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    posted a message on Legacy of the Void Fan Mod Thread

    We're getting pretty close to finishing all the changes. We just need the Oracle, Carrier, Tempest, and Swarm Host done. (The Tempest will be EZ, but the rest will be pretty difficult.)

    Posted in: General Chat
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    posted a message on Legacy of the Void Fan Mod Thread
    Quote from joecab: Go

    we as mapmakers dissect each and every video released as blizzcon and always find more information than they realize they have given ;)

    Truth. Like for instance, Marauders do 2 attacks at a time now, likely at a 5+5 Vs Armored x2 damage. =P

    Posted in: General Chat
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    posted a message on Legacy of the Void Fan Mod Thread
    Quote from DEFILERRULEZ: Go

    Wait wait!!! So is no more Metzen to write SC2 story but James Waugh ??? GOD BE PRAISED, i hope he will do a good job :)

    Wait,wut Really? Where did you hear that?

    Posted in: General Chat
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    posted a message on Legacy of the Void Fan Mod Thread
    Quote from SoulFilcher: Go

    And ohhh by watching that match again it does seem that terran starts with 15 supply and zerg with 14 (hatch + overlord).

    Holy crap that's not a lot at all. O.o

    Posted in: General Chat
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    posted a message on Legacy of the Void Fan Mod Thread
    Quote from SoulFilcher: Go

    @Templarfreak: Go From what I saw in that match, the Cyclone has a standard weapon, but when the ability is used to lock on a target it can fire from a longer distance. It is a channeled ability that gets canceled if the target dies or gets out of range, this same channel effect can be used to fire the missiles.

    Unless it isn't really activated and simply attacking makes it lock on the target and receive the bonus range. Anyway, in both cases the Cyclone gets a range bonus that is cancelled as soon as it loses its target. Does anyone know if it is an ability or not?

    @Templarfreak: Go You get the unit in the mod and everything, I can work on the effects for the weapon.

    Alright. I'll send my current mod file to you over Skype so you can see what it's at right now. Don't quite start doing things with it yet, though. I still need to do tweaks to the Herc then check on the Ravager again.

    @Narudek: Go Yeah, that effect is what I'm needing. I don't quite know how to do that, but I think I'll know by the end of this. xD

    Posted in: General Chat
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    posted a message on Legacy of the Void Fan Mod Thread
    Quote from Forge_User_41358600: Go

    What blizzard did is remove the mod because the beta was starting fairly after , so players were not confused. Actually they have nothing against it if no beta is coming. I think i want to work with you , providing visual help. I made some pretty melee maps that won tournaments , would you like to use some of them , with the changes in economy LotV did ? Thank you.

    I guess some maps would be nice. =P

    I'll let you know ahead of time.

    Quote from Forge_User_41358600: Go

    One issue is that we dont have the cost of the units and many other stuff about existing-units changes.

    Thanks to the showmatches, I can say with like 99% certainty that the HERC is 125 minerals and 100 gas.

    Quote from Forge_User_41358600: Go

    I can help if you guys get stuck with anything. I can also help with artwork such as icons and wireframes, but I can't be the one publishing it.

    EDIT: The changes to existing units are easy, can you add them TemplarFreak? Here is a good list just in case.

    So far the only thing I have absolutely no idea how to start is making the Cyclones attack method.

    It has to get in a range of about 7 or 8 first, and then it can attack the locked-on target at a range of like 10 or 12 or something. I wouldn't know where to begin with that, but I imagine it's fairly simple.

    Quote from Forge_User_41358600: Go

    EDIT: for the Ravager effect I suggest that psi-whatever used by spectres, at least it doesn't need complex data to look right, just maybe a tint.

    I just copied fungal, make it do 1 period and wait 3 seconds to do that period, and removed the root effect. I guess that would help get the visuals for it down, though. Which I have no idea what to do for that.

    Anyway, I also have Skype so if everyones wanting that I can jump on there. I do have a slow computer, though, so if I cut out at some point that's why. =P

    I'll PM everyone my Skype if that's alright.

    Also, I would think to balance Zerg out Hatcheries would have to start with 8 Supply to make that 17 starting supply. Because 6 starting Drones to 11 starting supply is a 5-supply difference, and I figure that ratio is fine. Which would be 12 starting Drones and 17 starting supply.

    For Protoss, Nexus' should provide about 16 supply, and CCs should also provide 17 starting supply.

