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    posted a message on What is with all the "Unnamed"?

    @TacoManStan: Go

    I don't think it's important or has any significant meaning.

    Posted in: General Chat
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    posted a message on Percentage Damage Increase

    @wingednosering: Go

    Ok, I've gotten this to work before. In WDE #12, recreate a WoW spell, my Warlock casts the buff 'Fel Armor' which increases Spell Damage by 5 and by 50%.

    • Modification + > Combat Tab > Damage Dealt (Scaled) category > Spell set to 5
    • Modification + > Combat Tab > Damage Dealt Fraction category > Spell set to 0.5

    In the damage effects of my abilities, I set the the field Effect - Kind to 'Spell'. 3 of my spells damages are set to 'Spell', and one is set to 'Melee'. This buff increases the damage dealt by Immolation Aura(Spell), Hellfire(Spell), Shadow Cleave(Spell), but not Demon Charge(Melee).

    EDIT: Saw your edit afterwards... hmm.

    Posted in: Data
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    posted a message on The Misery of The Stone Zealot Base (need help)

    Think it could have something to do with physics bodies? I checked the model out for the Stone Zealot Base and it has these, but many other doodads don't.

    Just throwing that out there :)

    EDIT: Stone Zealot Base has no footprint, aswell.

    Posted in: Data
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    posted a message on [Video] It's almost here...

    @TacoManStan: Go

    The first thing that should be worked on for projects is actual gameplay elements (and triggers and stuff). Visual upgrades should come later in the project, once it's established. Why do you think no one wants to make new models from scratch(for others - some make their own models) in the art request forum? Don't waste time on visuals if the map will go nowhere, or if it's got terrible gameplay. Establish the map, then go into the finer details.

    The difference between Nature and Earth... I would think Karawasa is going for Nature(Greens/trees/plants) and Earth as (dirt,stone,rocks)

    Original... who cares? Nothing nowadays is original. DotA. DotA2. DotA Blizzard. LoL. HoN. SotIS. Need I go on?

    It's all about Gameplay Elements(no pun intended).

    @Vexal: Go

    Not every TD gives you the option to Maze. Some have lanes, some have wide open spaces for you to maze with.

    That's like saying "Its 2011 and DotA clones still only have 3 lanes?"

    Posted in: General Chat
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    posted a message on Weekly Data Exercise #15 - Multi Stage Abilities

    @nevjmac: Go

    Haha, Thanks.

    Now...... A NEW CHALLENGE(R) AWAITS!!

    Yet? :P

    Taking a look at the video, I would have to say that I would probably increase the opacity on the Zerg AoE splat actor... it's so large, and green... it's really distracting I find. It's already been set to 0.6 opacity, but obviously it's not enough.

    Posted in: Data
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    posted a message on Weekly Data Exercise #15 - Multi Stage Abilities

    @aczchef: Go

    I did somewhat the same thing as Kueken. Instead of setting up a unit, and teleport effects, I just created a persistent (center of the green zerg AOE splat = center of persistent) that does a search effect every 1.5 seconds. It launches an invisible missile at a random unit.

    On missile impact, plays the burrow frenzy actor, which is Kerrigan, and it plays the Unburrow Animation, then the Spell Animation, then the Jump End Animation, all at TimeScale 3. I use a Local Offset actor of 0,0.4,0 so that Kerrigan is behind the unit.

    Kerrigan isn't even a unit in my map, just an actor that is Created & Destroyed very quickly. Setting up little things like Kerrigan's Burrow Splats, the "impact" blood on the marines when she uses the Spell animation, and the sounds all bring it together really well.

    Basically, she Unburrows, does the spell animation, burrows again. Then the persistent shoots a missile, and on impact, does it all over again. Makes it look like she's in a frenzy. I took the inspiration for it from Nightcrawler... I was recently playing XMen Legends 1 & 2, haha.

    Posted in: Data
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    posted a message on Weekly Data Exercise #15 - Multi Stage Abilities
    Embed Removed: https://www.youtube.com/v/jFjggg4yr5g?fs=1

    My Multi-Stage Ability.

    Here's the map.

    The worst part... tweaking everything... everything's gotta be perfect, not too far off, not even 0.1 to the left or right or whatever... I swear I must have OCD or something, haha.

    Posted in: Data
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    posted a message on Weekly Data Exercise #15 - Multi Stage Abilities

    Hrmmm!!!!!!!!!!!!!

    Damnit... as usual, I hit a small snag that just stops me dead in my tracks, and I'm like 95% complete my ability... stupid validators... ><

    Persistent, Periodically does a Search every X seconds.

    I have my Search Effect, set up as

    • Radius 12
    • 1 max target
    • Effect (Launch Missile)
    • Validator 'Does not Have Behavior X'

    Launch Missile set up as

    • Impact 'Apply Behavior X'

    The Behavior has a 10second duration, upon expiring, does the final stage.

