This map is pretty well done but I think it would be much better if income and xp were automatically split among all players. Right now if one player gets a head start in buying AoE skills, a few rounds later that person will be getting 80-90% of all kills (and thus XP and money.) As a consequence, the ONLY viable strat right now is to max out your aoe ability first.
I still can't figure out what the hell you're even asking here. The best I can guess is that it's a single player map and you're trying to get the player number of the human player? If that's the case it's always 1.
What about the three branching missions (Nova vs. Tosh, Hanson vs Protoss, etc)? Or is this something entirely different? Hard to believe they would miss implementing something like that.
Those aren't done via conversations. They just create two clickable units and wait with triggers to see which one you click on.
I've been playing with the conversation engine and have it mostly figured out at this point, except for one thing - I can't get choices to work. The conversation skips right over any choice nodes. Seeing as there aren't any choices (that I recall) in any of the campaign conversations I'm starting to think choices are unimplemented.
So has anyone discovered otherwise?
edit: Just to confirm I checked every conversation in the story mode map and not one of them has a single choice node. Based on this I'm definitely just going to assume it's not implemented. Disappointing.
The entire purpose of having triggers is that you don't need to implement game loops whether they be monolithic or threaded. You're on a completely wrong approach.
Story mode models do not have standard animations so no, they cannot be used unless you either don't need them to be animated (i.e. as doodads) or you animate them yourself in a 3d modeling program.
In the Behavior tab of the Modification field for a buff behavior it's possible to enable the "Passive" state, which temporarily prevents the unit from acquiring targets. This is how the ghost's hold fire ability is implemented.
Damage point is a time delay in between the WeaponStart.AttackStart actor event firing and the weapon effect being triggered. Its used mainly for syncing attack animations, so the projectile leaves at the right point in the animation, for example. I believe backswing is the opposite, it's the delay in between the effect occuring and the WeaponStop.AttackStop actor event firing. (I could be wrong on this one, it's just a guess.)
A random delay in between random delay minimum and random delay maximum is added to the period each time you attack. The main reason here is so if you have a huge group of, say, marines, their attack sounds and animations don't sync up perfectly, which looks unnatural.
Reload period is the minimum time after one attack stops before the next can start. Its mostly useful if you have a channeled attack and you want a delay between stopping the attack on one target and attacking the next (because the period probably expired while channeling.)
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This map is pretty well done but I think it would be much better if income and xp were automatically split among all players. Right now if one player gets a head start in buying AoE skills, a few rounds later that person will be getting 80-90% of all kills (and thus XP and money.) As a consequence, the ONLY viable strat right now is to max out your aoe ability first.
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I still can't figure out what the hell you're even asking here. The best I can guess is that it's a single player map and you're trying to get the player number of the human player? If that's the case it's always 1.
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Players are just integers. There is no "Player" data type.
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If you want it to replace the normal animation under the Marine actor open the Baselines field and then set the Walk baseline to "Walk Slow"
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Vital Bonus
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Those aren't done via conversations. They just create two clickable units and wait with triggers to see which one you click on.
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I've been playing with the conversation engine and have it mostly figured out at this point, except for one thing - I can't get choices to work. The conversation skips right over any choice nodes. Seeing as there aren't any choices (that I recall) in any of the campaign conversations I'm starting to think choices are unimplemented.
So has anyone discovered otherwise?
edit: Just to confirm I checked every conversation in the story mode map and not one of them has a single choice node. Based on this I'm definitely just going to assume it's not implemented. Disappointing.
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The entire purpose of having triggers is that you don't need to implement game loops whether they be monolithic or threaded. You're on a completely wrong approach.
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Doesn't cinematic mode reveal the entire map for everyone while its on?
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Story mode models do not have standard animations so no, they cannot be used unless you either don't need them to be animated (i.e. as doodads) or you animate them yourself in a 3d modeling program.
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@Zsteven44: Go
Yes look again. Unit Compare Behavior Stack Count.
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In the Behavior tab of the Modification field for a buff behavior it's possible to enable the "Passive" state, which temporarily prevents the unit from acquiring targets. This is how the ghost's hold fire ability is implemented.
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I'm assuming he wants a data editor solution as this is the data forum.
The "Suicide - Remove" effect will remove the caster unit from the game without playing a death animation. Add this to the end of your effect chain.
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It's called the wireframe. The field is "Wireframe" under the unit's actor.
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Damage point is a time delay in between the WeaponStart.AttackStart actor event firing and the weapon effect being triggered. Its used mainly for syncing attack animations, so the projectile leaves at the right point in the animation, for example. I believe backswing is the opposite, it's the delay in between the effect occuring and the WeaponStop.AttackStop actor event firing. (I could be wrong on this one, it's just a guess.)
A random delay in between random delay minimum and random delay maximum is added to the period each time you attack. The main reason here is so if you have a huge group of, say, marines, their attack sounds and animations don't sync up perfectly, which looks unnatural.
Reload period is the minimum time after one attack stops before the next can start. Its mostly useful if you have a channeled attack and you want a delay between stopping the attack on one target and attacking the next (because the period probably expired while channeling.)