Near as I can tell from your system, all it needs is the death effect and we're good to go with it.
I really like the way it looks and works. All I can say is that I would like to have our power range extended more than the protoss have, as our system is a bit more limiting.
As mentioned in post # 83 and #87 there are a few things that need to be altered still. Changing the randii is pretty easy as you just need to make sure the numerate areas, search areas and power source validators/effects/behaviours have the same radius.
As for the death effect I though having the cables fade out was pretty good.
Might be possible but not easy since I would have to retexture the blood splats they create on death which would be a pain to find a good texture for. Also might be physics issues since they are upside down.
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In that event, having them retract to the buildings they origonated from would be better.
What happens to its cables when a building is destroyed? Do they vanish? Or retract to the other building they hook too? (Not on my comp with SC2 right now, sorry.)
Could you maybe make the cables fall? So, if they are attached to something, and the power building dies, then the cable falls to the ground, then dissapears? Just another idea.
That would be pretty easy if they are attached to/launched from invisible stick models. You would just have to set the stick scale in the z direction to 0 and they would be moved to the origin which would be at the ground.
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Hi i liked the idea and I was trying to read about but for some reason the posts don't seems to be in some cronological order so i couldn't read that much. :/ so forgive me if someone had already said that. But at least about the Data you don't need to wait for anyone to work on your part everyone may work at same time using the mod files. which can be mered together once they are all finished.
I liked the idea and i would like to help with the Data and etc, also i have some ideas i would like to discuss. Do you guys still needing?
Any ideas should be put in the brainstorming thread. If you look at post #41 there is the lastest version of the community project. The power system developed from post #85 needs to be implemented still.
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@DrSuperEvil: Go No, I haven't touched that part. How could a supply structure get unpowered? That would be a huge drawback. Well, I'll leave it to be discussed in the brainstorming topic.
I have a suggestion. I think the clanker is too similar to the regular immortal. The immortal cost the same, has the same hp and a special shield ability, and has a slow but powerful attack
Alright. I was just thinking that the immortal was extremely similar to this unit. I just wanted to see if it were going to be changed, or if it wasn't. Alrighty then
Am currently working on a variation of the harvester and hope it will turn out to be epic enough. So far it has a range of 10 and is the same size as a command center. The boom hovers over the target mineral patch and then graples onto it to remove a 280 mineral chunk that is then processed into resources you can use.
Near as I can tell from your system, all it needs is the death effect and we're good to go with it.
I really like the way it looks and works. All I can say is that I would like to have our power range extended more than the protoss have, as our system is a bit more limiting.
As mentioned in post # 83 and #87 there are a few things that need to be altered still. Changing the randii is pretty easy as you just need to make sure the numerate areas, search areas and power source validators/effects/behaviours have the same radius.
As for the death effect I though having the cables fade out was pretty good.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Could you make them explode maybe? Just as an alternative idea to see which is better?
Might be possible but not easy since I would have to retexture the blood splats they create on death which would be a pain to find a good texture for. Also might be physics issues since they are upside down.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In that event, having them retract to the buildings they origonated from would be better.
What happens to its cables when a building is destroyed? Do they vanish? Or retract to the other building they hook too? (Not on my comp with SC2 right now, sorry.)
They vanish. As the cables are beams they cannot be retracted.
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Could you maybe make the cables fall? So, if they are attached to something, and the power building dies, then the cable falls to the ground, then dissapears? Just another idea.
That would be pretty easy if they are attached to/launched from invisible stick models. You would just have to set the stick scale in the z direction to 0 and they would be moved to the origin which would be at the ground.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Hi i liked the idea and I was trying to read about but for some reason the posts don't seems to be in some cronological order so i couldn't read that much. :/ so forgive me if someone had already said that. But at least about the Data you don't need to wait for anyone to work on your part everyone may work at same time using the mod files. which can be mered together once they are all finished.
I liked the idea and i would like to help with the Data and etc, also i have some ideas i would like to discuss. Do you guys still needing?
Any ideas should be put in the brainstorming thread. If you look at post #41 there is the lastest version of the community project. The power system developed from post #85 needs to be implemented still.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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Hey I added the Clanker and a Supply Structure. Will the Supply Structure be the Power Line? I wasn't certain so it is only a supply by now.
I AM FINISHED.
Did you add my power system? Thought the supply structure was going to be a power user but not the lines.
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@DrSuperEvil: Go No, I haven't touched that part. How could a supply structure get unpowered? That would be a huge drawback. Well, I'll leave it to be discussed in the brainstorming topic.
Simple it has a power user behaviour so it has a cable connecting it to the network but does not require power to function.
So who is going to add it. I worked really hard making it.
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I have a suggestion. I think the clanker is too similar to the regular immortal. The immortal cost the same, has the same hp and a special shield ability, and has a slow but powerful attack
Weaker/slower attack and more tanking/bigger size/higher push priority?
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I'm pretty sure the stats are placeholders until we are ready for alpha testing... lol...
Added a t1 upgrade structure with level 1 weapon and armor upgrades. Fixed a few small details.
I AM FINISHED.
@AtikLYar: Go
Alright. I was just thinking that the immortal was extremely similar to this unit. I just wanted to see if it were going to be changed, or if it wasn't. Alrighty then
Am currently working on a variation of the harvester and hope it will turn out to be epic enough. So far it has a range of 10 and is the same size as a command center. The boom hovers over the target mineral patch and then graples onto it to remove a 280 mineral chunk that is then processed into resources you can use.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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