    My Validator setup as

    • Behavior - X
    • Compare - Not Equal To
    • Value - 1

    What happens is that the search effect will always shoot at the same target... even though it has Behavior X. I tried switching the validator to Equal to 0, Less Than 1, nothing quite works right.

    I tried setting the Target Sorts + field of the Search Effect and it helped a bit. The persistent does a search up to 20 times. I have 10 enemy marines within range. Sometimes I'm left with a marine or 2 left... My validator for some reason just won't work!

    EDIT: NVM, I got it working.

    Validator: Behavior X Equal to 0 works fine. I just had to place the Validator on the Launch Missile, instead of on the search.

    Now I just have to tweak some visuals, maybe a sound or 2, and I need 1 Site Ops Offset.

    Posted in: Data
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    posted a message on Weekly Data Exercise #15 - Multi Stage Abilities
    • H
    • O
    • L
    • Y
    • S
    • H
    • I
    • T
    • A
    • W
    • D
    • E
    • ?

    Count me in!

    Posted in: Data
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    posted a message on Alternating a baseline animation
    • Behavior.Debuff.On
      • AnimGroupApply Slow
    • Behavior.Debuff.On
      • SetWalkAnimationMoveSpeed A.BBBB
    • Behavior.Debuff.Off
      • AnimGroupRemove Slow
    • Behavior.Debuff.Off
      • SetWalkAnimationMoveSpeed Y.ZZZZ

    A.BBB would be your new move speed for the unit... Let's say your unit, at normal speed, moves at 3. And when he has the debuff on, he runs half as fast as normal. So, A.BBB would become 1.5000. And Y.ZZZZ would be 3.0000.

    Posted in: Data
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    posted a message on Unit maked from parts

    @ShadowDancer93: Go

    Unfortunately you cannot take the turret from a tank and apply it onto another unit.

    However, you CAN remove the Turret from the tank and then you are left with the base tank.

    http://forums.sc2mapster.com/development/data/18329-weekly-data-exercise-10-all-turrets-active-commander/?page=4#posts

    That thread has info on how to remove turrets from units, and I compiled a list of the units that have a turret that can be removed and still be 'Useable'.

    Then you can just attach whatever you want wherever you want.

    Posted in: Data
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @seraphlio: Go

    it's 1 timer and it's to test it in the Editor... otherwise without the timer you have to test your map 19,174 times.

    Posted in: Tutorials
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    posted a message on Death Note - Kira Simulator

    @Beffyman: Go

    Code Geass... will check it out then.

    Posted in: Map Feedback
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    posted a message on Death Note - Kira Simulator

    @zeldarules28: Go

    DeathNote is an Anime.

    A young student, Yagami Light, finds a notebook called the DeathNote, and there are rules written in it. Who ever's name is written in the Death Note will die... 1 minute later I believe, of a Heart Attack. He starts using the DeathNote on the worst of the worst of criminals, but eventually sees himself as a God and punishes anyone who commits a crime.

    You need to know the name(Actual NameOnly) AND the face of the person you wish to kill.

    If you specify the time of death, and the way they die, that is when and how they will die(Instead of by Heart Attack)

    Each DeathNote is owned by a Shinigami, but the Human who has possession is technically the owner of it until their time is up.

    You can ask for the Shinigami Eyes, which means you can SEE everyone's names... so all you have to do is look at them, and you can kill anyone. (Although accepting the Shinigami Eyes means you forfeit one quarter(or is it one half) of your remaining lifespan)

    If you are the owner of a DeathNote, and another person with a DeathNote that has Shinigami Eyes looks at you, they cannot see your name, but then they know that you too possess a DeathNote.

    Everyone starts calling this person who kills, "Kira" (japanese version of Killer), and the worlds greatest detective tries to catch Kira, his name is "L".

    The two meet face to face, they both suspect that the other is Kira/L, yet L never reveals his true name, and Kira is EXTREMELY smart, outsmarting even L at every turn.

    Oh ya, everytime a Shinigami writes a name in their DeathNote, any years remaining to the human victim, are added onto the Shinigami's lifespan(making them technically immortal, although they don't just go around killing everyone in sight, consider them Grim Reapers of a sort. Sometimes they come earlier than when you should die)

    If a Shinigami purposely saves the life of someone about to die in a violent crime(he writes the murderers name in his DeathNote before it happens) then the Shinigami dies...

    ... It's honestly an AMAZING story. It's like the worlds greatest game of chess, and the twists and plot turns are just... EPIC.

    I recommend you watch it!

    Posted in: Map Feedback
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @Kueken531: Go

    Really? Nice... I'll add that to the tutorial!

    Posted in: Tutorials
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