If you need another idea for an upgraded hover board, if you check out the thread for WDE #10, if you remove the turret from the Diamondback, you are left with just the base, and it looks pretty neat. Squash that down even more and it could be cool!
I'm really enjoying your work, it's awesome!
For your next video, more Void Grip showcase? VS enemies, or possibly dangling from a ceiling, and being able to use other abilities or even swing back and forth?? hahaha that would be sweet.
I use FireFox Beta 4.0b11, and I love it. I've used Chrome but I didn't really like it better than FireFox 3.6 or whatever. Since I started using the FF Beta, I've greatly enjoyed some of the changes to the interface and menus... I love App Tabs!!
I've had no stability issues with FF Beta 4... like I said, enjoying some of the changes quite a bit. Been using the beta for about 3+ months now, at the least, quite possibly since a bit longer than that.
I'm probably going to be relatively active in the same capacity, maybe slightly less on fridays/saturdsays(has already started), in the summer shouldn't be much change but I do like to go riding my motorcycle, so I put some time aside for that. Sitting cooped up all winter without a vehicle/freedom sux!!
I randomly go and visit my grandparents for the duration of a day during the summer aswell, they only live 1 hour away and my grandma always cooks great lunches and suppers, hahaha.
I've had that happen aswell. All I do is just delete the unit or whatever and place it in the map again. The change is always evident, I never have to restart my editor.
Your weapon's actor, in the Events + should look something like this...
UnitBirth.(character's unit)
-Create
ActorCreation
-AnimPlay Attach Stand
UnitDeath.(character's unit)
-Destroy
Change UnitDeath.(Character'sUnit) -Destroy to
ActorDestruction.(character's actor)
-Destroy
Now your weapons will remain visible until the actor of your dead unit is destroyed. UnitDeath destroys the weapons the minute your unit dies regardless if the actor is still there or not.
That should fix it.
OH YA. Next time you should post a request for Data Editor help in the Development > Data section. This section is used as a place to put Assets for others to use.
Make all meteors display their impact location all at once, and you only get X amount of seconds before they begin the impact event, to teleport your towers. Still only 1 teleport per tower, think fast or lose some towers. ;)
Event 1 Begins with 5 impact locations(instead of 3), Event 2 with 7(+2 per event instead of +1), so on and so forth(to offset the fact that you know where all of them will land immediately).
Impact Event after every 2 rounds.
Instead of the meteors disappearing at the beginning of the next event, give the meteors a lifespan of 2 events, IE: when Event 2 begins, the meteors from Event 1 do not disappear. When Event 3 begins, the meteors from event 1 disappear and meteors from Event 2 do not. Basically you get 5 possible holes in your wall at event 3, 7 possibles holes at event 4, 9 possible holes at event 5, etc. etc.
Instead of having every meteor from every event cause AOE kill-damage, have only 1 such meteor do so, and clearly make the distinction so that people know exactly where this 'kill meteor' is going to land so they can clear a 3x3 area of towers. BONUS: This meteor has some kind of radiation that can infect mobs and drain a certain amount of life over a period of time. This radiation only lasts so long while the unit is outside the radiation zone. These irradiated meteors disappear at the next Impact Event, instead of 2 Impact Events after birth.
Going to be brainstorming some more ideas up. Keep the critique coming, and please try not to hijack too much? :P hehe.
@Karasawa
Maybe you are right, maybe the original idea was a little too tough... but I definitely want the randomness in there.
Thanks for your critique, made me rethink some things and I'm liking this edit a bit more.
@msntbn
Ya, that was the whole point... throw in ALOT of randomness in there, but make the playing field big enough so that at event 3 it wouldn't destroy you completely and your screwed... also why I suggested mobs must traverse your "maze" several times, again due to the randomness inherent to these Impact Events. I do however like the idea of a random meteor impacting on your maze while playing, haha.
I'll send you a PM aswell, msntbn
EDIT: haha, maybe I will use this idea, then :P Let this space be a place to shoot some critique/ideas my way.
DIRECT LINK TO VIDEO ::
this is what it should look like at long range with my new 'minimum range' system implemented.
