I've been searching for a while now for a way to reduce the effectiveness of armor, so it's about 10 times weaker. Is there such a way? Thank you for any help given. :P
EDIT: actually looking at the armor calculation, is there a way to make it percent damage based?
Yeah... The line "There is no way to change the actual player number" pretty much explained it. What I was trying to do was set the player number while still in the lobby. The fact that you can't do that anymore is actually a pretty big functionality loss. I'd be fine with the old system.. But it's blizzard just changing stuff to change stuff.
Honestly, pricing is completely dependent on the person who is willing to work for you. Honestly, Nardival seems to hit it spot on for the most part if you're willing to go to the extent of making this a serious project with serious legal consequences upon illegally altering a map. All you can do is just rely on the person's credibility. There are people who will charge per-hour and people who will charge per-project.
It's not guaranteed that the person knows 100% on what they're doing and that the person that charges more is better. The only thing the money does is increase the seriousness of a project and changes people's attitudes. Some of the best mappers in sc2 work for free in teams, you'd just have to get lucky.
How can I change the player I am in the lobby? For some reason, no matter which order we are as players, if I'm the host I'm always player 1. How do I change this so I can be player 3, for example.
Here's an example of my problem. Me and a friend wanted to try out the map "Micro and Macro" which has 4 player slots. The first 3 are team 1 and the last one is team 2. Obviously, the last one is going to be player 4, but because the order we join determines which player we are, if I put him in team 2, then he is still player 2, just in a different team.
I tested this out and it's not just the order we join, it's our priority. AIs have low priority when they're in the game, so if there isn't any users that are player 1 or 2, then they will be player 1 or 2. If there's a player that's not player 1 or 2 and an AI that's player 1 or 2, then the player will be player 1 and the AI will be player 3.
This is really hard to explain.. How do I make it so that the order we join doesn't determine which player number we are? If we can't, we really need to tell blizzard to add this.
1) If you trigger it like hell and make a million of the same unit with different prices, It's possible. I think you mean strictly data editor. Possible, but the thing is, unless you want to spend 5 million years making it so, might as well call it impossible.
I just tried removing the acquire response from the weapon's damage effect, but it seems that's not the problem here. They attack the photon cannon as soon as it's made rather than after it attacks, which is why I think it didn't work.
I'm afraid I might just have to go with the invisible weapons route if I can't find out. Thanks for all the help so far, and I'm still looking for more on this problem if anyone else has a guess at it.
What I mean is that say if you have a wall of 5 buildings, all with the same attack target priority and only 1 of the buildings have a weapon. They will attack the one with the weapon regardless of the attack target priority of the unit. It seems the weapon adds in extra priority. How do I change that?
I'm having a bit of an issue. I want to make it so that all units have the same attack target priority. I see the object in the Data editor, but Regardless of what the photon cannon has, for example, because it attacks, all the units will attack that.
I think the fact that the max HP is 524,000 is retarded. No, I think the fact that they use 19 bytes for the first portion of the HP, and THIRTEEN BYTES for the final accuracy. What the hell.
If you don't know what this means, it means that Blizzard allocated 13 bytes to allow for an HP accuracy of 0.000 000 000 001 which is overkill! The primary purpose is so that people's units don't get ripped off, say if they have 4.3 health and a unit has 2.1 damage. Obviously it would take 3 hits to kill, but without the decimal, it would only take 2 hits. I know it's that accurate to compensate for armor and any other damage mitigation alternatives (Say you heal the unit), but do we really need to take away the freedom of having million hp units just so people can save 1 in a million units?
Blizzard has no problem in allocating a lot for WoW with their 50 million hp bosses and up. Someone needs to tell blizzard to change it to say, 28 bytes for health and 4 bytes for precision, that way health is still measured to the 1/1000, but we can also have 250 000 000 hp units. (Only as an extreme example)
It's just inconvenient when I have to mess with damage mitigation to make units have more hp. I mean, I don't mind working with really low numbers, it's just... It's a lot more satisfying to kill something with 1 million hp than 300 hp on "Those maps."
