the end point is easy to find, but that's not what our goal was, it was to have these units appear when the missile hits the ending point, that's a time issue not a location issue.
If your saying there is an easier way to find out the distance between where the caster is and the target point, I just don't see how cause both are necessary in order do the wait time calculation.
Basically the max range of the spell is 7 but if someone casts it from a range of 3 the distance between the target point and caster change. we needed a variable to calculate that number because it would change every time the spell is cast.
I would like to take a moment to announce to those who have interest that our team (Ninjacore Studios) is in the midst making the next generation of Custom Hero Line Wars. We are trying to keep a pretty tight lid on the project, but we have agreed that is past due that we post some information about it. So here is what you guys can be ready to expect from our map, in addition from the standard HLW map features on SC2 release day.
Heroes
6 heroes with 3 different selectable specializations
a Talent Tree (Similar to WoW)
The ability to put points into individual attributes (possibly unique attributes for each hero)
Unit Summoning
3 different summoning races a player can choose from.
Each race has its own unique set of advantages and disadvantages
Gameplay
4 players per team
Teamwork and cooperation will be a huge part of HLW Universe
Selectable difficulties
Finally in some general notes I'd like to say that our version of HLWs is going to diverge from previous versions of HLW where good teamwork and cooperation were not always a necessity for winning. In many versions HLW was all about the massive income gain ( basically he with the largest income would win). While we are not getting rid of income by any means we are adjusting the mechanics where not only income is a factor but so is how you and your team work together. We feel this will bring and added element of fun and energy to the game which was lacking before.
Anyway there will be more updates to follow including some screens and videos (hopefully within the coming week). However, most of our time is spent working on the map making it hard to post updates. The reason we did make a thread is we enjoy hearing some feedback from everyone here and any suggestions you might have in what can make a more fun and complete HLW style map. We are also completely insane about bringing the highest level of quality to this project so if you post terrible ideas we reserve the right to refuse the idea and privately laugh about it. =)
PROGRESS REPORT:
HERO ABILITIES
Arcolisk: FINISHED!
Brood Mother: FINISHED!
Elemental Sorcerer = 6 of 7 finished
Experimental ACU: FINISHED!
Pharoah: FINISHED!
Tech Marine: FINISHED!
HERO TALENTS
Arcolisk: 0 of 18 finished
Brood Mother: 18 of 18 FINISHED!
Experimental ACU: 0 of 18 Finished
Elemental Sorcerer: 0 of 18 finished
Pharoah: 0 of 18 finished
Tech Marine: 18 of 18 FINISHED!
BASE SUMMONING UNITS
Zerg: 14 of 14 FINISHED!
Protoss: 5 of 14 finished
Terran: 14 of 14 FINISHED!
TIER 2 (First Evolution) SUMMONING UNITS
Zerg: 14 of 14 FINISHED!
Protoss: 0 of 14 finished
Terran: 14 of 14 of FINISHED!
TIER 3 (Second Evolution) SUMMONING UNITS
Zerg: 14 of 14 FINISHED!
Protoss: 0 of 14 finished
Terran: 14 of 14 of FINISHED!
SUMMONING UNITS "LEVEL UP" BEHAVIOR
Zerg: 42 of 42 FINISHED!
Protoss: 0 of 42 finished
Terran: 0 42 of finished
UNIT MODIFYING UPGRADES
Zerg: 5 of 5 FINISHED!
Protoss: 0 of 5 finished
Terran: 0 of 5 finished
APPLYING UPGRADES TO UNITS
Zerg: 42 of 42 FINISHED!
Protoss: 0 of 42 finished
Terran: 0 of 42 finished
SUMMON BUILDING UPGRADES
Universal: 3 of 4 finished - Halted until we can find a solution to the ability to upgrade charges. (they are bugged atm)
SUMMON UNITS' ABILITIES UPGRADES
Universal: 0 of 18
Zerg: 0 of 3 finished
Protoss: 0 of 3 finished
Terran: 0 of 3 finished
USER INTERFACE
Hero and summon race selection menu 100% finished
Scoreboards: 15% finished
Talent Tree: 100% FINISHED!