So I got to looking around through some old maps and files and whatnot, and found my Hyper-Space map I had made, I posted a vid a while ago and I realise I never did end up fixing it up and posting the map... I went through it all, cleaned it up, and I'm "perfecting" the "minimum range" crap.
Hyperspace is a map wide range, but I want a minimum range of 48... and currently that is impossible(?) to set in an ability, which really peeves me off.
EDIT: Oh ya, the Reason I want a minimum Range, is that because the Ship moves so fast that I trigger the creation of the Exit Portal at a distance of 24 "units" before it's arrival point, with an offset of 20 to offset the fact that it moves a total of 4 units of distance by the time the Actor triggers/fires. If I cast this ability within a 24 range, the Exit Buff detects the fact that it is less than 24 range, removes the buff, then the Exit Portal is created off screen and the ship doesn't even "pass through it".
I've got the Speed Behavior, a Dummy Behavior that checks for proximity to target point(removal of this Behavior creates the exit portal once proximity is reached), and I have a Behavior that lasts 2 seconds when Hyperspace is first cast, which has a Validator in the Behavior - Validators (Remove) spot, and this field returns FALSE.
From what I can understand, it HAS to be a Triple AND combine, here's why.
Validator Type - Unit Compare Behavior Count
Name - Has Hyper-Space Entry Buff (False-Positive)
Validator - Behavior Hyper-Space Entry
Validator - Compare Equal To
Validator - Failure Result Must target unit
Validator - Ignore While Channeling 0
Validator - Other Unit + (None):e_effectUnitUnknown
Validator - Result - Failure Error
Validator - Unit + (None):Caster
Validator - Value 0
This Behavior, Hyper-Space Entry, must be on the unit. So, False of 1 = to 0, pretty simple. This behavior makes the unit move fast, be uncommandable, cloaked, and whatnot.
Validator Type - Unit Compare Behavior Count
Name - Has Hyper-Space Exit Buff (False-Positive)
Validator - Behavior Hyper-Space Exit Dummy
Validator - Compare Equal To
Validator - Failure Result Must target unit
Validator - Ignore While Channeling 0
Validator - Other Unit + (None):e_effectUnitUnknown
Validator - Result - Failure Error
Validator - Unit + (None):Caster
Validator - Value 0
This Behavior, Hyper-Space Exit Dummy, MUST be on the unit. This behavior auto-removes itself if within 24 Location Range of the Spell Target Point, and it's how I detect when to create the exit portal, So it is crucial until that time!
Validator Type - Location Range
Name - Hyper-Space Entry Proximity (False-Positive)
Target - Location + Hyper-Space (Persistent):Origin Point
Validator - Compare Greater Than Or Equal To
Validator - Ignore While Channeling 0
Validator - Pathing Disabled
Validator - Range 48
Validator - Result - Failure Error
Validator - Value + (None):Caster Unit
Um, Greater Than or Equal To 48, false makes that... Less Than or Equal to??
I threw these 3 validators into a Combine Validator of AND.
I had the ability working fine up until I tried making this 'Minimum Range not met = remove all buffs = fail' system...
Here is the current state(s) of my ability
If I cast my Ability at short range(on screen, definitely under 48 range), it opens the portal, then fails, and the unit has zero buffs, which is what I want to happen if it's cast at a short range. (WORKS PERFECT)
if I cast my Ability at long range(I test cross map, so definitely over 48), it opens the portal, then fails, but leaves the EXIT DUMMY behavior on the unit.(Should remove the Minimum Distance Buff only, while keeping the Exit Dummy and Entry behaviors on the unit).
To sleep I go, I work tonight! I will check back in about ... 8 hours?
Any insight will be greatly appreciate, Thanks Alot!
Depending on any insight, might post the map so that someone can take a closer look later.
I took some pictures with my cellphone(LOL) and some turned out QUITE bad. The only 2 worth posting are below... I'll ask my sister about getting her camera tomorrow.
The first is just a random drawing of a knight/cleric with a mace & shield, never finished his lower body. Did this in high school... for some reason I'm quite certain I saw a pic somewhere and attempted to recreate it, and this is the result.
