Was mainly thinking more of a restriction of access so they can raid you directly while you have to go around to get to the base maybe via other players. Else having an arena section in a scenario where you have limited units and the zerg amush you by closing your paths off with gates while zerg jump down the cliffs and a boss unburrowing at the end. Still lots of possibilities for it.
Hi guys, i was just wandering if you'll ever release any photos or videos of the work your doing. I am not good enough at the galaxy editor to do any of the stuff you guys are doing so i thought i would just look at the ideas on the data thread.
@anewton1: Go We will probably release pictures and videos. If you search all the threads you will find some pictures. But everything is early alpha right now so there isnt much to be shown.
When I made the map power system I mentioned what needed to be changed. The behaviours must be put on different units and the validators refering to the zerglings must be changed to the new unit as well.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
You mean the cables swinging? I used the omegalisk tentacles (called roach tentacles) and they swing fast, maybe slowing the animation speed might help. Trouble was they were the only decent cablelike beam I know of.
Yeah, slowing the animation speed would definately help I think.
A few things:
1. Unpowered buildings don't actually 'power down', although I'm sure that is just a setting that needs to be applied or something.
2. When the main base is destroyed, all the cables vanish. However, if you restore power, they remain gone and do not reappear for the buildings that got unpowered.
3. We are going to have to keep attachtment points in mind for our custom models. As several of the ones being used as is either cause the cables to go underground, or 'float' several inches from the edge of the building.....
Yeah just needs an Event Macro actor like the protoss buildings have that determine them to play the unpowered anims.
That should not happen. When the buildings get unpowered they are destroyed but the validators should remove the other behaviours so they get new tentacles applied when repowered. Check that the three associated visual buffs are removed correctly.
That is just the Action actor used to launch them. Just alter the attachment methods. Else it has gotten bugged in the transfer.
@DrSuperEvil: Go
Actually, when I say they don't power down, I mean that production buildings still work, even without power.
As far as I can recognize, they are removed, or at least set to be removed. (I.E. It looks like they should be getting removed, but aren't in-game.)
Also, fixed up the bomber bot having no model. I'll probably do some work on the Liner buildings next, any suggestions for what ones to focus on for now?
They got the power user behaviour on them? Odd, can you get the same issues occuring in the original demo map of the power system? The cables have about 4 different kill switches if the target or the caster loses power.
Here are a few issues with the power system: when a worker starts to build something the cables are respawned, even when outside the area. I can hear the sounds again, sometimes there are 2 cables connecting a power line structure to another structure. When the line is broken Power Line structures get unpowered, but at least one building kept on producing units and got unpowered when the unit was finished.
The two cables are a side effect of connecting power sources to the grid, the first one gets two cables but it should work fine for any latter power sources.
Or do you mean the very rare occurence when a building it hit simultaneously by cables before the buff is recognised? If so this occurence can be reduced by adding a randomised delay between launching the cables.
Are all cables respawned or is it just trying to connect to the building under construction?
That should be impossible since when it is unpowered the abilities of the building should be disabled unless I used the wrong power user behaviour as a base. Anyhow simple fix just disable abilities using the modify flag when the power index is 0.
Edit: Ok see the issues. Seems when a new supply structure begins construction it power surges the whole grid like one was destroyed. Also I forgot to disable the ability classes when unpowered. As for the double cables, that is a tricky one.
Also seen some cables orphan killing when connected to the main structure. Might need to rethink the visual system.
Edit: Try setting the Under Construction flag of the Are Targets validator to exluded. And I see a few mistakes in the validation of the set effects. The Visual Preset set effect needs validation using the Not Wired and the Not Wired Source validators.
Edit: Hmm seems in my original I gave the zerglings the power surge buff to test the system and forgot to remove it and it was carried over.
Edit: Ok, Test this version to see if it is better.
Edit: Made an even more robust version though might be more laggy as the self destruct timer for the cables now works on the same time scale as the power surge buff to prevent multiple cables to the same target when the network is surged.
Was mainly thinking more of a restriction of access so they can raid you directly while you have to go around to get to the base maybe via other players. Else having an arena section in a scenario where you have limited units and the zerg amush you by closing your paths off with gates while zerg jump down the cliffs and a boss unburrowing at the end. Still lots of possibilities for it.
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
@DrSuperEvil: Go Now I understand. Sorry, but Ive been olny thinking about melee gameplay. That would make an interesting campaign level.
Hi guys, i was just wandering if you'll ever release any photos or videos of the work your doing. I am not good enough at the galaxy editor to do any of the stuff you guys are doing so i thought i would just look at the ideas on the data thread.