    Posted in: General Chat
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    posted a message on Legacy of the Void Fan Mod Thread

    Okay, Ravager is done and Herc is like 90% done. Just need to make it's upgrade. This is only mechanically speaking, though. Cosmetically they're far from done.

    I also do have the Ravager's little beacon that shows up to warn players.

    (Need to figure out how to make the launching and landing projectile for Ravager, and take the Viper's tentacle and make that the Herc's hook.)

    EDIT: Even if I have to keep this mod to myself and people who ask for it, it's still worth it. (That is, if nobody decides to pitch in)

    Posted in: General Chat
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    posted a message on Legacy of the Void Fan Mod Thread

    I want to really test these changes out now. Not in a couple months when the beta comes out. Blizzard should be more open with their community if they don't want people doing this. =p

    Posted in: General Chat
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    posted a message on Legacy of the Void Fan Mod Thread

    I'd like to work with some people, starting maybe tomorrow or in a few days, to work on a Legacy of the Void mod. I think we can do it in a pretty unique way:

    We work on separate mod working on one unit at a time, then make a main mod that uses all the separate mods as dependencies. I was thinking on working on the Herc first, then I'd do the Ravager.

    While someone else can work on the Disruptor and Cyclone.

    Either way, I'll still start work on this mod soon. But anyone interested in helping?

    The most important thing is working on the visuals. To make the Disruptor, you could modify the Mothership Core model. (Might do that myself once I swap my Computers around) but there was also some AoE effects and the projectile for the Ravager.

    To make the Herc model, we can use the model on here that is the modified Roy Swanson, and modify it a bit more to have the same head in the reveal trailer.

    For the Ravager model, there are the Roach Models on here. (The Fortress and Furnace Roach)

    EDIT: So, the mod is in full swing and has a lot of progress made! Stay tuned for more details later.

    Posted in: General Chat
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    posted a message on SC1 Remake ita (nuovo)

    I am wanting the mod to look at the pathing system, if it does have a custom pathing system. I'm trying to make a BW-Style pathing system for Warcraft III, and I want to look at the one in your mod as a reference. Would you mind if I was able to look at it?

    Posted in: Project Workplace
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    posted a message on (Solved) Burrow Sounds?

    @SoulFilcher: Go

    I figured it out. The Sound Actors only have one event for them:

    SoundDone Destroy

    But the unit actors, such as Hydras and Lings, have an event that goes something like:

    AbilMorph.*.Start ->AbilKey BurrowDown Create BurrowDownMedium

    Where the AbilKey is UI:Actor in the Ability.

    " <ActorKey value="BurrowDown"/>"

    What was confusing me is this event does not create a link between the Unit's Actor and the Sound Actor, when it should.

    Posted in: Data
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    posted a message on (Solved) Burrow Sounds?

    I'm at a total loss here. There's no link from the unit under sounds for the burrow sounds. There's no link for the burrow sounds at the units actor. There's no link for the burrow sounds in the burrow abilities. There's no link for them in the burrow splats. There's no link for them in the burrow animation/effect macros. How are these sounds linked to it?...

    Posted in: Data
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    posted a message on Highlighted Units in AoE

    Okay so, in an AoE, units in range of the AoE are highlighted. But it appears to be separate from the actual Search Area effect. By that I mean, the Search Area is set to 3 but the units it shows it'll effect in-game looks like it's barely 1.5, highlighting only 3 units in a straight line but it can actually effect like 10 units standing in a straight line.

    How do I change that to show that it'll effect all of those ten units?

    Posted in: Data
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    posted a message on Train units while building addon?
    Quote from SC2UniversalDomination: Go

    Quote from Templarfreak: I wonder if there's a way to make The Barracks, Factory, and Starport to still train units while they're building an addon?


    Try this. (Basic) Stats: Flags

    Field Barracks - AddOns (Basic) Stats: Worker Disable Abilities Enabled

    To

    Field Barracks - AddOns (Basic) Stats: Worker Disable Abilities Disabled

    Edit. Data Manager -> Abilities Tab -> Barracks - Addons -> State Flags.

    That was exactly it, thank you. =)

    There is one other problem though. If you start training a unit before you place the AddOn down, you have to wait to build the AddOn. (But building the addon first still allows you to train units.)

    Posted in: Data
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    posted a message on Train units while building addon?

    I wonder if there's a way to make The Barracks, Factory, and Starport to still train units while they're building an addon?

    Posted in: Data
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