This would definitely succeed in making projectiles look more naturally fired. I don't think I would have too much use for the miss as it doesn't make too much sense to me. Usually people don't miss except at large ranges. Although I more of skimmed the tutorial, it would be interesting to see the projectile have a greater chance to miss at larger ranges.
Although, about the marine's projectile. Naturally, people don't aim down so they don't necessarily hit the ground when they miss. Although I wouldn't need to normally worry about this, I think it would go really great hand in hand with my above suggestion and make the effect a bit more realistic.
It appears that I somewhat figured out the problem. I was using broodlings, which apparently have a very large call for help radius for other broodlings, but when experimenting with other types of units, they don't seem to have this problem. Any way to fix this?
So, I'm making an RPG. I really dislike how small the world is really, so I scaled down all the units. I actually got it looking really nice, and it allows us to save soo much space. At the moment, I've run into this issue which will soon be a big issue with units and their aggro radius, as well as their call for help radius. It appears that when I attack the units, all the units within about 5-10 range come in to attack (and with the new proportions, this is a huge area) so I get around 10-15 mobs attacking me at once.
I've tried reducing the call for help radius inside of the gameplay data field inside the data editor with no luck. Is there any way to get this so I don't pull everything around me when I attack a target?
Alright, sorry for the late reply, but I was talking about pre-placed units. I seem to have solved this from my lack of observance for the usage of a unit's "Custom Value" which is so deeply improved since WC3. Thank you all for the help :P
0
Tyvm for the reply ;) I'll be sure to check it out, but it seems that armor cannot be directly linked to percent damage reduction?
0
I've been searching for a while now for a way to reduce the effectiveness of armor, so it's about 10 times weaker. Is there such a way? Thank you for any help given. :P
EDIT: actually looking at the armor calculation, is there a way to make it percent damage based?
0
I have a map, but here's my issue. Each player has their own spawn and it works like this.
Each spawn has a direct tunnel to a ramp to the center. Each tunnel is connected via an outer path.
For some reason, however, the units from W and E will either go to S to N. They will run ALL the way around the path in order to get to S or N.
The tunnels for S and N are different lengths than W and E. Is this the reason?
0
Yeah... The line "There is no way to change the actual player number" pretty much explained it. What I was trying to do was set the player number while still in the lobby. The fact that you can't do that anymore is actually a pretty big functionality loss. I'd be fine with the old system.. But it's blizzard just changing stuff to change stuff.
0
Honestly, pricing is completely dependent on the person who is willing to work for you. Honestly, Nardival seems to hit it spot on for the most part if you're willing to go to the extent of making this a serious project with serious legal consequences upon illegally altering a map. All you can do is just rely on the person's credibility. There are people who will charge per-hour and people who will charge per-project.
It's not guaranteed that the person knows 100% on what they're doing and that the person that charges more is better. The only thing the money does is increase the seriousness of a project and changes people's attitudes. Some of the best mappers in sc2 work for free in teams, you'd just have to get lucky.
0
How can I change the player I am in the lobby? For some reason, no matter which order we are as players, if I'm the host I'm always player 1. How do I change this so I can be player 3, for example.
Here's an example of my problem. Me and a friend wanted to try out the map "Micro and Macro" which has 4 player slots. The first 3 are team 1 and the last one is team 2. Obviously, the last one is going to be player 4, but because the order we join determines which player we are, if I put him in team 2, then he is still player 2, just in a different team.
I tested this out and it's not just the order we join, it's our priority. AIs have low priority when they're in the game, so if there isn't any users that are player 1 or 2, then they will be player 1 or 2. If there's a player that's not player 1 or 2 and an AI that's player 1 or 2, then the player will be player 1 and the AI will be player 3.
This is really hard to explain.. How do I make it so that the order we join doesn't determine which player number we are? If we can't, we really need to tell blizzard to add this.
