Way way back when it was said that in order to be in the marketplace you had to use your own assets. I'm 99% positive of this but can't remember where I heard it... it was among initial announcements for SC2 / marketplace...
(I could see it being possible to use Blizzard assets, but I bet they would take a [much] larger cut)
Stats sound cool to me. Easy enough to understand. Just don't let speed get out of hand of course... will be tricky but not impossible to balance.
Edit: I agree on defense vs vitality. When armor is just physical dmg reduc it's kind of interesting but if it's all damage they both boost "effective" health and it's just math to figure out one that is better than the other, and then theoretically there is no "choice" - one is always better.
Edit 2: Nevermind, armor decreases damage by a flat number, not a percent. This makes it more beneficial to smaller but more frequent attacks. Kind of depends on game mechanics and heroes from there...
Welcome to mapster! I don't have access to the editor right now but there should be a trigger event like "Player leaves." In that trigger make an action Pick Each unit in Unit Group. This is a loop. For the unit group choose all units in region matching condition, and for that chose entire map and owned by player "Triggering Player" (which is a function).
In that loop, pick the action "Remove unit." For the unit, chose "Picked Unit" (which is a function).
I've never made a map with multiple people before, but I imagine we'll have to be open with sharing our work.Triggers we can cut and paste, but data editor is a little trickier.We may need to be able to repeat steps on the latest version of the map.This is all new ground to me so if you have expertise and can help please do.
If you save the map as a component list, you can use a site like bitbucket.org or something to host the files, and then all collaborators can sign up and you have the ultimate collaborative power of Git or Mercurial. If you don't know what those are, they take a little bit to learn but it's worth it for a real collaboration... look em up! (Commonly used for open-source collaboration, etc.)
Basically it allows you to work on whatever part of the map you are working on and upload only the portions you've changed, merging it with the work of anyone else. You can also create issues/bug reports, wiki, code branches...etc. etc...
Also, you should probably put this in the team recruitment forum...
Yeah I got it to work after watching OneTwoSC's shotgun weapon tutorial. Created a Site actor with an event to create on spell effect persistent (At Target, or At Effect - I think both worked) and SOpAttachCenter. The beam actor creates on the search effect, and references the site actor for it's impact site. For the launch site I used an "Creation" type (on the beam actor) and that referenced a SiteUNIT actor that had no events. So I assume the "Creation" time creates the site itself, because the site IS itself (the unit).
Been trying to fill in some missing pieces / corrections since I've been active on mapster (last week?)... I am not too too knowledgeable in editor yet (been working with it for around 3 months) but I have a programming background so learning quickly...
Anyhow, that's completely beside the point, I've been doing a lot with ACTORS on the wiki. That whole part of the wiki is extremely confusing and has tons of redundancy while at the same time has huge gaping hole with no info. Calling all actor experts to help fill that out!!! (Learning actors right now myself has been extremely difficult only going from scattered forum posts, most unsolved; a concise wiki would be good for all of us, because even many advanced modders have serious questions about actors, actor events, and hosting)
Exactly what neverwin said; but just to add: the reason your first method doesn't work is just because the cost of ability function is bugged. You have to use catalog functions as neverwin did.
When you see an abilities cost in the catalog (check out the XML view of the ability data), it is in an array, hence the "[0]" in "cost[0]." The array is for ability levels (level one index 0, level two index 1, etc.). Contained in the cost field are subfields like Resource, and Vitals, and those are also arrays, based on what resource ("[minerals]") or vital.
Done a lot of searching but either too new to make sense of it, or topic is beam targeting a unit, not a point.
Right now I have an ability very similar to Psi Storm... for all practical purposes it is the same thing except I need a beam to go from the unit to the targeted point on the ground, and it needs to work even if there are no units in the search area AOE. The ability is also channeled, but not sure if that is relevant. I've gotten to work when there is a unit there, but it won't work when there is no unit in the area.
I've looked at Colossus weapons and it just seems way too in depth because the lasers move, I feel like I'm sifting through a lot of unnecessary data and not sure what is relevant or not. Also, not sure how weapons operate compared to abilities in this instance. Site actors and hosting are still very alien to me right now.
BUT I get lost when selecting alternative textures - the textures that the splat .m3 models reference don't seem to have anything resembling a splat in the texture when you look at them.
(Example: Splat_Pylon.m3 uses Pylon_Emissive.dds... Pylon_Emissive.dds is the texture for the pylon itself and I don't see anything resembling the splat... doesn't mean it's not there though)
I don't have 3d max to import the splat .m3 or I would to see what's going on ... (blender plugin not working as a side note - anyone figure that out?)
Anyone with any experience with splats at all? Thank you so much!
edit: given up on this for now... will update when/if I get it working. (as a side note I'm wondering how to do what I wanted to do with terrain textures instead of splats for performance reasons... but 'tis for another day)
Figured it was about time I participate in the great community going on here rather than just leaching your fine datas ;P...
I'm currently working on a turn-based pvp map in my [very limited] free time... been about a couple of months on it, basic system is working-ish... bit different than other turn based / grid movement schemes I have seen... for better or for worse!
So hi! Thanks for the tutorials... be seein' you...
0
Way way back when it was said that in order to be in the marketplace you had to use your own assets. I'm 99% positive of this but can't remember where I heard it... it was among initial announcements for SC2 / marketplace...
(I could see it being possible to use Blizzard assets, but I bet they would take a [much] larger cut)
0
Stats sound cool to me. Easy enough to understand. Just don't let speed get out of hand of course... will be tricky but not impossible to balance.
