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    posted a message on ADD New Announcers

    This turned out to be a relatively viable solution, requiring a fuckton of data though. An upgrade for all of the standard announcer voice lines, applied via a very simple trigger that goes something like: Map Initialization->Pick Every Player->If Picked Player's Race = My Race->Apply Upgrade

    Here is a paste of the upgrade to save some people the time and effort to hunt all of these down in the future:

    https://pastebin.com/J4V9ct3y

    Posted in: Data
  • 0

    posted a message on ADD New Announcers

    Data-wise, which Library should I start looking in? They are all quite large. What specifically am I looking for? I'm not even sure I have the right mods. I don't see anything Commander-specific in the dependencies, only libraries that help handle Commanders and their data, mutators, and heroes, and things along those lines. Not the actual commanders themselves.

     

    EDIT: Okay, I'm finding some stuff but nothing seems to actually overwrite the standard announcements in the Co-Op data so far. Will keep looking.

     

    EDIT2: Could I maybe add a new file and depending on the race preload it into already-existing files somehow? Is that even possible? To for example preload something like assets\sounds\mysound.ogg as assets\sounds\myothersound.ogg , overwriting myothersound.ogg with mysound.ogg?

    Posted in: Data
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    posted a message on ADD New Announcers

    Shiiit, you're kidding me is that really the only way? Is there perhaps an already-made public library I can use to silence standard Alerts/Announcements and put in my own in their place so I only have to worry about what sounds are played on the standard announcements?

    Maybe there's a way to force certain voice packs on? If so then I could just set up some voice pack data to replace the standard sounds for X race couldn't I?

    Posted in: Data
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    posted a message on ADD New Announcers

    It seems like it would be relatively easy to change existing announcers, but how do I make a new race use its own announcer voice? I have no idea where to start with this. Is it even possible? And what about UI while we're at it?

    Posted in: Data
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    posted a message on Co-Op Creep Re-enable Blocking

    I mean, I'm not actually using it for most of the co-op content. I'm only using it for Stukov's stuff since it's already a bunch of Infested structures and units already set up with actor data and things along those lines. I guess I haven't really looked at anything else. But this is the only problem I've had with it so far and it's mainly the Editor's fault, not specifically the dependency's.

    Posted in: Data
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    posted a message on Co-Op Creep Re-enable Blocking

    The Bnet downloaded one seems to be working fine for me. As it turns out the Editor was simply not showing that the buildings were indeed using the Co-Op's versions of the footprints (The Creep + Normal footprints). I modified the Creep + Normal footprint and all of the buildings are placed properly now. I decided to do that instead of changing the footprints on every building because I figured that would take much less more time and have a lot more data that would require to be loaded anyway.

    Posted in: Data
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    posted a message on Co-Op Creep Re-enable Blocking

    So obviously in Co-Op creep does not block Protoss or Terran buildings. this is pretty peculiar though because all of the footprints seem to remain unchanged. The footprints that produce the creep and the footprints for placing the buildings.

    Specifically, the vanilla Hatchery still has the same footprint for producing creep which remains unchanged. The vanilla Nexus' placement footprint remains unchanged as well, yet is it now placable on the Hatchery's creep. Any idea what I'm missing here? Is there some setting buried deep in the data somewhere or is it something that's going right over my head?

     

    EDIT: Even two buildings that have the exact-same footprint. One is placable on creep, the other is not. What the actual fuck is going on here? This is really confusing.

    EDIT2: It turns out the Editor was simply not showing the correct data. The buildings were in fact modified and using the Creep + Normal ( + Contour) footprints from the Co-Op dependency, but the Editor was showing that they were unmodified and using the standard footprints.

    Posted in: Data
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    posted a message on Brood War-like Carriers

    Well, the current data in the OP is working perfectly fine right now as-is.

    Posted in: Data
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    posted a message on Brood War-like Carriers

    That's what I was doing, but validating for anything but Caster doesn't validate for the Interceptor for some reason, unless the Carrier Hangar ability has External checked, and validating for Caster validates for the Carrier not the Interceptor. So I can't validate if the Interceptor itself is in an attack order. The bug in question that I fixed this way was Carriers receiving an attack-move order removed the behavior on their Interceptors, which is unintended as the Interceptors would stop dragging behind the Carrier even though they have no target. I could have fixed that by validating for a point or unit target on the attack order, but this actually fixed the bug in question while that would simply dance around it.

    Posted in: Data
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    posted a message on Brood War-like Carriers

    Yeah, that's what it does. To me, it feels like BW Carriers but I'll have to do more testing to be 100% sure of that. Basically, the way it works is:

    Upon the Carrier issuing the Recall for their Interceptors, the first behavior is applied to all of their Interceptors. If the Interceptors get within the range value in InterceptortoCarrierDistance of their Host Carrier, which is determined by the Recall order(?), then the second behavior that actually reduces their speed is applied. Upon being issued an attack order, both behaviors are removed. The first one is only ever applied again when the Carrier issues another Recall.