Attribute points menu 100% FINISHED!
Fast on screen linked Action Bars: 30% finished
Skill upgrade Menu: 100% finished
an old video update: here is a video from some time ago, gives an basic idea of what one hero is like.
Here is a brief description of what else we have changed in HLWs. Upgrading to different tier summoning buildings has been replaced with an evolution leveling system
IE a player will specialize into several different units of his choosing, the more he summons that particular unit the stronger it becomes until it evolves into the next tier of that unit and repeats this process. Units are no longer just for generalized damage, they do different things and well has have enough variation that it is important to communicate with your allies and work with which units they are summoning. Ive posted to pictures which show how a unit evolves but all the other units in the building remain the same.
It really depends on what you are trying to do. because the editor is so open the possibilities are endless. I can give you only a single example that our group is working on where math functions have been useful. In this example we needed triggers to accomplish some aspects of this ability but we needed the actions to take place where the user clicked for the spell to occur, but to happen only after a "Missile" had flown to that spot. We are able to find this time via math!
As you might guess we have no idea how long it will take our missile to hit the target point by just guessing. Since there is a major unknown that could change from each use, which is the distance from the caster location (where our missile appears) and then where our target point is (where the missile is going to impact). From the trigger you can see we need 2 units appear at the target source when our missile impacts that spot. Our solution was in our use "Distance" Variable in the "Wait" Action. To find the appropriate amount of time we had to take the missile speed (in our case we had set the mover to a max speed of 20) and divide that by the "Distance" Variable (which is our distance because it can vary from cast to cast).
Anyway this is a very simple function of the math available in the editor frankly there are far more complex computations within the editor. My suggestion if you aren't familiar with some of these math equations is to study up. Going to any number of math websites (google is your friend) and reading up on them will help. Once you are familiar with how these math equations work you will be able to find many uses for them. Hopefully our team's example is helpful in revealing just how numerous the possibilities are. If you have more questions you can either PM me or post here.
Ive run into this problem before as well. In General in order to fix this problem I will usually duplicate some other standard unit and that unit's actor and then change the model it uses to whatever the model unit that can't normally be selected. However what cause this exactly and what need to be done to reverse it I have yet to discover.
Okay our group has a particularly tricky problem today and I am hoping someone here might be able to help. What we are attempting to do is make a builder unit (like an SCV) use the Void Ray Beam animation and go from him to the building. In essence appearing almost like a unit welding the building into existence. The issue we are having is knowing which actors to use in order to make this happen. Normally we wouldn't have a problem but the Void Ray beam animation information like how it is used, where it appears and impacts, seems spread over several actors making it a tad more tricky than other animations. Any thoughts, suggestions, or answers would be greatly appreciated.
That's great for static income, but for many types of maps people need a growing income for which you need some other way and much more complicated triggers to have work.
Once you get used to messing with the events and morphing buildings you can get pretty fast at it. It may seem like a lot of work but that's the price we pay for having so much more freedom in the editor. Just follow the guide in this link, it's easy than it looks Morphing Buildings Guide
@Eldrazor: Go
I only duplicate stuff that I need to actually change from the original. Duplicating everything is a huge mistake because it makes things 20 times harder to comb through when actually adding or finding something you need. However I prefer to duplicate actors because they are very much like a gatekeeper since so many other things are linked through them. I simply rename the actors to match my unit making them easy to find.
bump!
Trying to do the same thing but no such luck. Very interestingly charges seem to work with some abilities and not others. the Train ability for example works fine with charges but not effect - target abilities. If anyone has some insight please give us the heads up.
This has to be one of the more annoying aspects of SC2. I don't remember getting booted out of sub menus when you click on a button. For example say you have a hero who has several levels of skills and you've gained a bunch of skill points, When you go the sub menu used for learning higher levels of the skills you get booted out and back to the main menu of the hero after only 1 button click. I'm wondering if anyone knows a way to prevent this?