This was done in... grade10 or grade11, the task was to create a picture without using actual lines, just to erase the black to create our lines & shadows. I "drew" my own hand.
Teleport TD: Your basic TD except each tower is capable of "teleporting" a distance of say 6. Every X amount of minutes or rounds, there's a disaster or something, in the shape of a meteor strike that impacts your area, and they impact with enough force to kill any tower in 1 hit, and any secondary/nearby towers receive 75% damage and are placed in critical, and WILL burn out. There is no way to repair towers.
Basically, When The Meteor Strike Event happens, it is between rounds, you get X seconds before they start impacting your map, so you have to teleport your towers out of harms way, while trying to keep a semblance of a maze going. Each tower can only teleport once during the 'impact event'. Each impact meteor creates a doodad that is basically a wall, so it CAN help supplement your wall in the next few rounds. During each Event, If you get screwed over and the meteor impacts create an unpassable wall, you are given the ability to sacrifice one of your towers, reclaiming 50% of the cost to build that tower(including 50% upgrade costs). If you do not make a hole in your wall, the computers will attack and clear their own way out until they are able to get clear pathing.
The Meteor Strike Event will display a graphic on the square that will be impacted, which happens perhaps 8 seconds later, and displays a new impact location every 5 seconds... First Meteor Event has 3 impacts, the second has 4, and each new Event increases the Impact Count. A Challenge to keep as many towers alive as possible, and hoping a random meteor won't destroy a big portion of your maze, AFTER you've teleported some buildings around... heheh.
With each new Meteor Event, all previous meteors on your field of play are destroyed and you are again able to teleport your buildings.
Due to the inherent difficulty and no doubt GIANT HOLES in your wall/defenses as the game goes on, the Mobs of units must pass through your maze more than once, maybe 3 times, otherwise its over much too soon.
0
@Zantai: Go
Happy Birthday! In the blink of an eye, you'll be 27, and then another blink, and you'll be 40!! Enjoy your youth while you can!!
LOL.
Seriously, hope you have a good day!
0
@greythepirate: Go
If you need another idea for an upgraded hover board, if you check out the thread for WDE #10, if you remove the turret from the Diamondback, you are left with just the base, and it looks pretty neat. Squash that down even more and it could be cool!
I'm really enjoying your work, it's awesome!
For your next video, more Void Grip showcase? VS enemies, or possibly dangling from a ceiling, and being able to use other abilities or even swing back and forth?? hahaha that would be sweet.
0
@Sherlia: Go
You don't need to make that validator, it's already available as a default. just look for validators that start with LIFE
EDIT. Ok, you WILL have to make a validator, my bad. thought you meant 75%, but you mean a flat 75?
Again, just look for validators with LIFE in the name, duplicate one, call it Transfuse AutoCast or something.
You might want to try leaving 'Compare' as Greater than or Equal to, but you might need to change to Less Than or Equal to.
Hope that helps.
0
@VoidPotato: Go
I use FireFox Beta 4.0b11, and I love it. I've used Chrome but I didn't really like it better than FireFox 3.6 or whatever. Since I started using the FF Beta, I've greatly enjoyed some of the changes to the interface and menus... I love App Tabs!!
I've had no stability issues with FF Beta 4... like I said, enjoying some of the changes quite a bit. Been using the beta for about 3+ months now, at the least, quite possibly since a bit longer than that.
0
@wOlfLisK: Go
Well I'll be damned! :P
0
@wOlfLisK: Go
I'm probably going to be relatively active in the same capacity, maybe slightly less on fridays/saturdsays(has already started), in the summer shouldn't be much change but I do like to go riding my motorcycle, so I put some time aside for that. Sitting cooped up all winter without a vehicle/freedom sux!!
I randomly go and visit my grandparents for the duration of a day during the summer aswell, they only live 1 hour away and my grandma always cooks great lunches and suppers, hahaha.
0
@SexLethal: Go
I've had that happen aswell. All I do is just delete the unit or whatever and place it in the map again. The change is always evident, I never have to restart my editor.