    EDIT: Now instead of it being removed on an Attack Order, it's removed upon Launch and Retarget. Since it's not considered a Retarget unless the Carrier is actually in range of the target in question, the Interceptors don't lose the behaviors until they get within range of the target. Launch is necessary otherwise they will keep the behaviors all other times, such as returning from an attack without the behavior being removed and then being launched with the behavior thus slowing them down.

    Posted in: Data
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    posted a message on Brood War-like Carriers

    With some help from SoulFilcher to iron out the details and Verdant, I have managed to successfully create a working Carrier that can drag it's Interceptors like in Brood War.

    EDIT: Updated data, fixed major bug where Carrier's were given an attack move and would remove the behaviors from the Interceptors, which was unintended. Code:

     

    Abilities:
        <CAbilArmMagazine id="CarrierHangar">
            <Leash value="15"/>
            <InfoArray index="Ammo1" CountStart="0"/>
            <EffectArray index="Launch" value="RemoveInterceptorBehaviorsSet"/>
            <EffectArray index="Retarget" value="RemoveInterceptorBehaviorsSet"/>
            <EffectArray index="Recall" value="ApplyInterceptorInitialBehavior"/>
        </CAbilArmMagazine>
    Effects:
        <CEffectApplyBehavior id="ApplyInterceptorInitialBehavior">
            <EditorCategories value=""/>
            <Behavior value="SlowInterceptorSpeed"/>
        </CEffectApplyBehavior>
        <CEffectApplyBehavior id="InterceptorSlow">
            <ValidatorArray index="0" value="InterceptortoCarrierDistance"/>
            <EditorCategories value="Race:Protoss"/>
            <Behavior value="ApplyInterceptorSlow"/>
        </CEffectApplyBehavior>
        <CEffectRemoveBehavior id="RemoveInterceptorInitialBehavior">
            <EditorCategories value=""/>
            <BehaviorLink value="SlowInterceptorSpeed"/>
        </CEffectRemoveBehavior>
        <CEffectRemoveBehavior id="RemoveInterceptorSlowBehavior">
            <EditorCategories value=""/>
            <BehaviorLink value="ApplyInterceptorSlow"/>
        </CEffectRemoveBehavior>
        <CEffectSet id="RemoveInterceptorBehaviorsSet">
            <EditorCategories value=""/>
            <EffectArray value="RemoveInterceptorInitialBehavior"/>
            <EffectArray value="RemoveInterceptorSlowBehavior"/>
        </CEffectSet>
    Behaviors:
        <CBehaviorBuff id="ApplyInterceptorSlow">
            <EditorCategories value="AbilityorEffectType:Units"/>
            <Duration value="1"/>
            <Modification MoveSpeedBonus="-5.625"/>
        </CBehaviorBuff>
        <CBehaviorBuff id="SlowInterceptorSpeed">
            <EditorCategories value="Race:Protoss,AbilityorEffectType:Units"/>
            <Period value="0.25"/>
            <PeriodicEffect value="InterceptorSlow"/>
        </CBehaviorBuff>
    Validators:
        <CValidatorLocationCompareRange id="InterceptortoCarrierDistance">
            <Compare value="LE"/>
            <Range value="2.5"/>
        </CValidatorLocationCompareRange>

     

    Posted in: Data
  • 0

    posted a message on SC2Mapster Classic Skin

    Oh god that's so much better. I feel like you guys think we're joking when we say that was actually hurting our eyes. But we (or at least most of us) were absolutely not.

    Posted in: General Chat
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    posted a message on SC2 Mapster Upgrade Discussion Thread

    2 things I'd like to say:

     

    1. I think it needs a "dark" theme. It's insanely bright.

    2. Being able to search words in the project list. Example:

     

    I want to find specifically Zerg models. So I can set the category to models and search "zerg" and all projects that mention Zerg (That have their category set to model) should then show up.

    Posted in: General Chat
  • 0

    posted a message on NEW MOD: ShockCraft
    Quote from DOOMEDEARTH: Go

    I am a war vet of this post I survived.

    Ayy lmaoo

    Update, 6/2/2016

    GENERAL

    Mineral return rate reduced to 5.

    TERRAN

    UNIT REMOVED: Medivac

    Marine:

    • Combat Shield removed.

    Marauder:

    • Health reduced to 60.
    • Removed second attack, now just has 5+4 vs Armored solid instead of *2.

    NEW UNIT: Dropship

    ZERG

    Roach:

    • Reduced health to 140.

    Ravager:

    • Reduced health to 150.
    • Damage reduced to 20.
    • Corrosive Bile damage changed to 40+10 vs Bio.

    Mutalisk:

    • Regeneration passive removed.
    • Speed reduced to 3.75.

    PROTOSS

    Chronoboost removed.

    Pheonix:

    • Speed reduced to 4.
    Posted in: General Chat
  • 0

    posted a message on NEW MOD: ShockCraft

    It turns out that Stalkers are very, very strong. So I have reduced their damage to 14+4 vs Armored, down from 18+6 vs Armored. Protoss in general seems pretty strong too. They can produce a lot better than the other races, and everyone I talked to and myself believe Chronoboost is to blame. So I will likely be removing that in a future update as well.

    Posted in: General Chat
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