimpack behavior. If you want to apply stimpack to other units you can, but you are going to have to give them the ability and change some actors and the linking of abilities.

    Any more specific questions?

    Posted in: Data
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