0
@aczchef: Go
Your weapon's actor, in the Events + should look something like this...
Change UnitDeath.(Character'sUnit) -Destroy to
Now your weapons will remain visible until the actor of your dead unit is destroyed. UnitDeath destroys the weapons the minute your unit dies regardless if the actor is still there or not.
That should fix it.
OH YA. Next time you should post a request for Data Editor help in the Development > Data section. This section is used as a place to put Assets for others to use.
0
@msntbn: Go
OK, slight tweaking.
Make all meteors display their impact location all at once, and you only get X amount of seconds before they begin the impact event, to teleport your towers. Still only 1 teleport per tower, think fast or lose some towers. ;)
Event 1 Begins with 5 impact locations(instead of 3), Event 2 with 7(+2 per event instead of +1), so on and so forth(to offset the fact that you know where all of them will land immediately).
Impact Event after every 2 rounds.
Instead of the meteors disappearing at the beginning of the next event, give the meteors a lifespan of 2 events, IE: when Event 2 begins, the meteors from Event 1 do not disappear. When Event 3 begins, the meteors from event 1 disappear and meteors from Event 2 do not. Basically you get 5 possible holes in your wall at event 3, 7 possibles holes at event 4, 9 possible holes at event 5, etc. etc.
Instead of having every meteor from every event cause AOE kill-damage, have only 1 such meteor do so, and clearly make the distinction so that people know exactly where this 'kill meteor' is going to land so they can clear a 3x3 area of towers. BONUS: This meteor has some kind of radiation that can infect mobs and drain a certain amount of life over a period of time. This radiation only lasts so long while the unit is outside the radiation zone. These irradiated meteors disappear at the next Impact Event, instead of 2 Impact Events after birth.
Going to be brainstorming some more ideas up. Keep the critique coming, and please try not to hijack too much? :P hehe.
@Karasawa
Maybe you are right, maybe the original idea was a little too tough... but I definitely want the randomness in there.
Thanks for your critique, made me rethink some things and I'm liking this edit a bit more.
@msntbn
Ya, that was the whole point... throw in ALOT of randomness in there, but make the playing field big enough so that at event 3 it wouldn't destroy you completely and your screwed... also why I suggested mobs must traverse your "maze" several times, again due to the randomness inherent to these Impact Events. I do however like the idea of a random meteor impacting on your maze while playing, haha.
I'll send you a PM aswell, msntbn
EDIT: haha, maybe I will use this idea, then :P Let this space be a place to shoot some critique/ideas my way.
0
@Paranoiks: Go
http://forums.sc2mapster.com/development/data/17794-weekly-data-exercise-9-high-templar-weapon/#p17
Take a look at my post, and the map which is attached 2 posts below it. Very simple to do ;)
0
22 hours and 13 views?
....
Bump.
0
DIRECT LINK TO VIDEO ::
this is what it should look like at long range with my new 'minimum range' system implemented.
So I got to looking around through some old maps and files and whatnot, and found my Hyper-Space map I had made, I posted a vid a while ago and I realise I never did end up fixing it up and posting the map... I went through it all, cleaned it up, and I'm "perfecting" the "minimum range" crap.
Hyperspace is a map wide range, but I want a minimum range of 48... and currently that is impossible(?) to set in an ability, which really peeves me off.
EDIT: Oh ya, the Reason I want a minimum Range, is that because the Ship moves so fast that I trigger the creation of the Exit Portal at a distance of 24 "units" before it's arrival point, with an offset of 20 to offset the fact that it moves a total of 4 units of distance by the time the Actor triggers/fires. If I cast this ability within a 24 range, the Exit Buff detects the fact that it is less than 24 range, removes the buff, then the Exit Portal is created off screen and the ship doesn't even "pass through it".
I've got the Speed Behavior, a Dummy Behavior that checks for proximity to target point(removal of this Behavior creates the exit portal once proximity is reached), and I have a Behavior that lasts 2 seconds when Hyperspace is first cast, which has a Validator in the Behavior - Validators (Remove) spot, and this field returns FALSE.