0
1) If you trigger it like hell and make a million of the same unit with different prices, It's possible. I think you mean strictly data editor. Possible, but the thing is, unless you want to spend 5 million years making it so, might as well call it impossible.
But hey, let's see what other people have to say.
0
Again, sorry for the delayed response.
I just tried removing the acquire response from the weapon's damage effect, but it seems that's not the problem here. They attack the photon cannon as soon as it's made rather than after it attacks, which is why I think it didn't work.
I'm afraid I might just have to go with the invisible weapons route if I can't find out. Thanks for all the help so far, and I'm still looking for more on this problem if anyone else has a guess at it.
0
Sorry for the delayed response..
What I mean is that say if you have a wall of 5 buildings, all with the same attack target priority and only 1 of the buildings have a weapon. They will attack the one with the weapon regardless of the attack target priority of the unit. It seems the weapon adds in extra priority. How do I change that?
0
I'm having a bit of an issue. I want to make it so that all units have the same attack target priority. I see the object in the Data editor, but Regardless of what the photon cannon has, for example, because it attacks, all the units will attack that.
How would I do such a thing?
0
I think the fact that the max HP is 524,000 is retarded. No, I think the fact that they use 19 bytes for the first portion of the HP, and THIRTEEN BYTES for the final accuracy. What the hell.
If you don't know what this means, it means that Blizzard allocated 13 bytes to allow for an HP accuracy of 0.000 000 000 001 which is overkill! The primary purpose is so that people's units don't get ripped off, say if they have 4.3 health and a unit has 2.1 damage. Obviously it would take 3 hits to kill, but without the decimal, it would only take 2 hits. I know it's that accurate to compensate for armor and any other damage mitigation alternatives (Say you heal the unit), but do we really need to take away the freedom of having million hp units just so people can save 1 in a million units?
Blizzard has no problem in allocating a lot for WoW with their 50 million hp bosses and up. Someone needs to tell blizzard to change it to say, 28 bytes for health and 4 bytes for precision, that way health is still measured to the 1/1000, but we can also have 250 000 000 hp units. (Only as an extreme example)
It's just inconvenient when I have to mess with damage mitigation to make units have more hp. I mean, I don't mind working with really low numbers, it's just... It's a lot more satisfying to kill something with 1 million hp than 300 hp on "Those maps."
0
Hmm, interesting.
This would definitely succeed in making projectiles look more naturally fired. I don't think I would have too much use for the miss as it doesn't make too much sense to me. Usually people don't miss except at large ranges. Although I more of skimmed the tutorial, it would be interesting to see the projectile have a greater chance to miss at larger ranges.
Although, about the marine's projectile. Naturally, people don't aim down so they don't necessarily hit the ground when they miss. Although I wouldn't need to normally worry about this, I think it would go really great hand in hand with my above suggestion and make the effect a bit more realistic.
Thanks for the tutorial though. :3
0
@Tyman2007: Go
It appears that I somewhat figured out the problem. I was using broodlings, which apparently have a very large call for help radius for other broodlings, but when experimenting with other types of units, they don't seem to have this problem. Any way to fix this?
0
So, I'm making an RPG. I really dislike how small the world is really, so I scaled down all the units. I actually got it looking really nice, and it allows us to save soo much space. At the moment, I've run into this issue which will soon be a big issue with units and their aggro radius, as well as their call for help radius. It appears that when I attack the units, all the units within about 5-10 range come in to attack (and with the new proportions, this is a huge area) so I get around 10-15 mobs attacking me at once.
I've tried reducing the call for help radius inside of the gameplay data field inside the data editor with no luck. Is there any way to get this so I don't pull everything around me when I attack a target?
0
@BasharTeg: Go
Alright, sorry for the late reply, but I was talking about pre-placed units. I seem to have solved this from my lack of observance for the usage of a unit's "Custom Value" which is so deeply improved since WC3. Thank you all for the help :P