I'm currently working on a map where I need unit costs (Minerals, Vespene, etc) to be hidden from the player when he hovers over the unit in the "barracks" I was assuming that is what the Cost Display meant in the training abilities objects properties where you modify what unit is trained and what it costs, but sadly I must be mistaken or its just not implemented yet. So I was wondering if anyone else has happened to find out how to hide unit costs?
Here is an image of the page that I thought Cost Display meant click this option if you want that particular resource so show up, but unless I'm missing something I have no idea what that option does.
Quick post here guys working on a team project with a map that will have periodic income. The way we chose to display this income was using a custom resource. Now I'm trying to figure out how to make a Trigger that will re-occur every 10 seconds and check the custom resource and then give that amount to the play in Minerals. The re-occurring timer is easy enough and I assume the action I want is modify player property what I'm not sure on is how to write a custom script that does the rest. If anyone can give me some tips it would be vastly appreciated.
0
the end point is easy to find, but that's not what our goal was, it was to have these units appear when the missile hits the ending point, that's a time issue not a location issue.
If your saying there is an easier way to find out the distance between where the caster is and the target point, I just don't see how cause both are necessary in order do the wait time calculation. Basically the max range of the spell is 7 but if someone casts it from a range of 3 the distance between the target point and caster change. we needed a variable to calculate that number because it would change every time the spell is cast.
0
I would like to take a moment to announce to those who have interest that our team (Ninjacore Studios) is in the midst making the next generation of Custom Hero Line Wars. We are trying to keep a pretty tight lid on the project, but we have agreed that is past due that we post some information about it. So here is what you guys can be ready to expect from our map, in addition from the standard HLW map features on SC2 release day.
Finally in some general notes I'd like to say that our version of HLWs is going to diverge from previous versions of HLW where good teamwork and cooperation were not always a necessity for winning. In many versions HLW was all about the massive income gain ( basically he with the largest income would win). While we are not getting rid of income by any means we are adjusting the mechanics where not only income is a factor but so is how you and your team work together. We feel this will bring and added element of fun and energy to the game which was lacking before.
Anyway there will be more updates to follow including some screens and videos (hopefully within the coming week). However, most of our time is spent working on the map making it hard to post updates. The reason we did make a thread is we enjoy hearing some feedback from everyone here and any suggestions you might have in what can make a more fun and complete HLW style map. We are also completely insane about bringing the highest level of quality to this project so if you post terrible ideas we reserve the right to refuse the idea and privately laugh about it. =)
PROGRESS REPORT:
HERO ABILITIES
HERO TALENTS
BASE SUMMONING UNITS
TIER 2 (First Evolution) SUMMONING UNITS
TIER 3 (Second Evolution) SUMMONING UNITS
SUMMONING UNITS "LEVEL UP" BEHAVIOR
UNIT MODIFYING UPGRADES
APPLYING UPGRADES TO UNITS
SUMMON BUILDING UPGRADES
SUMMON UNITS' ABILITIES UPGRADES
USER INTERFACE
an old video update: here is a video from some time ago, gives an basic idea of what one hero is like.
Here is a brief description of what else we have changed in HLWs. Upgrading to different tier summoning buildings has been replaced with an evolution leveling system
IE a player will specialize into several different units of his choosing, the more he summons that particular unit the stronger it becomes until it evolves into the next tier of that unit and repeats this process. Units are no longer just for generalized damage, they do different things and well has have enough variation that it is important to communicate with your allies and work with which units they are summoning. Ive posted to pictures which show how a unit evolves but all the other units in the building remain the same.
0
It really depends on what you are trying to do. because the editor is so open the possibilities are endless. I can give you only a single example that our group is working on where math functions have been useful. In this example we needed triggers to accomplish some aspects of this ability but we needed the actions to take place where the user clicked for the spell to occur, but to happen only after a "Missile" had flown to that spot. We are able to find this time via math!