From what I can understand, it HAS to be a Triple AND combine, here's why.
Validator Type - Unit Compare Behavior Count
Name - Has Hyper-Space Entry Buff (False-Positive)
Validator - Behavior Hyper-Space Entry
Validator - Compare Equal To
Validator - Failure Result Must target unit
Validator - Ignore While Channeling 0
Validator - Other Unit + (None):e_effectUnitUnknown
Validator - Result - Failure Error
Validator - Unit + (None):Caster
Validator - Value 0
Validator Type - Unit Compare Behavior Count
Name - Has Hyper-Space Exit Buff (False-Positive)
Validator - Behavior Hyper-Space Exit Dummy
Validator - Compare Equal To
Validator - Failure Result Must target unit
Validator - Ignore While Channeling 0
Validator - Other Unit + (None):e_effectUnitUnknown
Validator - Result - Failure Error
Validator - Unit + (None):Caster
Validator - Value 0
Validator Type - Location Range
Name - Hyper-Space Entry Proximity (False-Positive)
Target - Location + Hyper-Space (Persistent):Origin Point
Validator - Compare Greater Than Or Equal To
Validator - Ignore While Channeling 0
Validator - Pathing Disabled
Validator - Range 48
Validator - Result - Failure Error
Validator - Value + (None):Caster Unit
I threw these 3 validators into a Combine Validator of AND.
I had the ability working fine up until I tried making this 'Minimum Range not met = remove all buffs = fail' system...
Here is the current state(s) of my ability
To sleep I go, I work tonight! I will check back in about ... 8 hours?
Any insight will be greatly appreciate, Thanks Alot!
Depending on any insight, might post the map so that someone can take a closer look later.
Again, Thanks for Reading! :P
0
@wingednosering: Go
Site (Movers) would likely come in handy. But since I've never used them myself yet... heh.
0
I took some pictures with my cellphone(LOL) and some turned out QUITE bad. The only 2 worth posting are below... I'll ask my sister about getting her camera tomorrow.
The first is just a random drawing of a knight/cleric with a mace & shield, never finished his lower body. Did this in high school... for some reason I'm quite certain I saw a pic somewhere and attempted to recreate it, and this is the result.
This was done in... grade10 or grade11, the task was to create a picture without using actual lines, just to erase the black to create our lines & shadows. I "drew" my own hand.
0
Teleport TD: Your basic TD except each tower is capable of "teleporting" a distance of say 6. Every X amount of minutes or rounds, there's a disaster or something, in the shape of a meteor strike that impacts your area, and they impact with enough force to kill any tower in 1 hit, and any secondary/nearby towers receive 75% damage and are placed in critical, and WILL burn out. There is no way to repair towers.
Basically, When The Meteor Strike Event happens, it is between rounds, you get X seconds before they start impacting your map, so you have to teleport your towers out of harms way, while trying to keep a semblance of a maze going. Each tower can only teleport once during the 'impact event'. Each impact meteor creates a doodad that is basically a wall, so it CAN help supplement your wall in the next few rounds. During each Event, If you get screwed over and the meteor impacts create an unpassable wall, you are given the ability to sacrifice one of your towers, reclaiming 50% of the cost to build that tower(including 50% upgrade costs). If you do not make a hole in your wall, the computers will attack and clear their own way out until they are able to get clear pathing.
The Meteor Strike Event will display a graphic on the square that will be impacted, which happens perhaps 8 seconds later, and displays a new impact location every 5 seconds... First Meteor Event has 3 impacts, the second has 4, and each new Event increases the Impact Count. A Challenge to keep as many towers alive as possible, and hoping a random meteor won't destroy a big portion of your maze, AFTER you've teleported some buildings around... heheh.
With each new Meteor Event, all previous meteors on your field of play are destroyed and you are again able to teleport your buildings.
Due to the inherent difficulty and no doubt GIANT HOLES in your wall/defenses as the game goes on, the Mobs of units must pass through your maze more than once, maybe 3 times, otherwise its over much too soon.
Umm... that might be fun, maybe?