Edit: I agree on defense vs vitality. When armor is just physical dmg reduc it's kind of interesting but if it's all damage they both boost "effective" health and it's just math to figure out one that is better than the other, and then theoretically there is no "choice" - one is always better.
Edit 2: Nevermind, armor decreases damage by a flat number, not a percent. This makes it more beneficial to smaller but more frequent attacks. Kind of depends on game mechanics and heroes from there...
0
@PaskaTykki: Go
Welcome to mapster! I don't have access to the editor right now but there should be a trigger event like "Player leaves." In that trigger make an action Pick Each unit in Unit Group. This is a loop. For the unit group choose all units in region matching condition, and for that chose entire map and owned by player "Triggering Player" (which is a function).
In that loop, pick the action "Remove unit." For the unit, chose "Picked Unit" (which is a function).
Hope that helps!
Some relevant wiki articles:
http://www.sc2mapster.com/wiki/galaxy/triggers/category-events/#w-galaxy-triggers-events-player-leaves-game-player-leaves
http://www.sc2mapster.com/wiki/galaxy/triggers/pick-each-unit-in-unit-group/ http://www.sc2mapster.com/wiki/galaxy/triggers/in-region-matching-condition/ http://www.sc2mapster.com/wiki/galaxy/triggers/remove-unit/
0
If you save the map as a component list, you can use a site like bitbucket.org or something to host the files, and then all collaborators can sign up and you have the ultimate collaborative power of Git or Mercurial. If you don't know what those are, they take a little bit to learn but it's worth it for a real collaboration... look em up! (Commonly used for open-source collaboration, etc.)
Basically it allows you to work on whatever part of the map you are working on and upload only the portions you've changed, merging it with the work of anyone else. You can also create issues/bug reports, wiki, code branches...etc. etc...
Also, you should probably put this in the team recruitment forum...
0
Yeah I got it to work after watching OneTwoSC's shotgun weapon tutorial. Created a Site actor with an event to create on spell effect persistent (At Target, or At Effect - I think both worked) and SOpAttachCenter. The beam actor creates on the search effect, and references the site actor for it's impact site. For the launch site I used an "Creation" type (on the beam actor) and that referenced a SiteUNIT actor that had no events. So I assume the "Creation" time creates the site itself, because the site IS itself (the unit).
Thanks for the help guys.
0
Merry Christmas to all!!
0
Been trying to fill in some missing pieces / corrections since I've been active on mapster (last week?)... I am not too too knowledgeable in editor yet (been working with it for around 3 months) but I have a programming background so learning quickly...
Anyhow, that's completely beside the point, I've been doing a lot with ACTORS on the wiki. That whole part of the wiki is extremely confusing and has tons of redundancy while at the same time has huge gaping hole with no info. Calling all actor experts to help fill that out!!! (Learning actors right now myself has been extremely difficult only going from scattered forum posts, most unsolved; a concise wiki would be good for all of us, because even many advanced modders have serious questions about actors, actor events, and hosting)
0
@Zero0018: Go
Exactly what neverwin said; but just to add: the reason your first method doesn't work is just because the cost of ability function is bugged. You have to use catalog functions as neverwin did.
When you see an abilities cost in the catalog (check out the XML view of the ability data), it is in an array, hence the "[0]" in "cost[0]." The array is for ability levels (level one index 0, level two index 1, etc.). Contained in the cost field are subfields like Resource, and Vitals, and those are also arrays, based on what resource ("[minerals]") or vital.
0
Done a lot of searching but either too new to make sense of it, or topic is beam targeting a unit, not a point.
Right now I have an ability very similar to Psi Storm... for all practical purposes it is the same thing except I need a beam to go from the unit to the targeted point on the ground, and it needs to work even if there are no units in the search area AOE. The ability is also channeled, but not sure if that is relevant. I've gotten to work when there is a unit there, but it won't work when there is no unit in the area.
I've looked at Colossus weapons and it just seems way too in depth because the lasers move, I feel like I'm sifting through a lot of unnecessary data and not sure what is relevant or not. Also, not sure how weapons operate compared to abilities in this instance. Site actors and hosting are still very alien to me right now.
Any help would be greatly appreciated!
Thanks
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@ScorpSCII: Go
Not a huge fan of TD but this looks great, enjoyed the entire video (which may be a first for custom maps...)
Great design! Hope you get some attention.
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@zeldarules28: Go
sticky!
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@saucysoup: Go
Seems Pylon was maybe a bad example... other splat textures exist... resuming experimenting with tutorial...
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How do splat models and textures work? And is it possible, and how, to make and use custom splats?
Research has led me to several dead / unanswered threads... also this tut: http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/
BUT I get lost when selecting alternative textures - the textures that the splat .m3 models reference don't seem to have anything resembling a splat in the texture when you look at them.
(Example: Splat_Pylon.m3 uses Pylon_Emissive.dds... Pylon_Emissive.dds is the texture for the pylon itself and I don't see anything resembling the splat... doesn't mean it's not there though)
I don't have 3d max to import the splat .m3 or I would to see what's going on ... (blender plugin not working as a side note - anyone figure that out?)
Anyone with any experience with splats at all? Thank you so much!
edit: given up on this for now... will update when/if I get it working. (as a side note I'm wondering how to do what I wanted to do with terrain textures instead of splats for performance reasons... but 'tis for another day)
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Hah! I like that :P
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'ello!
Figured it was about time I participate in the great community going on here rather than just leaching your fine datas ;P...
I'm currently working on a turn-based pvp map in my [very limited] free time... been about a couple of months on it, basic system is working-ish... bit different than other turn based / grid movement schemes I have seen... for better or for worse!
So hi! Thanks for the tutorials... be seein' you...
Back to work now ^.^