As you might guess we have no idea how long it will take our missile to hit the target point by just guessing. Since there is a major unknown that could change from each use, which is the distance from the caster location (where our missile appears) and then where our target point is (where the missile is going to impact). From the trigger you can see we need 2 units appear at the target source when our missile impacts that spot. Our solution was in our use "Distance" Variable in the "Wait" Action. To find the appropriate amount of time we had to take the missile speed (in our case we had set the mover to a max speed of 20) and divide that by the "Distance" Variable (which is our distance because it can vary from cast to cast).
Anyway this is a very simple function of the math available in the editor frankly there are far more complex computations within the editor. My suggestion if you aren't familiar with some of these math equations is to study up. Going to any number of math websites (google is your friend) and reading up on them will help. Once you are familiar with how these math equations work you will be able to find many uses for them. Hopefully our team's example is helpful in revealing just how numerous the possibilities are. If you have more questions you can either PM me or post here.
0
Ive run into this problem before as well. In General in order to fix this problem I will usually duplicate some other standard unit and that unit's actor and then change the model it uses to whatever the model unit that can't normally be selected. However what cause this exactly and what need to be done to reverse it I have yet to discover.
0
Okay our group has a particularly tricky problem today and I am hoping someone here might be able to help. What we are attempting to do is make a builder unit (like an SCV) use the Void Ray Beam animation and go from him to the building. In essence appearing almost like a unit welding the building into existence. The issue we are having is knowing which actors to use in order to make this happen. Normally we wouldn't have a problem but the Void Ray beam animation information like how it is used, where it appears and impacts, seems spread over several actors making it a tad more tricky than other animations. Any thoughts, suggestions, or answers would be greatly appreciated.
0
That's great for static income, but for many types of maps people need a growing income for which you need some other way and much more complicated triggers to have work.
0
Once you get used to messing with the events and morphing buildings you can get pretty fast at it. It may seem like a lot of work but that's the price we pay for having so much more freedom in the editor. Just follow the guide in this link, it's easy than it looks Morphing Buildings Guide
0
@Eldrazor: Go I only duplicate stuff that I need to actually change from the original. Duplicating everything is a huge mistake because it makes things 20 times harder to comb through when actually adding or finding something you need. However I prefer to duplicate actors because they are very much like a gatekeeper since so many other things are linked through them. I simply rename the actors to match my unit making them easy to find.
0
bump! Trying to do the same thing but no such luck. Very interestingly charges seem to work with some abilities and not others. the Train ability for example works fine with charges but not effect - target abilities. If anyone has some insight please give us the heads up.
0
This has to be one of the more annoying aspects of SC2. I don't remember getting booted out of sub menus when you click on a button. For example say you have a hero who has several levels of skills and you've gained a bunch of skill points, When you go the sub menu used for learning higher levels of the skills you get booted out and back to the main menu of the hero after only 1 button click. I'm wondering if anyone knows a way to prevent this?
0
I'm currently working on a map where I need unit costs (Minerals, Vespene, etc) to be hidden from the player when he hovers over the unit in the "barracks" I was assuming that is what the Cost Display meant in the training abilities objects properties where you modify what unit is trained and what it costs, but sadly I must be mistaken or its just not implemented yet. So I was wondering if anyone else has happened to find out how to hide unit costs? Here is an image of the page that I thought Cost Display meant click this option if you want that particular resource so show up, but unless I'm missing something I have no idea what that option does.![Cost Display Image](http://img202.imageshack.us/img202/6034/costdisplay.jpg)
0
Thanks SirLyrrad that was exactly what I need. You are awesome!
0
Quick post here guys working on a team project with a map that will have periodic income. The way we chose to display this income was using a custom resource. Now I'm trying to figure out how to make a Trigger that will re-occur every 10 seconds and check the custom resource and then give that amount to the play in Minerals. The re-occurring timer is easy enough and I assume the action I want is modify player property what I'm not sure on is how to write a custom script that does the rest. If anyone can give me some tips it would be vastly appreciated.