@anewton1: Go We will probably release pictures and videos. If you search all the threads you will find some pictures. But everything is early alpha right now so there isnt much to be shown.
Pages 5, 7 and 8 have the good pics.
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
I just realized the power system is already in. The visual effects are not working, but the system is there. I forgot I had included it before.
0.o Weird.
Maybe something messed up with changing it from the pylon and lings to the buildings? Maybe some other part of it got messed up?
@AtikLYar: Go I dont know. Also the Aerial Ace actor was linked to the Archon unit. I fized it and added a proper requirement for the Junker.
@SoulFilcher: Go
Admittedly, I didn't actually check the ariel ace in-game.... >.>
I knew I was probably gonna miss something doing all those at, like, midnight....
When I made the map power system I mentioned what needed to be changed. The behaviours must be put on different units and the validators refering to the zerglings must be changed to the new unit as well.
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
@DrSuperEvil: Go I moved the behaviors but maybe I forgot to change the validator.
EDIT: That's right, I forgot to change the validators. Now I believe its fixed.
Just checked it out....
I'm not sure if it is the model for out town hall or what, but they never stop swinging wildly.....
It's honestly very distracting.....
You mean the cables swinging? I used the omegalisk tentacles (called roach tentacles) and they swing fast, maybe slowing the animation speed might help. Trouble was they were the only decent cablelike beam I know of.
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
Yeah, slowing the animation speed would definately help I think.
A few things:
1. Unpowered buildings don't actually 'power down', although I'm sure that is just a setting that needs to be applied or something.
2. When the main base is destroyed, all the cables vanish. However, if you restore power, they remain gone and do not reappear for the buildings that got unpowered.
3. We are going to have to keep attachtment points in mind for our custom models. As several of the ones being used as is either cause the cables to go underground, or 'float' several inches from the edge of the building.....
Yeah just needs an Event Macro actor like the protoss buildings have that determine them to play the unpowered anims.
That should not happen. When the buildings get unpowered they are destroyed but the validators should remove the other behaviours so they get new tentacles applied when repowered. Check that the three associated visual buffs are removed correctly.
That is just the Action actor used to launch them. Just alter the attachment methods. Else it has gotten bugged in the transfer.
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
@DrSuperEvil: Go Actually, when I say they don't power down, I mean that production buildings still work, even without power.
As far as I can recognize, they are removed, or at least set to be removed. (I.E. It looks like they should be getting removed, but aren't in-game.)
Also, fixed up the bomber bot having no model. I'll probably do some work on the Liner buildings next, any suggestions for what ones to focus on for now?
They got the power user behaviour on them? Odd, can you get the same issues occuring in the original demo map of the power system? The cables have about 4 different kill switches if the target or the caster loses power.
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
Here are a few issues with the power system: when a worker starts to build something the cables are respawned, even when outside the area. I can hear the sounds again, sometimes there are 2 cables connecting a power line structure to another structure. When the line is broken Power Line structures get unpowered, but at least one building kept on producing units and got unpowered when the unit was finished.
The two cables are a side effect of connecting power sources to the grid, the first one gets two cables but it should work fine for any latter power sources.
Or do you mean the very rare occurence when a building it hit simultaneously by cables before the buff is recognised? If so this occurence can be reduced by adding a randomised delay between launching the cables.
Are all cables respawned or is it just trying to connect to the building under construction?
That should be impossible since when it is unpowered the abilities of the building should be disabled unless I used the wrong power user behaviour as a base. Anyhow simple fix just disable abilities using the modify flag when the power index is 0.
Edit: Ok see the issues. Seems when a new supply structure begins construction it power surges the whole grid like one was destroyed. Also I forgot to disable the ability classes when unpowered. As for the double cables, that is a tricky one.
Also seen some cables orphan killing when connected to the main structure. Might need to rethink the visual system.
Edit: Try setting the Under Construction flag of the Are Targets validator to exluded. And I see a few mistakes in the validation of the set effects. The Visual Preset set effect needs validation using the Not Wired and the Not Wired Source validators.
Edit: Hmm seems in my original I gave the zerglings the power surge buff to test the system and forgot to remove it and it was carried over.
Edit: Ok, Test this version to see if it is better.
Edit: Made an even more robust version though might be more laggy as the self destruct timer for the cables now works on the same time scale as the power surge buff to prevent multiple cables to the same target when the network is surged.
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
@DrSuperEvil: Go How difficult will it be to replace the previous system with this one?